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  1. For now I'm going to spawn the hanging light for the rope, but its going to get in the way, with the huge light fixture at the bottom. It would be really good to have a working rope mesh to work with. We have a lot of aesthetic models, but nothing functional. No weapons or anything. Does anyone else think that the modelling really has to start to focus on the things us programmers are going to have to test with? Modelers will need to go here http://forums.thedarkmod.com/index.php?showt...indpost&p=14120 to see my post on how to find the good tutorials, and learn how to name joints ready for rigging in the game to rag-doll physics, which is what I need for the rope arrow. Well the direct link to the tutorials is here http://www.doom3world.org/phpbb2/viewtopic...3017&highlight= Just remember to follow my tip (in that post I linked to) about scrolling down PAST the video tutorials till you get to the text tutorials. Then scroll down to the modelling section, it has the info you guys should need. (If you see "modelling the plasma tick" then you're in the right section) (Also there is how to get animated models in the game, which you guys will need to know to make the weapons) Well the most pertinent link I could find quickly is this http://www.planetdoom.com/leveled/videotut...ain/index.shtml Which actually has tutorials on animating and rigging. However, they're all video tutes. They are all about 20mb, but you should only need the one that has rigging in it (down the bottom). I'm sure if you search, you'll find some text based tutorials. I found built in stuff for a ROPE in Doom 3 - yes a rope, that has physics applied to it and everything - however you can't climb it, it's just another form of rag doll. What it does mean is that probably the hardest part of the "visual" part of the rope has been done already, but the game is missing a rope mesh. Looks like they half implemented it and didn't make the mesh. So all you guys really need to do is model a rope mesh with the appropriate number of joints, and name them correctly. But I'm going to tell you guys how to look into the parts that links your model to the physics in game. At the very least, you can see where your joint names need to match up with what's listed in the .af (articulated figure) files. Either you'll have to make your own .af files, or at least give us programmers a list of joint names in your model. So here's how to get your hands dirty by looking at .def files. There's no programming in there, its just a bunch of file name associations and settings for individual objects. It's where meshes and animations are linked to the in-game objects. In pak000.pk4, there is a folder called "def". That is where all the def files are. The one with the rope in it is called "env.def". Open it and search for rope. Here you can see it is pointing to mesh files at models/md5/environments/ropemesh.md5mesh and models/md5/environments/ropeanim.md5anim But if you go to the "models" folder (in one of the other pak files, I can't remember which one), you'll see that neither of those files exist. You'll see a line that says "articulatedFigure" "env_rope.af" To get to the env_rope.af file, no need to delve through pak files - in the Doom 3 editor, type "editAFs" in the console tab. It brings up a window where you edit "articulated figure" properties. Choose "env_rope". Now you can see a bunch of settings, but really, I think I will take care of the details there. But you guys should know about it because I THINK that's where you start telling the game what you named your joints when you were modelling. That's pretty much all I can tell you for now. The rest should be found by searching www.doom3world.org or the rest of the web. The link I put up there is still a good place to start.
  2. Actually, I think Tyrot's got the finished/colorized fountain, according to his post over here: http://forums.thedarkmod.com/index.php?showt...indpost&p=13323 However, there are two fountains in that thread. I think (though, don't know) that Tyrot was only going to do the colorized one. I didn't get a chance to finish this one, but maybe there's enough here to work from. The only part of this fountain I didn't finish was the base. Whereas the other one was completely made of stone, I envision this one here having an aged metallic top of some sort (brass? copper?), maybe with some gold accents incorporated throughout the remainder of the fountain? Scratch that, how about the whole fountain being ivory marble with gold accents?:
  3. Hey, wow! That T1/T2 effect sounds pretty cool! See this thread for more info: http://forums.thedarkmod.com/index.php?showtopic=938. Maybe we should be doing the machine types of sounds in stereo rather than mono, to achieve this effect? What do you think we should do, Pak? Here are the above files re-done in this sweet T1/T2 style. Compare them with the original mono files posted above: machine_hum_4-swirltest.ogg machine_hum_3-swirltest.ogg machine_hum_2-swirltest.ogg machine_hum_1-swirltest.ogg Also, Pak, I've made that 'wet finger around a wine glass' sound less pronounced here in this "humamb" file than in my original one, per your request. In doing this, I noticed there was a slight sparkle sound hidden in this file. I liked it, so I brought it out more for us to hear (humamb_1_sparkle.ogg). I could imagine the sparkly one used in a crystal cavern or something. humamb_1.ogg humamb_1_sparkle.ogg And Pak, I've removed the "hiss" from the Harp sounds, per your request. Also added a new one (harp_loud_2.ogg). harp_soft_1.ogg harp_loud_1.ogg harp_loud_2.ogg Additionally, I've created a new Ocean Shore sound. I made this sound as though it's off in the distance rather than really close: ocean_shore_1.ogg Comments are welcome.
  4. Thanks Saxmeister! I'll try this out. PS: FINALLY! Something Sparhawk is not good at or doesn't understand! PPS: Just created some sample files using this cool effect. See the following thread: http://forums.thedarkmod.com/index.php?showt...indpost&p=14256
  5. Just throw in however many joints you think looks right. The model will stretch and shrink in-game, and we can decide how many joints we need for the maximum length to look right. For now, anything will do. Make it 5 or something. Here, please have a read of this http://forums.thedarkmod.com/index.php?showtopic=1052&hl= It describes what the rope will be, in detail.
  6. Yes. You can throw punches from different sides and do a counter-attack, which usually leads to death of your enemy I just recently (not a week ago) played the game through. Here're some of my thoughts: What I didn't like about it was the feeling of me running in a tube. The levels were too narrow and pretty straight forward. You never really got any choices to make, saying which road to go. And in a sneaking game that's pretty much the worst thing you can do IMO. I did like the whole Riddick character. Anti-heros are always my thing. And yes, Vin Deasel do rock your socks, and so does the other voice actors. Also liked the 'preying mode'. Kinda succesfull. The HUD is pretty much perfect: when you're just running along without no combat or anything, there's nothing disturping you on the screen. Very well done. (Take a hint Dark Mod team. Oh, and when you were hanging on a rail and moving sides-to-sides the view throwed you in the 3rd person mode. Otherwise it's always 1st person. This system could allow you guys to make the Dark Mod game environment even more usefull, like I've stated in my previous topic -> http://forums.thedarkmod.com/index.php?showtopic=679 This way it wouldn't look bad to make the thief more acrobatic. The drawback is of course can the thief fans take it. Overall it was worth the 36 euros I payed for it, but it could have been A LOT better.
  7. now that's why we dont give access to our forums for any greenpeace activists... btw do i underand correctly that you throw these things together on one day?
  8. You know you're playing too much Thief when... ..you start making posts on internet forums entitled 'You know you're playing too much Thief when...'
  9. I thought we had an agreement that we keep silent on public forums about the new abillities of Garretts special moves and martial arts capabillities.
  10. Yeah, the requests were the main reason why I started this thread. Maybe we should let the others know about it.... post a link in the other forums, maybe?
  11. I only wanted to discuss it here before I knew you were being added as a contributor Now we can discuss it in the dev forums of course.
  12. Hey guys, feel free to use stuff from our "official response" (thread hidden to the public) and let me know if it needs changing. http://forums.thedarkmod.com/index.php?showt...indpost&p=11426 One of the major selling points for me, is this; http://www.doom3world.org/phpbb2/viewtopic...=asc&highlight= This tutorial shows how any texture can be used just like "stained glass windows", to project a colour image the same way an overhead projector does. This can be used for many dark moody effects, such as dappled moonlight coming through tree branches or windows, and obviously stained glass windows in churches. The effect will fall onto static geometry and moving objects the same, because of Doom 3's dynamic lighting. Try and imagine what someone walking under the coloured image cast by a stained glass window in a church, or under the dappled moonlight through the leaves of a thick tree. Also, the Doom 3 renderer excels at dynamic lighting and lighting quality. The shadows and lighting effects look much better than Half Life 2. The downside is that having many intersecting lights can slow down the renderer more than it's worth, hence, the Doom 3 engine is suited to really cool dark looking levels. Guess what Thief has always been about?
  13. Hi Natureboy, Sorry for the occasionlly abrasive critiques. I know it can be quite frustrating to have people critique work that isn't complete. In the future I think I'll move these kind of posts to PMs. But what Sparhawk said is essentially true. We have so many models right now we're having a difficult time keeping track of them. Our needs fluctuate as people come and go, though, so you could always check back in and see how things are going in a few months. And you can feel free to hang out in the public forums in the meantime. Thanks again,
  14. more or less...the sparse announcements are documented at TTLG forums (there is a Bioshock Anticipation forum there). There's been some discussion of the premise, plot etc. there, and how it is a 'spiritual sequel' to SS2.
  15. Sparhawk, I sent it to New Horizon (because he's in charge of PR, I figured he'd have people's emails ), so that he'd forward it to you and Domarius. If it hasn't reached you that way... [edit - found your email on ttlg forums. I will try sending it directly to there]
  16. I found this post over at ISA (http://forums.ionstorm.com/index.php?showt...ndpost&p=342075). Are there any desires here in DarkMod to make multiple versions of Burricks?
  17. ... which would probably need additional sounds. http://forums.thedarkmod.com/index.php?showtopic=864
  18. Thanks Ishtvan...we're discussing these very issues on the dev forums at the moment.
  19. I sent you several mails without response and you never really participated in the forums. From the task that I set you I have seen nothing up until today. So the question is: What exactly do you want to help us now all of a sudden?
  20. This is the thread I'm always updating; http://forums.thedarkmod.com/index.php?showtopic=708
  21. It already is posted. http://forums.thedarkmod.com/index.php?showtopic=782
  22. I brought this already up in the old forums - unfortunately the majority was against it... edit: finger was right - I mixed in german word order
  23. Ok, we need to get this cleared up once and for all. I agree with what oDDity has said above. As I see it, we have basically two issues here. 1. Should the compass tilt. 2. Should the compass be combined with the lightgem on the HUD like T3, or should it be an inventory object like T1/2. We seem to have about four people against tilting and three or four in favour of it, with at least three people who would like the compass to be an inventory object. I personally don't like the tilting on the main HUD, though if we made the compass an inventory object, then I wouldn't care whether it tilted like T1/2. So how do we decide this? It's a bit of a mess at the moment, and voting for Oofnish's lightgem doesn't solve any of these problems...in fact it becomes pointless until we get this sorted out. Problem is, these two issues overlap. I support a combined lightgem compass UNLESS we're doing tilting, in which case I don't. So I'm not sure how to set up a vote. I think we've pretty much heard all the arguments for and against, so unless anyone has a totally new idea, here's what I suggest: http://forums.thedarkmod.com/index.php?act=ST&f=5&t=794&st=0
  24. Not sure if this has been mentioned before or not, but in case anyone was curious about painting titles and the artists from Thief, here you go: http://www.ttlg.com/forums/showthread.php?t=10900 Here's a brief snippet from this thread. There are more attributions if you visit the above URL:
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