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  1. We do, though it's not great. I think you're being set up as a contributor shortly, which will give you access to the list of needed models: http://forums.thedarkmod.com/index.php?showtopic=7366
  2. Oh yeah one more thing "About the game itself, I can tell you right now: it looks really really great. First of all, from what I gathered, many issues have been taken into account and it looks the community has played a role in it since their worries are really taken seriously. Moreover, the early echoes from real players (including fans) are extremely positive. One last thing, if you're looking for freedom in DX3 you should not be disappointed, it will be a key element. Concerning the news releases, you need not worry... all in due time and regularly." http://forums.eidosgames.com/showthread.php?t=78639
  3. BEAR, the info is in the first post in this thread http://forums.thedarkmod.com/index.php?showtopic=8123 (last section: "Public Relations"). PM me if you are unsure what I mean.
  4. For some reason, the hour or so of Half Life 2 I played bothered me. Not sick, just... weird. First time ever in a game, and Descent never bothered me a bit (quite a thrill, actually). I think it may be the narrower FOV? Isn't HL2 something like 70 degrees instead of 90? I could be wrong. Edit: Interesting, answered my own question. Yup: http://forums.nvidia.com/lofiversion/index.php?t191.html
  5. @HappyCheeze: As soon as New Horizon has set you up, you'll need to read through a few things before you have access to our SVN repository. This is the link you'll want to start with, take your time and work through that: http://forums.thedarkmod.com/index.php?showtopic=6694
  6. Ok, can you set up our two new Beta Mappers, New Horizon? @Flanders: you'll need to read through a few things before you have access to our SVN repository. This is the link you'll want to start with, take your time and work through that: http://forums.thedarkmod.com/index.php?showtopic=6694 (accessible with Beta Mapper permissions) I'll post that link in HappyCheeze's thread too.
  7. Ahh, I see where you're coming from. While the editor 'can' be run in a single folder, it was never meant to function in that environment and as I've been told by several developers, the editing tools were never intended for release outside the studio at all. What we got was a quickly cleaned up version of the inhouse tools. I guess we're lucky it even works. Minimalist was never tested within the editor, which is no doubt why it busted everything up. Unless you're really running short on space, I suggest the separate install method. The installer doesn't support single folder installations. As for multiple install options, not likely. I really wouldn't know where to begin separating things because some assets depend on each other to work correctly. The primary focus is to keep everything self contained within the two packages...editor for FM authors, patch for players. I'm hoping that the patch will be less than 100 megs, but I haven't finished putting it together yet..so I can't say.
  8. Okay, then if I understand, could separate packages be made available?: -a binary which makes changes to files like the gamesys or schema files, or whatever -a zip package which contains the custom textures, sounds, scripts, or whatever That way, we can use the assets for whatever missions we need them for, and this saves the major bulk of size in download and distribution, and the patching is isolated off to the side, so that people can just back their files up if they need (because they have neither vanilla nor enhanced). My problem is, I couldn't run Minimalist for long before I wasn't able to run the editor at all anymore. I was doing nothing more than starting to rebuild my lost map, no scripting or anything, and suddenly it all went bad. Any map I would load would crash as soon as I moved the mouse. So I had to go back to vanilla + my few mods. And as you know by now better than anyone, T3 and the editor are a *bitch* to get set up. Would hate to have to go through all that all over again. Plus, I'm a single folder player/editor. What then? Okay... this is getting really complex.
  9. I've now written my question, erased it, thinking it was answered, and now I'm rewording it. So, for those who want to play enhanced-built missions, but don't have the enhanced install, they'll need a patch? But in truth, authors could just distribute their assets as normal, right? I know you can't answer for everyone, but it could cause a split if people can't use the missions without a big download or a patch which some have and will resist. Especially if it changes the game, which some people want left alone. Idea: If a patch is to be the way to go, make it a simple zip? Gives the user much more control over what they do with it. Edit: Assuming that's possible... hrm. Okay, well, I'll work something out either way I guess. Just want to be able to get enhanced versions going for missions, and then get back my versions when playing normal. I'm sure many people will want that.
  10. Yep, it was released just a little while ago http://www.ttlg.com/forums/showthread.php?t=122490 If anyone doesn't know this is part 2 of the Circle of Stone and Shadow Thief II Fan Mission campaign. It follows up where Cosas left off after Gathering at the Inn. I won't get into details, I have yet to play it (hopefully tonight). I was a part of this time quite awhile back and can say what I saw of the terrain in MissionX it is a pretty cool layout. I am very happy that my work will finally be released. I modelled the main characters (Raputo, Cloud) something like 4 or 5 years ago. At the time it was a pretty big deal for me and some of my first completed characters. AnarchicFox (I believe) did the skins so they should be looking really nice. I also did quite a bit of furniture and a few small items. Anyway, I figure anyone here would love to play this one but might've missed the announcement.
  11. I started a thread about them almost a year ago: http://forums.thedarkmod.com/index.php?showtopic=6754 Apparently, these items are on your ToDo-List.
  12. I've lost my acess to TDM resources and team forums, so I can not check these spiral stairs... But... what's the best method to build monster clip walls that would outline round surfaces (e.g. walls around spiral stairs or tower walls)? The one described in spiral staircase tutorial? (Unfortunately, there's no screenshots there now.)
  13. Yup, there are a good few of us steadily working on stuff, posting in the internal forums about issue and things. Between us and the more official main mappers, there should be a good strong handful of cool missions ready for the mod release (probably around next summer)
  14. Virtually every so-called christian in the world, and certianly all Western Christians, are blatant hypocrites. They claim to be following the teachings of Jesus Christ and the bible, but what they actually do is pick and choose the easy tasks and ignore the rest. If you truely beleived that christ was the son of god, and followed his teachings, then you would strain every muscle to live your life the same way he did. He would have given his last penny to a beggar, he would rather have gone hungry himself that see someone else go hungry. His whole life was devoted to helping others with no thought for himself. Is that the way western christians behave? Is it fuck. Most of them live in swanky houses with all the modern comforts and a big bank balance, and sit watching the the news on huge widescreen plasma TVs about millions of starving people. The price of that TV alone would have fed one of those starving people for life. Christians don't follow the teachings of Jesus at all, they just do the easy stuff, but anything in the bible that might cause them discomfort or hardship in their lives, they completely ignore. A true Christian wouldn't spare a single thought for themselves, have not a single comfort, own not a trinket or gaudy bauble, or anything they didn't absoltuely need, and would devote their entire existence to helping others. Then there's the church as an institution. The amount of wealth the church has is astounding, but yet again they do little to help all the unfortunate people int he world. If they sold of all their assets they could stop literally millions of people from dying of poverty. Religion is just a joke. They even fool themselves into thinking that they're truely religious. Religous people don't really beleive in god at all. They kind of hope god exists, they're not sure, but they go aloing with it anyway 'just in case'. IF you really, truely beleived in god 100%, then you would devote every single second of your life to his every word, and the words of his son Jesus. You would not pick and choose which words you followed. It's not a fucking buffet.
  15. You're welcome. There are still a few steps left to go before the model is actually ready, but at least you have your first result. I was thinking that this conversation should perhaps be moved back to the public forums - I believe it could be quite instructive for others. What do my fellow team members think?
  16. You'll want to learn Normals for sure but they can always be added later in a mtr file. The collision and shadow are more critical as the model needs redone again later if not there. You should check out polycount forums for any information on modelling techniques. Our Wiki has all the basic infor but almost any modeller can learn alot from polycount. Some amazing stuff gets done there and everyone is really helpful. I am using XNormal for normal maps and AO baking right now, it seems to work really well. Normal map basics. I'm not gonna get in depth as there are tuts. Basically you need a low poly and a high poly version of your model. It's best if the low poly is fully encased within the highpoly and has bevelled edges. The high poly deffinately needs beveled edges, straight 90 degree edges don't get transfered as the normal map contains info on sides not depth. Also, each polygon on the model needs unique uv space, overlapping polys will leave black spots that get no light. Then you export the hi and low seperately and use a program like Xnormal or Doom3 to bake the hi-poly details onto your low poly map (the high poly model doesn't need UV coords).
  17. So that everything is located under the models/darkmod folder. It keeps all our assets separate from the D3 ones. I did start a thread on the issue, and no one mentioned problems with moving them until now. I didn't even finish deleting the old locations until this morning. If modifying the def files is going to be a major annoyance, moving the md5 folder back up one level is probably easier. That doesn't really impact the editor anyway. edit: Perhaps someone is already moving it? Because my char and md5 folders are both now listed as "missing".
  18. Bah, that page is just marketing hype - it's just an interview with the developer, not actual performance tests. You need an independant 3rd party for a reliable source. I made a post on how XP runs games faster than Vista, but decided it should be a new thread. http://forums.thedarkmod.com/index.php?showtopic=8089 The bottom line is - the numbers are out, and XP runs games faster than vista, and they look identical in terms of image quality, even the DX10 ones.
  19. Hi Necro. Unfortunately, there isn't a lot for us to come to a conclusion on in the screen shots. All is not lost of course, we want to give you a chance to show what you can do. Although the assets for Thiefy style structures are somewhat limited in D3, go ahead and try putting together a small demo map with D3Edit. If it takes a week or two, don't worry, I will leave the application opened until I hear back from you. Just post the screen shots in this thread and we will proceed from there.
  20. Hey, Jerboa, welcome to our forums! We can always use more of such models, "everyday stuff" is good for the mission toolset. I suggest you drop a PM to New Horizon to apply for Model Contributor status. We can create an applicant thread for you, where we review your stuff and introduce you to how to get your model in-game. Have you a copy of Doom 3 around? The process of getting models in-game is not hard at all, but it may take some non-obvious steps.
  21. Wouldn't it be better to make our assets all darkmod/models/... instead the other way around? Maybe I'm confusing some paths here.
  22. Ok, a few other things I've noticed. When working in the editor, calling up models gives you a list of all the TDM folders AND the Doom3 folders mixed together. The "models/weapons" folder has the broadhead.lwo as well as the pistol, chainsaw, etc. There is a "model/outdoors" folder that has a bunch of D3 stuff in it. The model/characters" folder has none of our characters, so where are they? Our beta-mappers have been bringing this up already, but it doesn't make any sense to have our assets mixed in with the D3 ones. I'm not talking about getting rid of the D3 ones, but ours should be in a separate, easy-to-find folder tree. Our textures are all located under a root "darkmod" folder, and I think we should do the same for our models. All the paths for our models would be "models/darkmod/etc. This would mean all of our models could be organized separately from the D3 ones. It also means every map using our models would be broken. What do people think about this? Edit: Things just got a little more confusing for me. While I can see that we have our own "models/weapons" folder, it doesn't show up for me in the editor--I get the D3 one instead. And our "models/chars" doesn't show up either, just the D3 "models/characters" Here's the list that comes up under base/models when I'm using the editor: Of these, only the first three are TDM. The one at the end is obviously Gleeful's (not sure why it's a separate folder) and the last Mansion one is full of .ase models that don't appear to work.
  23. Continuing from this idea: http://forums.thedarkmod.com/index.php?s=&am...st&p=155603 Hmm, it strikes me that this might also be a very easy way to add variety to large groups of AI. It would be extremely easy to have a "tall" "medium" and "short version" of just about every AI we have. In fact, rather than every character needing animations exported separately, why not establish a series of default sizes for AI? We could have something like: Very Tall (6' 3") Tall ( 6') Average (5' 9") Short (5" 6") Instead of having unique md5anim files for each AI, we just make one animation set for each of those heights, and then create separate AI defs that point to each one. That means we could have, for example, 4 different heights of the same townsfolk model without any extra work. It might not always be appropriate for every AI (a Short elite guard would look weird, as would a Very Tall forger), but it gives a lot of extra variety (and saves a lot of exporting and nearly duplicate md5anims). The only downside I can think of is that you wouldn't be able to have a 5'11" or a 6'2" character--but since character heads are all slightly different sizes, I really don't think anyone would notice that AI come in only 4 different heights. Squill, any reason you can think of why that wouldn't work?
  24. Was just browsing through the BCG forums, and stumbled upon this: Thank god.
  25. Okay, I'm done adding a few points. I eventually got stuck on fixing the rotation, so someone with a 3d program can probably do those much faster than me. Documentation for how to do it is here: http://forums.thedarkmod.com/index.php?showtopic=8070 These have been added: Base Humanoid def file (tdm_ai_humanoid): - palm of hand (left/right) - front-right and front-left of belt - back-left and back-right of belt - back-center of belt Builder def file only: - slung across back (left to right or right to left) - stacked across back (left to right or right to left). This is offset one unit farther back so that two weapons may be worn crosswise across the back without obvious clipping) TODO: We can move this to the humanoid base def file, so that other AI can optionally sling swords across the back, but I wasn't sure if all humanoids have Spine2 joint, or is it just the Builder? - Sword at hip (WIP) (I know the builder won't have swords, but wasn't sure if the citywatch mesh was up to date or not). I think the position is okay, but I couldn't get the rotation right by hand. Need a 3d program to generate Euler angles or something.
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