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Actually it's pretty easy to get things to spin, it's just one line in the projectile def to give it a launch angular velocity. As for special mapper-placed tags for everthing to take cover behind, we usually try to avoid solutions that make the mapper place tags everywhere for things, when possible. If we did that for everything, the mapper would spend all their mapping time placing special-case objects. Also, the AI should be able to know that they can take cover by going around a corner if the player is on the other side, but it would get pretty tedious to tag every corner in the map.
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I was wondering about the "rudimentary 'take cover' behaviour" will it be anything like the behaviour in fear? cause what they did in fear is giving the items in the 3dworld id-tags so that the AI knew what to do if there was any object in the neighbourhood to take cover with. This also reduced the need for raw CPU processing power. If you could implement something like that then you could focus on the animations of the characters instead of writing something like this behaviour completely anew. greetz p.s. i dont know anything from coding but webbased coding, so it is rude to asume it will be easy to implement into the dark mod and you probably have your priorities somewhere else p.s.s. the update is looking good
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greebo - if you need some grave models for your map, you might want to use one of the models I have made recently. They should be on CVS by the end of this year. Take a look at this thread to see what's in the set so far: http://forums.thedarkmod.com/index.php?s=&am...ost&p=91243
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I didn't see anything on the forums about the compass designs so I made a poll. Here's the reference pics for a compass: http://www.100thpenn.com/compass.jpg http://www.pewter.it/400X400/0096601B.jpg http://www.smartstart-toys.co.uk/images/Compass.JPG http://www.stanleylondon.com/compass.jpg http://gallery.hd.org/_tn/std/maths/compas...OVray-by-BG.gif http://www.qpindia.com/pcat-gifs/products-small/compass.jpg If anyone has other suggestions or reference pics, post it here.
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drumple's info on getting .roqs in game is on wiki http://forums.thedarkmod.com/index.php?showtopic=3504&hl=
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Okay, I read an article last month that really opened up my eyes to being able to calculate more advanced odds. I can't do anything really complicated, but one new technique I've been using now and then (in my more nerdy moments) and I thought I'd go ahead and share it. First of all, what are the odds of getting a 6 on one roll of a 6-sided die? 1 in 6, or 1/6, or about 17%, whichever way you want to look at it What about getting two 6's in a row? (or rolling two dice together and getting two 6's) 1 in 36, of course. You all probably know that you simply multiply the fractions straight across: 1 x 1 is 1, 6 x 6 is 36, so it's 1/36. What about getting six 6's in a row? (or rolling six dice together and getting six 6's) 1 in 46656! Okay okay, but what about the odds of rolling at least ONE 6 within six rolls??? This is the problem that I could never solve. You might be tempted to ADD the odds, 1/6 plus 1/6... to get 6/6, but that's not true, you're not 100% guaranteed to get a 6. The same is true with flipping a coin. The odds of getting heads on one flip is 50/50, or 1 in 2, but the odds of getting at least one head on two flips is not 100% - it could be tails and tails again. In order to figure these type of odds you have to figure the odds of NOT getting what you want, then just do the inverse. The odds of NEVER rolling a 6 within six rolls is 5/6 x 5/6 x 5/6 x 5/6 x 5/6 x 5/6 = 15625/46656, which boils down to almost exactly 1/3. So your chances of NEVER rolling a 6 within six rolls are 1 in 3, or 33%. That means that your odds of GETTING at least one six are 2 in 3, or 66% If you doubt it, try it empirically. Grab six dice and roll them, recording whether you see at least one six or not. Do it about 30 times for a good sample, and you should notice that you saw a 6 roughly 20 times and saw no 6 about 10 times. With a coin, the odds of getting at least one heads within two flips will be the inverse of the odds of NEVER getting a heads (which happens to simply be the odds of getting two tails). The odds of getting two tails are 1/2 x 1/2 = 1/4. So the odds of getting at least one heads is 3 in 4, or a 75% chance. You can test that one two - flip two coins, recording when you see at least one heads. After 40 flips, you should have around 30 with at least one heads, and just 10 with no heads. This trick of finding the odds of getting the inverse of what you want comes in handy in card games and other things. I recently figured out the odds of at least two people sharing the same birthday within a group of 10 people. You might be tempted to simply divide the days in the year, saying the odds would be 1 in 36 that someone has the same birthday as another, but after doing the real calculations it turns out the odds are just 1 in 9 (IIRC), not so extremely unlikely after all. ----------------- PS - I have this deja vu feeling that I wrote something about this before, but I couldn't find it, so if I did, sorry!
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revisit house guards House Guards (might actually exist, check this thread)http://forums.thedarkmod.com/index.php?showt...guard&st=25 http://forums.thedarkmod.com/index.php?showt...=1455&st=25
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Add some default bounce sounds to moveable objects http://forums.thedarkmod.com/index.php?showt...4&hl=bounce Update website
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Don't know of this will help you, as you aren't using lightwave, but here was a thread I had on the same issue a while back: http://forums.thedarkmod.com/index.php?showt...p;hl=chamberpot
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Yes, 7000 is a little high. That's actually significantly higher than our most complex AI models. There is a smoothing feature that will allow you to simulate roundness, but I'll let people who know more about modelling help you with that one. Now that you have access to the modelling forums, you might want to take a look at our online model webpage, where we keep track of our completed models. It needs to be updated at the moment, but it will give you plenty of examples of the style of models we're making. http://www.tjoff.com/jens/darkmod/gallery/
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don't pay too much attention to the stupid title i invented.. i'm tired, it's late here..! (02:35 a.m. - Rome, Italy) ooh! finally i can enter the real forums hah ah... Let's get to work! First problem.. the oil lamp model i did has too many polygons, i tried to reduce as much as i could their number and to delete some parts but it still remains a model of 7000 polys.. (it was of 42000 polys before..) anyone know some tip to reduce sensibly the number of polys? The general problem we should talk about is the modeling of round objects. A round object, as anyone knows here, in computer graphics appears round but is made of thousands of straight segments. So my general question is: how can i build round models without using thousands polys? which are the techniques to do this? I want to avoid what happened with the round stool model... it's named "round" but it has 7 VISIBLE sides. Are there techniques to make a segmented model appear round?? Changing subject, i started learning Dromed! it's great! i liked very much, it's so easy to use! i think i'll make a thief2 FM in a near future.
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You can beta map if you wish. We just don't have any plans to focus on any official maps at the moment. This discussion should actually be inside our private forums, I'll move it.
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I thought you were applying as a modeler? It's more important that we fill out our assets right now....if there's no toolset, then there can be no campaign. It sounds to me like you're more interested in being a beta mapper than a contributor. It's a bit of a let down for me personally, because generally if someone applies for a position by displaying their modeling skills...it means they wish to model. At any rate, it would be most beneficial for the project if you were to help us fill out our asset themes. We certainly need as many props as we can to populate the game world with objects. As I said earlier though, there is really no difference...anything you make WILL be used in the campaign later....you're still contributing to it in the end, it's just not being worked on right now.
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I Offer My Help As A Modeler - Buildings, Props......
Springheel replied to Mz3D's topic in I want to Help
I haven't had time to try the new ones--I should be able to tonight. edit: just tested them. They work and look great! You should be seeing more forums shortly. -
Hey people, I am checking the darkmod page for news on your progress very frequently and you're doing some great work!! But I was wondering whether you could post a public ToDo list here in the forums, so that interested fans can see more often what is going on... If you want to keep some things secret, it's still understandable though... cheers, STiFU EDIT: To give you an idea what I mean here: A normal checklist that shows what you have implemented already, what you are working on right now and what has to be implemented in the near future.
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Of course! The more beta mappers the better. You can send New Horizon a PM instead of using email if you like. Welcome to the forums, it's always nice to see some Dromed people around!
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There is a designdocument which should describe all this already: http://forums.thedarkmod.com/index.php?showtopic=285
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Maybe I'm just drawing a blank; maybe this is impossible. Do we have any of oDDity's original character models or templates or basic bodies or anything I can open and play around with in Blender? Thus it could be either ASE or LWO. I know they are md5anims, but is there a converter, or any other possible method, if in fact we don't have the originals? I checked the doom3world Blender forums, and while there is apparently an md5 importer, it doesn't work for md5anims. If none of this is possible (which I'm doubting, because somehow all of this character work going on recently wouldn't be possible... I think?), then to Dram: how did you make the little bust statues in the mansion out of a character?
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Code the Mission Success screen http://forums.thedarkmod.com/index.php?showt...mission+success
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Thanks ascottk Springheel has a sticky thread in the art section that has some concept art for reference: http://forums.thedarkmod.com/index.php?showtopic=189
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I'm not too keen on the leaning animation oDD did but & I already have those anyway. Remember I did those animations on TDS & they are quite easy to do. Here's a reminder: The animation hacks done for the player seem to be producing some bugs. I'm certain that having proper animations will resolve these issues:Creeping only plays half of the walking animation: http://forums.thedarkmod.com/index.php?showtopic=4461 The leaning bug: http://forums.thedarkmod.com/index.php?showtopic=2716 And (low priority) having the thief walk while swimming: http://forums.thedarkmod.com/index.php?showtopic=4460 I did try to get our thief ingame with the current animations but it's not cutting it. The side effects would include: Having the walking animations stop so he starts sliding around Crouching doesn't work Animations in general get stuck I think having new animations is a higher priority than what people think.
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Some forums (like Cgtalk) partially solved it by having the first post from new users verify by mods before actually showin it in the forums.
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Some people obviously have a massive list of thousands of forums which they visit one by one, joining and then posting their little spamlet. Doesn't sound like much of an existence.
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Composer to composer forum @ finalemusic: http://acf.finalemusic.com/ This fairly new & isn't very busy at all. http://www.music-web.org/forum/index.php Better organized & a lot busier. So this would be a great place to introduce ourselves It has music theory, composition showcase, music encyclopedia, & more.
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I wonder if the spam only seems to be more common here because it is a low-traffic forum. On high traffic forums such threads would probably be removed more quickly by a moderator or just lost in the general churn of new threads.