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Ok, here's a list of things that need to be addressed in the models divison: Taking stock of our assets Now that Oddity has left, what models do we have? Which can be modified and used and which must be discarded? Modifying the existing character height Changing the AI models to match the player's height. Size Standard Picking an AI to use as a standard measuring stick for future models. Fixing the size of models that are currently too big/small. Deciding on Hands (Full fingers it is) Full fingers or mitten hands? Origins Checking the origin and bounding box on models. Material Type (done) Add material type (wood, etc) to the materials. We are planning on releasing our next alpha release on May 31st, so I'd like to have these issues solved by then. BT, can you think of anything else? Can we start assigning these to people?
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Yep: http://forums.thedarkmod.com/index.php?s=&am...st&p=180065
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I don't take it seriously, but if I'm reading the forums at work, I don't want "Rape Fantasy" to ever go thru the Big Brother monitoring filters. It still appears in the root forum view even if I stay away from the Off Topic forum, because people keep posting here and making it the most recent thread in off-topic. EDIT: Unless it is something like a CNN.com article, "Dick Cheney Killed in Bizzare Rape Fantasy Gone Wrong." That would probably be okay.
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I've tried to think about the issues surrounding this (in fact we started to discuss them like a year or more ago)... -what would it mean for texture scaling? Anything? Nothing? Because we're not suddenly on their expected grid size, would that make all textures not fit without adjustment? Or is that reasoning completely wrong? Should be able to test this. When a texture is made, there's no concern over size in game right? Just 32, or 64, or 128, etc. Then again, "128" clearly exists as a size in-game. So would that mean suddenly textures are getting their trims cut off, or a little extra overlap, if the mapper was assuming 1:1 ratio? Damnit, 1:1.1 is so close to unity that it's aggravating. -the grid is broken into halves and then halves again and again, meaning into eighths at "large ticks". So would this be of any benefit? Or more confusing (doubtful). -what would it mean for assets from other projects? For instance, suddenly everything in Doom3 would be.. what... too small? Or too large? Confusing. And, do we care? Wow, no super turkey punch or BFG... -we could maybe ask the community what they think, or at least the beta mappers (I'm thinking Bukary would have an opinion). Discuss? Edit: okay, finally wrapped my head around it, it's not so complex afterall - if a door was 7ft, that's 84 inches, so at 1.1 inches per grid, that's 76.4 grid spaces. For 1:1 ratio, it's very simply 84 grid spaces. Therefore, everything "non-TDM" would be slightly too small for TDM. Either that or the other way around.
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Ok, ok, I guess you guys have a point. No sense in going it alone. http://forums.thedarkmod.com/index.php?showtopic=9104
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Renderer improvements
OrbWeaver replied to OrbWeaver's topic in DarkRadiant Feedback and Development
I never thought that a simple screenshot could be so confusing What is implemented is support for the vertexColor and inverseVertexColor stage keywords in material definitions. These keywords allow a material stage to be multiplied by the vertex colours which are included in the model file (after being added by a modelling program, there is no vertex painting in DR). These vertex colours have two purposes. Firstly, they can modulate and darken the texture on a model in particular places, such as to give the impression of dirt or rust. This is illustrated on the second model from the left in the skins tutorial: http://forums.thedarkmod.com/index.php?s=&am...ost&p=52511 Secondly, by using two diffuse/bumpmap stages, once of which has vertexColor and the other inverseVertexColor, it is possible to blend between two textures on the same model by using full-black to full-white vertex colours. This latter function is not yet implemented in the DR renderer, since currently only a single diffuse/bump/specular triplet can be rendered on a model. -
ok, its the splash screen, which i cannot find any reference to in the guis. if you want to change it though, you just change the image in guis/assets/splash/launch.tga you can make a quick test by taking a darkmod concept image, make shure its 1024x1024 or at least 512x512 and rename it to launch.tga and put it in that folder ( in the darkmod directory, not the doom3 one ) and it will load it at startup for the darkmod.. now getting that to play a video is what im trying to figure out, if it can be done. i used a hexreader to check the doom3.exe file, but again i found no reference to it. but im not giving up on it yet.. even though it only gets shown for a few seconds.. still would be nice to see the video there.
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1st post!!! weee.. anyways.. wierd thing just happened.. i was right in the middle of debugging the quit cmd on my menu template and the power went out and back on... puter reset.. but it was after i saved the copy.. but what a freaky thing. currently im building a template that will cover the whole menu layout, it seems to be going pretty good so far. it will be a complete menu without the graphics in place, its to test and debug the whole thing, and the graphics can be added in with proper transition effects after. off to the side of the template is a debug window that shows the current status of the menu's selected and what buttons/functions are running in real time. as for the cursor, i read in a post by napalm that you just drop the new cursors in the ui/assets folder, which i did previously, and thats not working, so thats one thing thats needed to be gone over. EDIT:.. 2nd post.. i wasnt quick on the trigger.. i believe i have a txt file with the full layouts of the buttons somewhere, i'll see if i can post it. it's been ajusted from the original concepts slightly due to the actual number of options in the doom3 menus.
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So we have yet another texture reorg? Not sure if I like this. Though it would make sense to group the assets together based on their usage instead of their theme. Currently we have castle, mansion, nature, etc., which is not very usefull. Also, don't make to many subcategories. That is just annoying because it requires a lot of clicking.
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I have to login once when I get to work, then once when I get home, every day. While I'm still at work (or still at home) I can visit the forums multiple times and still be logged in, even after closing my browser, restarting laptop, etc. It seems to only require a new login from me when the IP changes. Perhaps your ISP at work or wherever you are is somehow alternating IPs?
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The quality is not particularly good. If someone is looking to add a bunch of good textures, I still have BlackThief's excellent stone/mansion textures somewhere. They just need material shaders, but I keep forgetting to get around to it. If anyone is up for it just let me know. http://forums.thedarkmod.com/index.php?showt...amp;hl=textures
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I get this as well. Rather, I got it for a week or so, a few weeks ago. Now it has started up again, and worse than ever. I'll often be in the middle of looking at new posts, and it'll inform me "This menu has been disabled" and that I must log in to see member forums. These past few days, this will happen perhaps 4 times a day. Very odd. By contrast, I visit first thing in the morning, and all is fine (later today, I'll be forced to login a bunch again though, I am sure). Not sure what the heck is going on. I've force-refreshed the page, and purged the cookies. Rather not wipe my entire browser history for one site which is having an off-and-on prob; rather hoping it's just an invision board bug. The only thing that has changed here recently is that last week I installed flashblocker and adblocker, but they're both disabled.
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Renderer improvements
New Horizon replied to OrbWeaver's topic in DarkRadiant Feedback and Development
Great work Orb. Another step for DR toward accurate previews for mappers. We should talk to the guys I mentioned in this thread. http://forums.thedarkmod.com/index.php?showtopic=9041 This was the email I received from the lead coder. -
Hi, I'm currently studying for an Msc in computer animation and trying to work out a possible masters thesis. I'm very interested in contributing something to this mod as my project. The thief series has long been an inspiration for me and I've followed along with the development of this mod with great anticipation and awe. Used to post on the old ION storm forums a little following thief 3's development, used dromed back in the day too Just wondering what are the general areas most in need of assistance? Obviously as a masters project it would need to be substantial and based around a proposal and research. I mainly come from a coding background which is what makes up the majority of the course. We've been working with OpenGL, python and renderman mainly, for differing applications. Before that I had a few years with Java amongst others. We've also done intro modules to maya and houdini etc. One small assignment I've been working just recently has been a basic 3d collisions game which I've based around the old arcade classic Breakout. As a group project I also did coding and level design/editing for a hl2 mod. Just to give you an idea of some of the areas we've looked at. Personally I'm very interested in level design and I'd like to incorporate something into a small but solid map using dark radiant too. I'm very interested in AI as well, not sure where you're at currently with this? Anyway, I'm wondering if you guys have any thoughts/suggestions? Below is a link to some of the past projects people have investigated to give you some idea of what I might offer. I don't know if it's a feasible idea really, if not, no worries. It might need to be something that is currently way of your radar in terms of implementation but that is applicable to the game as a future target but workable now. I just thought I'd throw this up here, I'd be really interested to hear from you all regardless. Thanks and keep up the inspiring work! Previous Masters work examples
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He's merely pointing the fact that in the *originals* is hard. Playing the demos isn't a prerequisite for suggesting a better system (not to mention there is no rope arrow in the demos) Sometimes fans (like myself) sound like we are demanding things.. but we are only excited Btw - probably not very relevant - but I'm working on a game based on rope dynamics. It's a totally abstract game, but I was inspired by the thief rope. Maybe some feature I implemented, such as the double rope, inspires you guys here's a link to the thread in the 3dgs forums: link
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@Baal : Yes it's just .vfp and material-file modifications. All vfp files get some basic information passed in, like eye-position and vertex-info etc. For example the vertex-program part of this is just copied from bumpyEnvironment.vfp that comes with Doom3, and the fragment-program part is customized. Did you also use a custom .vfp file for the image here ? http://forums.thedarkmod.com/index.php?showt...st&p=175427
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I'm just playing around with what Ascottk was talking about here: http://forums.thedarkmod.com/index.php?s=&am...st&p=179298 Basically, if you add the lines: "copy_joint Neck" "Neck" "copy_joint Head" "Head" to both entityDef atdm:ai_noble_man, and entityDef atdm:ai_nobleman, you can compare. The old skeleton (atdm:ai_noble_man) works (although the neck is stretched). The new skeleton (atdm:ai_nobleman) has a rotated head. The heads are the same, so it must have something to do with the neck and head joints. "editor_var copy_joint jointname" "specifies a joint in the head to copy the specified body joint's animation from"
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Anything No one's been in charge of sound. I'd say download all the music & sound from SVN to check out what's there, and see what else you can add. Go crazy! Actually we'd like some more aesthetically pleasing lock picking sounds http://forums.thedarkmod.com/index.php?showt...mp;#entry179449
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Squill, I did some researching into the head_control issue (so that there would be no gap when the head turns). It seems like something on the new skeleton is rotated in a way that causes this not to work. Can you check the thread: http://forums.thedarkmod.com/index.php?showt...mp;#entry179372 Hopefully we can address this on the new skeleton, because we could then make AI without big collars to hide their neck. Is there any obvious different between the head/neck joints of the old and new skeleton?
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Ok, I'll give you Contributor permissions now. There are two things we need to get sorted out before we can dive in head first: Please read through this: http://forums.thedarkmod.com/index.php?showtopic=6694 It contains most information needed for starters (how to set up SVN, our working culture, etc.). You'll need to be familiar with the license which TDM will be distributed under. Although it is not fully discussed yet, TDM will be released under some sort of GPL or Creative Commons license, which means that all your contributions will fall under the same license. Basically, we want that TDM is open source and free for all to use. If you have a problem with any of that, please say so. Ready to go?
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Yes, if someone can move this debate to a new thread that would be good. The title might draw in more debate. I'm not sure the lowest mutterings should be counted at all. Over at Eidos, the 'official' ghosting rules are defined: http://forums.eidosgames.com/showthread.ph...highlight=ghost These rules are extreme: no damage, doors re-shut, etc. Yet is states: "If a human grumbles, shifts in place and goes back to "relaxed", you are clean." - they don't count low levels because they are mere unconfirmed suspicions 'must have been rats' and the player is not detected. I agree these are not actually alerts (although technically they might be 'Alert 1') but warnings to the player they are at the borderline of being noticed. The next level up where AI go to investigate an extinguished torch should count but very low say 1%. This is again because the player is never detected. The AI are simply investigating a torch that has blown out unnaturally. In Thief 2 they usually say something like 'Oh, not again. It's so draughty in here." Where AI go to investigate a noise arrow or thrown object then this is more unnatural and even though they might not detect the player I would deduct 2 or 3 or even 5 points. But I'm finding if I release a noise arrow upstairs I'm getting 2 upstairs AI investigating and shouting and 5 more come running up from downstairs. (not sure if this was because I had not properly visportalled my lift shaft until last night.) So I would like say 2 points for each AI. If several are there then it is quite a commotion. But I don't feel so strongly on this point. Maybe 2 or 3 points is enough no matter how many. Firing off 10 noise arrows throughout a mission is not stealthy so deducting 20 or 30 points seems reasonable. Incidentally, I accidentally found it useful when extinguishing a torch in the hall that a sentry went to investigate so leaving a room unguarded and I took the opportunity to slip in there! Two birds with one stone. Later I could explore the hall in the dark. So by my values that would only deduct say 1%. And as said before, a major alert is surely 25 to 50% deduction. I personally count the mission failed when I get such an alert and reload my last game save just the same as if I had been killed. There may also be a case for deducting 1% for each KO? For a player to clean out a city leaving it a ghost town I don't see why they should get the same stealth score as someone who slips through undetected. I have to confess I detect in myself a kind of gratification at the thought of many players realizing they are not as stealthy as they thought when they start getting regular scores of 60 to 80% even without a major alert. At the same time, they are not compelled to play differently.
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ABOUT TIME, HUH? It only too me...what...like 7 months to finally get around to it? It's kinda simple. I'm not too terribly pleased with it, despite all the talking over it I did on the T3 forums. But it's a good first step. I learned a ton about a ton, so it's all good.
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Usually, I'm posting this in the internal forums, but I figured I could announce it here just as fine. I've uploaded a new DarkRadiant snapshot and it can be downloaded here: Snapshot Page (0.9.11pre2) Note: this is not a regular release, hence the name 0.9.11pre2. It's "just" an intermediate windows release build on the way to the upcoming 0.9.11. It contains both the latest code and the latest bugs. Instabilities or crashes might occur when using any new features. If you're still not scared off, be sure to grab it.
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Wishlist For Darkradiant
SneaksieDave replied to sparhawk's topic in DarkRadiant Feedback and Development
Not sure if this will work but here's a direct link so there's no confusion: http://forums.thedarkmod.com/index.php?act=a...ost&id=2035 It's in the exact post linked, not the top of the thread. That is split mode, not embedded (though they're similar). With this mode, I keep the Inspectors window as floating and only open it when needed. Otherwise it's closed and out of the way, and the only thing on the screen is my adjustable 1-cam, 1-ortho split. Edit: yup okay that image link worked. -
Wishlist For Darkradiant
SneaksieDave replied to sparhawk's topic in DarkRadiant Feedback and Development
@Fidcal: You can see the width of the splitter on my UI here: http://forums.thedarkmod.com/index.php?s=&am...st&p=149747