Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/blender lwo export/' or tags 'forums/blender lwo export/q=/tags/forums/blender lwo export/&'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. Well there is also godot which is both a game engine/editor not sure how good there mapping tools are compared to blender though.
  2. quite a load of programs which can be used but yeah blender is probably the most complete free software package available for game development. Not that it is bad but atleast in the older versions there was allways problems running it on older gfx cards not sure if that has changed ?.
  3. I never realised Bill Gates was a member of these forums. Welcome to the community! I hope you enjoy The Dark Mod. Perhaps your Foundation could help pay for the server hosting or fund the development of some new features?
  4. Bad that this isn't free soft >$100 https://www.posersoftware.com Daz3D, basic app free https://www.daz3d.com Blender is the only valid FOSS alternative, maybe complemetary with Makehuman or MB-Lab, also FOSS https://mb-lab-community.github.io/MB-Lab.github.io/ http://www.makehumancommunity.org/content/downloads.html
  5. Hmm, yes I see it now. Actually it doesn't actually change it, but it just looks slightly different in the editor. So if you resize, then export, then import, you see the same end time, but it is different from the srt. Very weird, I never noticed it. But I can understand this is an issue. Btw, although Kdenlive has built-in speech to text and I was initially excited about it, I now use Whisper for that, which is MUCH better at it.
  6. In the kdenlive subtitle editor, use the "End" counter to adjust the subtitle phrase end point. Then export to an .srt file, and look within that file. Does the phrase have the same specified endtime, or has it been changed? The latest Cadet release version, 2.0.044 of April 14, incorporates the beta. The main feature added was that, if you go into Tool/Preferences, there's a new line "Show cc reading rate with alarm threshold of [...] in units of [CPS or WPM]". There's also a bit more flexibility in how to advance from one phrase to the next. BTW, I found the Cadet project feature adds no value. I just (re)use an anonymous project, and export the .srt. If later I need to adjust something, I can use "Import" of the .srt to do so. If I strongly needed a tool that had speech-to-text capabilities, I would not use Cadet. Since I've got preexisting text for the vocal sets I'm currently processing, I'm not needing speech-to-text right now.
  7. I don't know what you mean by this. When you change the srt file inside kdenlive you have to export it (which is saving), or if you saved as a project before, you can just click save to (also) export the srt. Or do you mean this import window? I always ignore it, because I don't know what it means in relation to audio files and it didn't give me any problems: Where can I download the beta?
  8. Right above you we have an example of AI-created/remastered textures. There's AI models being worked on for creating 3D models from text prompts, photographs, etc. That could be relevant to TDM since if it can be made in Blender, it can be imported into the game. Imagine using AI to create a gigantic cathedral, or even a city. Over a decade ago, Tels was working on Swift Mazes, a demo for procedurally generating TDM maps. I don't know how you would go about making an AI version of that concept, but anything's possible.
  9. It gave a link to Minecraft mod for some reason, but the answer is pretty good. I find Bing to be more truthful than at least the free version of ChatGPT. I had a conversation with Bing the other day and it wrote me a plugin for Blender, even though I don't know any Python. It took couple of hours, but it went better than my previous attempt using ChatGPT. 119 lines of code, nothing too complicated. Of course there are memory limitations to how long the generated code can be, but that's not going to be a big limitation for too long given the speed of progress we've been seeing. Large language models "only" predict words, but as some people pointed out, if you want to predict text accurately, at some point you have to start to "understand" what you talk about, whatever that means. I recently watched this interview with AI researcher Geoffrey Hinton and he shares this view. Physicist Sabine Hossenfelder also says something similar. On the other hand we know that those models don't think like we do. I've seen this interview with an interesting example. If you ask Bing: "A rose is a rose, a dax is a _" it gets confused. In my opinion that's a fairly intelligent response, even if the bot needed some help.
  10. Thanks for the replies, gonna try those spoiler Tags again now for my short review (oh well it inserted one above my text now and I can't seem to delete it on mobile - this text editor is strange)
  11. Just finished this mission and wow I gotta say in great honor to Grayman and of course the rest of the team picking it up, this was something I've never seen before in any other TDM mission, especially visually wise. I am so happy that grayson gave green light for other experienced mappers to finish his last mission. And what came out of this is really something special. I'll put my review in spoiler tags since I'm now referring to critical mission details. Edit - How do I put spoiler text here on mobile?? [spoiler] test [/spoiler][SPOILER] test [/SPOILER] [spoiler[spoiler [sfah
  12. Just reporting this seems to work fine in Linux via wine in terminal, except you have to specify the export file, otherwise the file is not made.
  13. You can try my alternative footstep sounds package which addressed the things you described together with a lot of other footstep sounds both for player and AI if you want to. https://forums.thedarkmod.com/index.php?/topic/17631-new-footstep-sounds/
  14. Mods can this moved again? @Acolytesix- can you make sure you post in the beta thread instead of this one please (this one is public, the beta thread is only for logged-in forum members): https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/
  15. Plot: Act 1: Player is a sneaky ratman or ratwomen breaking free from pagan slavers, finding all members of their enslaved family, freeing them one by one and bringing em home. Act 2: Builders raid the rat village kill some ratpeople and steal an artifact of immense religious importance. Player gets tasked to recover the artifact and follows the builders to their outpost. Player somehow gets hold of the artifact and brings it back to the ratpeople village. It is decided that the infinite growth of the human settlements endangers the rat people as a whole and that something has to be done against that. But knowledge about the enemy is scarce and player is one of the very few, who can speak "human" (actually pagan, but close enough). So player gets send to infiltrate the next city with a tinkerer (maintains the player's gear) and a granny which happens to be the only one available who can read and write human (she is supposed to teach player that skill). Player makes camp somewhere reasonably safe outside next non-pagan human settlement and does some reconnaissance and resource gathering missions. As new villagers seem to mainly come from an actual city, that city becomes the new exploration target. The three ratpeople travel to the city, make camp somewhere safe outside, find a way in, find a safe place in the sewers and make camp there. More reconnaissance and resource gathering missions happen. It becomes more and more obvious, that resistance would be futile. The humans are just too many. The three ratpeople travel back to their village and report to the council of the united ratpeople tribes. The decision is to mount a covert resistance with the intent to delay the human expansions until some more sustainable solution is found. Act 3: Player has most experience in human-controlled area, so it is them who gets to do business in the big port city where all the support from the human's mainland arrives. From the sewer base, reconnaissance, sabotage and support missions to strengthen the local gangs (which are hostile to each other) are done. This is the longest act. Shittons of different missions are done by the player. The city becomes more and more chaotic. Sometimes the player sets stuff on fire. Sometimes they steal extremely valuable items, sometiems they frame officials - or assassinate them... Places get heavier guarded and look more and more desolate. Gang contacts yield opportunities for missions too. Message arrives from home that a solution might have been found. Player is to find out of the whereabouts of an ancient artifact and recover it. Player discovers in missions that the artifact has been brought to a keep in the human's homeland. So player needs to somehow travel to the human homeland with one of humans' big ships. Player is in a huge port city in humans' homeland. Finds a new hideout in the sewers (seriously the only place humans don't like to lurk around) and does reconnaissance missions to find out where the keep is. At that occasion, some opportunity sabotage and assassinations can be executed too. Player finds out where teh keep is and travels there. Player finds a way into the keep, finds out where the artifact is, finds out how to get through the mundane and magical safety and security measures and steals the artifact. The artifact immediately takes ownership of the player and commands them to collect the other artifacts of its set. Player travels to other places and does missions to retrieve the artifacts. Player immediately knows where the artifacts are which aren't protected but also has to do missions to find out where the protected ones are kept. The artifacts are reunited, player does the ritual to combine them and the entity within them demands a new worthy body and a kingdom to rule over. Player finds out where the humans' king is and gets closer and closer, finally touching the king with the artifact. The artifact disintegrates, its former tenant moves inside the king, the possession of player ends and player immediately kills the king (there is a reason why that entity could have been captured in the first place) and the entity is gone (probably just died like a normal person) - but so are the artifacts. Player travels back to port city, finds a ship headed towards home, sets sail - and arrives at port city it rat peoples' homeland. the city is more or less like it was when player left - just a bit more run down. Player travels back to their rat people village and reports. Act 4: Missing other options, the rat council decides to continue the covert resistance against the city dwelling humans. The pagans have "joined" the resistance mainly by raiding weaker frontier villages. But they also raid more in general now. So the player is sent to investigate, why... But that is content for the first DLC. Gameplay: Semi-open maps (maybe even a whole village as "open world" but no actual open-world-sized open world). Mechanics that interact with eachother waiting to be exploited by players in (un)anticipated ways. Real shadows, real sounds, some parcour (plus sliding down ladders/pipes/ropes, hanging down ledges and procedural free climbing). The blackjack, the rat's claws, the rat's teeth, the broadhead (but none of the other arrow types). No mines or grenades in most missions (just an unlimited supply of stones for distraction). No potions (maybe holy water to throw on the ground or directly at undead), healing by eating (very slow regeneration). Lockpicks with various designs (the minigame is the same but you don't have to choose the pick or change it in the middle and for some locks a purely cosmetic tension wrench is used for immersion's sake too). Missions are selected from the main menu, from a menu when using an exfiltration point, from a menu that pops up when frobbing a map in one of the hideouts or camps - or by talking with other people. Where game world consistency allows for it, missions are playable in any order. Once-completed missions can be replayed at any time. You can save whenever you want like in TDM and there are autosaves triggered on mission start/completion, map change and at mission-specified events. Tech & development: Unreal Engine 5, SpeedTree, prerendered AI-generated voices (they are good enough now), game mechanics from TDM plus a bit more procedural parcour, better physics and a dialog system. The stim system is rad and has to be in there too. Missions are mostly like small-to-medium-sized TDM maps. Assets are made in Blender, maps are made in Unreal. If something is needed that is missing in unreal or Blender, a plugin for Unreal or Blender is created... As it is impossible to fund such a niche game completely in advance, the game is developed as early access with modding as first-class citizen from the start and all plugins are released as FOSS as they are made (hoping to establish a Bethesda-style long-tail business due to people still buying the game ten years after creation because they want to play the mods).
  16. sure - I would only ask that you follow the thread to make sure you don't report stuff that has already been mentioned: https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/
  17. Hm...can you export a small selection of the area in question with the "Export selection as map" from DR and post it here?
  18. Instead of that try this to see if it works, it does on my end skins/bathroom/Tube01a_waterclean { model "models/mapobjects/washroom/bathtub_oldA.lwo" "textures/common/nodraw" "textures/water_source/Water_clear" } change the stuff for your own model/materials of course
  19. It doesn't seem to matter what I name the materials. I can remove the path names and call them something more sensible like this: // heir.mtr eyeball { diffusemap textures/darkmod/heir/eyeball_blue //.... } eyeball_brown { diffusemap textures/darkmod/heir/eyeball_brown //..... } And then refer to the materials under those names in the skin file: // heir.skin skin eyeball_brown { model models/darkmod/heir/eyeball.lwo eyeball eyeball_brown } but it still refuses to substitute the second material for the first. I can select the skin, but that has no effect. The original material works fine, with the texture showing up correctly. I'm obviously overlooking something but not sure what.
  20. I'm having a bit of trouble getting skins to work. I've got the following in my skins file: skin eyeball_brown { model "models/darkmod/heir/eyeball.lwo" "models/darkmod/props/textures/eyeball_blue" "models/darkmod/props/textures/eyeball_brown" } This skin shows up in the skin selector but it does not replace the former texture with the latter. All the files are where they're supposed to be. What am I doing wrong?
  21. heh i was thinking the same though it might just have been a glitch when writing the names are pretty similar. But for correctness it is called the dark engine and the newer version that allows us to run these beauties on win10/11 is called newdark. newdark is kinda interresting as it just suddenly popped up on a french forum some time ago by an anonymous developer with the alias le corbeau who allegedly got his hands on the original source code and started updating it for modern OS. this was the original thread i believe -> https://www.ttlg.com/forums/showthread.php?t=140085 bikerdude was on that forum to when the patch hit i noticed hehe.
  22. Okay, I had no idea, I have googled it up now and you are right, to my own surprise. Done, I´ve put some paragraphs which were previously not in spoiler tags into spoilers.
  23. Thebigh is right. The pronunciation tripped me up too, but that is apparently how Leicester is pronounced. Also @TarhielI'm glad you are loving the FM but do you mind putting spoiler tags on your post please
  24. We will look at some of this stuff, but SPOILER tags, please!!!
  25. This may make sense in that the performance impact of the volumetric effect can scale with how much of the effect is filling the screen. We shipped with a “performance mode” but had to setup the entities by hand to do it (so it’s not perfect). If you change the LOD detail settings to “Low” or “Lowest” this will disable certain lights, particles and such that can be very heavy to render. You can try these settings and see if you notice an improvement. If not sending us some pictures of heavy areas (with spoiler tags please) will be helpful with tuning these “performance modes” in subsequent patches. Thanks for playing!
×
×
  • Create New...