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  1. I read that the problem is that doom merges brushes that have the same texture, so if you have a whole building all with the same brick texture, will it merge it all into one big brush?
  2. Can you head to the C:\WINDOWS\system32 folder and tell me which version the file dbghelp.dll has on your end? Right-click the file, go to properties and then version. My version is 5.1.2600.2180 which seems to be the most recent one, according to information I found on some forums.
  3. You can, but eventually it would be easiest if you got yourself hooked up with SVN. Then you can download the mod and look at all our assets, as well as upload anything new that you make. Instructions are here: http://forums.thedarkmod.com/index.php?showtopic=5449
  4. K. there is a huge thief comunity. and its sade what eidos did with thief. all i can say is that if this mod does realy well and i mean millions of people Downloading it. its in mags for #1 mod. and all that BS. who knows maybe eidos will see people realy like thief when its good. not shitty like thief 3. or maybe another company such as Id, or a smaller company will pick up the label cause of the potential. also could the thief 3 brush's be copyed from T3ed to D3ed?... is there a way. i would like to put the game to gether with out loading points and with a way better thief look. even if it is for my own use.
  5. The milestone goals for the coding and sound department have been defined and posted to the bugtracker. See also this post in the information forum: http://forums.thedarkmod.com/index.php?showtopic=7262 For the animation department, we just have a vague which might need some redefinition. Does the animation department want to define some goals they want to achieve till June? I believe that clear goals could help to focus on what's important, but ultimately this has to be decided by the people who actually do the work on our characters. Please post here what you think what's wise - I can help you guys putting the stuff in the tracker, if you want me to.
  6. nononono, what i mean is that one mapper may use models for buildings while another uses brushes and another uses patches and brushes. Get what i mean? You can tell a model from a patch or brush like a cheesburger from a french frie
  7. Yeah water is in the current build, beta mappers can have swimmable water right now, AI will even drown in it. The only thing missing is the water overlay and sounds, and the physics of forces being applied underwater to AFs needs to be modified a bit. You have to put in a water brush, give it surface common/clip (I think), and make it a func_liquid entity.
  8. Well true, but you can put a clip brush there to imitatie it. Of course, it still means that you can't rescale moveables.
  9. http://forums.thedarkmod.com/index.php?showtopic=6840 The thief fov was off 270 degrees according to Spring so I switched skeletons on the thief so he'd use the city's rig (because the original mesh was facing the z-axis when it should be facing the x-axis). I added player specific animations like crouching (in third person he no longer gets stuck in crouching position because he now has crouch up/down anims) & creeping. The fov now looks fixed. Other issues I fixed were timing the footsteps so no player can tap the movement keys & stay silent. The footsteps are within 2-4 frames within the start of the animation, so if a player taps up/down/left/right, there will be footstep sounds instead of silence. His lower leather tunic thingies still clip into the legs so that's one issue with the mesh. Let me know what you think. As usual I might've forgot to commit something. EDIT: There are leaning animations but there's no support script-wise. Oh yeah, thanks to squill for the new citywatch animation rig. I used them for the player anims model_src on svn has the new source maya animations . . .
  10. The FPS is low, this is mainly due to the total lack of visportalling and the fact that the entire map is illuminated by a giant shadowcasting light. I believe the physics for the water is done via a volume brush, the surface is in fact two flat patches - one to do the reflection and one to do the distortion. This is no longer necessary now somebody (I think pbmax) wrote a combined shader that does both.
  11. I've just played it. The water looks good (from the outside). Yet it is very buggy if you swim (the sky is switching etc.). And the fps is really low. I hope it's not because of the water. How was it done? Is water some kind of a brush?
  12. the blood? you used a patch or a brush? it doesnt matter, you can use either, but a patch wont give bsp hole thingys
  13. There's this one, I think that's the most current one: http://forums.thedarkmod.com/index.php?showtopic=4888
  14. This is a bit OT, but how do you put decals on things? Is it another actual brush layer or do you blend it into the texture in the material file? I'm just curios because it will relate to how the moss arrow is coded in the future.
  15. Okay guys 'n' gals. I rerigged the thief & I'm applying the citywatch animations to him, as well as adding player specific anims, because of the 270 degree visual cone (and the model is facing the z-axis when he should be facing the x-axis) as seen here: http://forums.thedarkmod.com/index.php?showtopic=6840 The rig is still being tweaked because his legs are clipping through the lower tunic (or that fancy skirt thingy he's wearing). What's the cvar to see an ai's visual cone?
  16. I have no idea how to fix this, but from reading the forums..it doesn't feel like we have a very good workflow/pipeline or whatever it's called, for animation. It looks like we're on the right track, creating a 'master' rig, but then perhaps things seem to get a little hazy. I'm a bit concerned about that as it could mean having to cover a lot more of the same work over again in the future. Are these new rigs going to add special bones for attachments, like they did in T3? I was following that in another thread, but I'm not sure I understand exactly what was decided there.
  17. Welcome aboard, Tricko. I think your permissions are now set. You've got a lot of reading ahead of you! You should definitely check out our models webpage: http://www.tjoff.com/jens/darkmod/gallery/...m.php?albumID=4 (the password is in http://forums.thedarkmod.com/index.php?showtopic=609) This will give you easy access to models that are completed, so you can check out styles, etc. There is also a master list of models still needed in the model forum. And, as greebo said, don't hesitate to ask.
  18. @Tricko: Once you're setup with the correct permissions, be sure to check out this post. http://forums.thedarkmod.com/index.php?showtopic=6694 I wrote this as some sort of startup guide for Beta Mappers/Contributors, which should cover things like our SVN repository, licensing issues and general notes about our Team "policies" (if this deserves this name). Generally, don't hesitate to ask us if you're running into troubles with anything. Don't silently chew on things - this would be a waste of time.
  19. The sword joint is not going to move. The object will go from being attached to the sword joint to the hand joint. Basically, just animate it as if the sword/weapon doesn't exist. See: http://forums.thedarkmod.com/index.php?s=&am...st&p=142216
  20. Hey, thanks. I'll make some variations of it. Ah, yes. The original Doom door is able to trigger portals, and it can consist of a model. I suppose our frobbable rotating door is some sort of modification which can do that as well; although I have to admit that I did not try to actually use TDM entities in the editor. Guess I have to ask Sparhawk for CVS read access. Another interesting point would be the implementation of door knobs, which should of course move before opening the door! Having only movers would certainly be a big limitation. I do not remember any door in D3 which consisted soley of brush geometry, even the simple ones were modeled. Hm, these windows seem to be a new invention. With the steam powered production process of these windows, even a sword cannot break them! They are, thanks to the Builder, indestructible - as he is himself! Well, I should stop being a Hammerite salesman for now. I could imagine that the whole mesh with one window in it can be destroyed (the window pictured above consists of 3 different meshes - the frame, left and right window). While that is certainly possible, it would alert nearly all guards in the flanking rooms, and is therefore out of question for a master thief.
  21. squill, can you make these controls for the tweaked rig I post in this thread? http://forums.thedarkmod.com/index.php?showtopic=7259 So we have one standard and to not make skin job on two rigs istead of only one. Its still ascottk's rig, but with model tweaked to more closely match the bones.
  22. The Pope needs a plugin:http://usa.autodesk.com/adsk/servlet/index...&id=6839916 & these settings work for that maya plugin: http://forums.thedarkmod.com/index.php?s=&am...st&p=143138
  23. I have read in that thread about issues with forceware drivers: http://forums.thedarkmod.com/index.php?showtopic=7078 Could this be applicable in your case?
  24. Welcome to the forums! We're badly in need of animators - be sure to send New Horizon a PM, so he can bring you into the Applicants forum.
  25. I've got a really annoying problem that is probably very easy to solve: I don't see models in CAM or XY view. Eg. Right click>func>func_rotating Entity Inspector>Model>mapobjects>lab>loadingplatform>loadingplatform.lwo Click OK and... nothing... no changes in viewport. Entity still loks like a brush in CAM and XY viewport. In RENDER it looks OK. What's wrong? Is this dependent on some view setting? I've been trying to figure out how to enable mesh view for few hours and... I have no idea what to do.
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