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  1. The current rigs from ascottk are still usuable. Some tweaks have to be done to the weighting of the legs/ hands? But you can still use those as a basis for animating. I guess these are the latest (top)? http://forums.thedarkmod.com/index.php?showtopic=5035
  2. Welcome to the Forums, phide. Concerning a startup task: we were badly in need of lockpick sounds and wood impact sounds. Does this sound suitable for you? We would need to discuss the requirements we have for these sounds beforehand of course.
  3. Excellent! We could certainly use some help from someone of your talents. I checked out your samples. Some of those are exactly what we need (especially the page flips and lock clacks), which is great. You've got my vote. We have to be careful about our sources; we haven't quite decided what licence TDM assets are going to be released under, but it's probably going to be the equivalent of a Creative Commons licence, possibly a Non-commercial one, possibly a Sharealike one. Either way, it's probably best to avoid samples taken from royalty-free libraries unless one is quite sure that they're compatible with whatever licence we end up using. We still need a lot of foley done; many of our foley sound effects are still placeholders. We're better off in terms of ambients, but you can never have too many of those either. There are more comprehensive to-do lists in our private forums.
  4. Yes, we want grouping and layering be supported. See discussion here: http://forums.thedarkmod.com/index.php?showtopic=6697 The D3Ed problem makes the custom map format a non-ideal solution, comments are a no-go too. No conclusion yet, but the possibility of creating a separate information file containing the additional stuff is a possibility. The way it currently is, the WorldSpawn is in fact a so-called "Doom3GroupEntity", which is the same type as the func_statics are - technically this is correct and still most users don't notice. It's the selection/traversal code which treats the WorldSpawn's children in a special way. So, the special code for making the worldspawn objects behave more userfriendly is already there.
  5. add collision model to bottles. http://forums.thedarkmod.com/index.php?showt...mp;#entry131392
  6. I'm afraid that you need the 1.3.1 version of the SDK. Most of us don't have a lot of time. Greebo is an exception; I am decidedly not. That's quite alright. Forums. This thread is internal, by the way.
  7. I already set you up with developer rights for The Dark Mod and as "updater" for DarkRadiant. That's absolutely no problem, I'm aware that I'm probably the only one from TDM team who can spend so much on the mod. Any help you can provide is appreciated, that's for sure. As soon as I'm ready with merging my AI changes back into the main codebase, I can assign you a few startup tasks. Or Ishtvan assigns you something for the meantime. We have a lot of internal forums, which are the primary means of communication. We once had an IRC chat, but this was already out of habit when I joined one and a half year ago.
  8. The texture wouldn't work propely on a brush. The UV map is set up in a specific way so the frame an picture can be the same image and an easy template to change. all that needs to be done is to write duplicate shaders for the frame model,. each point to a different image of a painting.
  9. There was, but there seemed to be a misunderstanding and he left to work on the opendarkengine project. From where I stand, it came down to complete and utter silliness. I messaged him at TTLG and invited him to work on the Dark Radiant renderer. His apparent assumption was that this meant access to the TDM assets, which it didn't. TDM and Dark Radiant are separate code bases, and you don't need TDM assets to work on the Dark Radiant Renderer...because it already works natively with Doom 3...which he obviously had because he was working on a doom 3 model something or another. If it was another part of Dark Radiant, like stim/response...then yes, I could see it...but not for the renderer. I know, I would like to see it improved too. I've been pouring over coding forums, it's not an easy sell.
  10. Hi! i did some search here on the forums and found nothing about the lock picking system, how is it going to be? sorry if it's in somewhere obvious, but I didn't find it.. lol i liked the way they did it in TDS, the originals were also nice, less fun though. oblivion on the other hand was really irritating, i always kept 200 lockpicks! and by the way, how do you guys feel about...hm.. I don't know if there's a term for it, 'modes'? ok, example. when you pick lock in TDS, the player enters in 'pick lock mode', climbing stairs are a mode, etc. thief games avoided whenever possible this modes, (tds had some.. but still few) wich is the most sensible thing to do, really! modes should be avoided. but used wisely modes can really add fun to a game. games that really abuse of this things are hitman, splintercell... and still they managed to came up with some nice improvements in gameplay that could be studied for TDM IMO. (obviously for future updates) there could be a special blackjacking (as an option to normal bj) where you would 'press/do/something' behind an enemy and it would knock him out already holding his waist and 'gently' laying him on the ground (by 'gently' i mean to avoid the noise of a giant guard fully armored dropping like a potato sack down the stairs).
  11. First off we have a new b trailer with lotsa nice gameplay. Mostly action with very little stealth though. There's only 1 vent crawl. http://www.gametrailers.com/search.php?s=b...movies&ac=1 (it's the 7 minute trailer I believe) Alternatively you can get it from fileplanet on HD make sure to run it on Divx if you do because windows media player lags like a bleep. Secondly I got this link from gamespot forums. It seems to be an online magazine featuring bioshock. IE 7 is ideal. Enjoy. http://cde.cerosmedia.com/f1c4558b762f5de9...7185c7f0117.cde Will check the magazine out later myself. Let me know what you guys think of this stuff. I found the 7 minute trailer to be very cool. I just hope that you can stealth through the game.
  12. Please also note that in f.i. Germany, the games are quite crippled/self-zensored, which means that you are basically forced to buy your Steam game via some foreign mercchant. (via an proxy in another country as Valve checks the IP!) However, do not try to get a refund for these games when you bought them via your credit card, as this will not only disable the game you bought (AND returned legally), but your entire account: From: http://www.slyck.com/forums/viewtopic.php?f=31&t=37355 So, they can simple turn around and deactivate all your bought games for no reason whatsoever. I think this is the reason why "software-as-a-paid-service" will fall flat on it's nose. Hopefully soon.
  13. I guess I was talking in terms of sound only. You're talking about utilizing the existing soundprop to do fake light stuff, and I think I understand why it happens in your silhouetting simulation, but what I was saying is that that spreading only in one direction functionality is not in the current sound propagation system. If there's no reason to put it in based on sound propagation requirements (what the system is designed for), I probably won't put it in. If we were to use your system, it would make more sense to just do those calculations in the silhouetting system, i.e., on the "requires silhouetting" entity itself, rather than add something to the soundprop system just so that it could be used to fake a light system. I'm still skeptical of that solution though, because first of all it would require mappers to place a brush at every single bright surface to work consistently, and those kinds of solutions are usually too cumbersome in practice. It also wouldn't be able to take dynamic lighting into account. You might be able to link it to a light so that the surface stops being bright when that light goes out, but there's no way you'll be able to account for people placing objects to block lights or animated texture lights on the wall.
  14. Thanks, I got it up on image shack. And thanks Bardic, Ill check those out ASAP. ok, here goes... http://img205.imageshack.us/my.php?image=soundidea9aw.jpg This is my idea for using sound to mimic backlighting again. look at map one. This is a birds eye view of a long rectangular yard, a lamp at the west end, the thief in the middle, guards to the north, north east and east. The vertical bars starting with number 1 at the bottom of map I represent a special trigger brush, invisible to the thief. Each one does the same thing, when the thief is standing in that zone its sends a "wavefront" of directed sound out ahead of the thief. The sound is a trigger to cause the AI to act as if they had seen the thiefs backlit silhouette, they never actually see him so there is no need to process vision and all that jive. Its just a zone that sends a wave of sound that roughly corresponds to the angles of vision that would be a backlighting danger zone. In map 1, the guards to the NE and E of the map would be triggered by this sound and would become alerted, im sure they could be coded to react to this special sound to say someting about a visual contact rather than having heard something. The guard to the N of map I is not aware of the Thiefs presence, the sound angle is pretty tight to mimic the direction of light travelling from the lamp. As the thief creeps East, the zones are activated and then deactivated as he moves forward so that guards in zones to the left or right or behind do not receive the sound trigger. There is no constant processing of anything far as I can tell, except a trigger activating the zone that the player is currently operating. The rest is standard stuff for the AIs except for some coding tweaks to make them react to this sound as if it were a sighting, AFAIK. Now take a look at map II. This is in response to Ishtvans point about backlit walls. In map II, the N wall is of a lighter colored material and it is reflecting the light from the lamp to the West. For this map, two grids are needed, one like map I for the lamp and then another, the one actually shown in II, running horizontally., 123 &4. Same deal. Whatever zone the thief is occupying is activated and the special sound is sent out, again at all angles that would mimic angles of vision for AIs. In this map, the guard to the NE is unaware of the thief,although the backlit signal is being broadcast to the S of the yard. The same goes for map III, this time the backlit wall is to the S and the light is travelling north, again a guard to the south would not be triggered. I realize its a rough fit, and I realize that it would take alot of attention from mappers,but it could be standardized I believe and wtf, we all have to learn new mapping techniques all the time, right? What do you all think?
  15. Been lurking on these forums for about a year now and figured id sign up and offer to help in any way i can. Heres a couple of textures i've been working on, let me know if there any use to you mappers? Preview Download I know theres only 8 but i'll keep working on more if there up to your standards? Also i can model if thats any help, already done a few simple crates and world objects. I don't have any portfolio or anything, but if you wanna assign me a modeling/texturing test, fell free?
  16. Hey nightshifter, Welcome to the Dark Mod forums I'm glad you enjoyed the vid. Yes, please show us some screenies, I think anyone who had enough patience with Dromed will have more then enough for Dark Radiant
  17. The original was really only meant for me, but Dram posted it in the forums. There is smaller version available that is 50 megs. Coming soon.
  18. Uhm, is it just me or is the normal map reversed? the left one (without) has the stones sticking out, the right one looks like all the "stones" are actually depressions: http://forums.thedarkmod.com/index.php?act=a...ost&id=1492 I notice a similiar effect on "sloppy_bricks_red" or something, where the mortar actually sticks out and the bricks are depressed. That should be the other way, as mortar sticking out would be the first thing that gets broken off and weathered down by the elements. (unless the wall was made 2 weeks ago with plenty of mortar quelling out between the bricks
  19. I was referring to this one: http://forums.thedarkmod.com/index.php?s=&am...st&p=121951
  20. If what you've listed above is the same as the rgb/color keywords, then it won't really desaturate the colour, it will just move it closer to black (or white if you use an additive blend). It's definitely useful for creating new textures without the need for more files, however. http://forums.thedarkmod.com/index.php?showtopic=6170
  21. We also have transparent lit and unlit glass. http://forums.thedarkmod.com/index.php?showtopic=6180
  22. *cough* Yes I know I shouldnt be poking around the content forums - but its eve-online downtime and I'm taking the evening to relax! Could glass not be done in a slightly more fancy way? I mean, sure glass like that is okay for low settings - but wouldnt some pretty water-like shader look a whole lot better? I was thinking a sort of startic water like shader with low and wide bumps. Like impure and old glass you find in ooold houses, nothing too busy so that it looks like the refraction is going everywhere, just a slight curve here and there I think that would be quite damn good looking for display cabinets and stuff. Anyway - donno too much about shaders and the doom3 engine yet, but I will get there Just my 1.99c Serp
  23. Take a look at tdm_damage.def: there are a couple of damage types you can choose as argument of the response effect. For instance, a response effect to STIM_FIRE would take the damage_fire entityDef as argument. Or do you rather intend to define the damage entityDef on the stim itself than on the player? Well yes, I had this already implemented, but it was not accepted. I think it's in a thread somewhere in the Level Editing forum, but I might have to dig it up. edit: Here it is: http://forums.thedarkmod.com/index.php?s=&showtopic=5646 edit2: erm, wrong forum for this?
  24. Hmmm... very possibly? My login on the TTLG forums was cypher628. Sound familiar?
  25. Ah... this would be the recent end-of-line indicator change talked about here: http://forums.thedarkmod.com/index.php?showtopic=6633 The files aren't actually broken; they're just using Unix-style line breaks instead of Windows-style. The change was made in order to be more consistent, since with both Windows and Linux users working on the files, we were using both styles. The best way to work around this problem is to use a text editor that isn't Notepad. Most decent text editors can handle Unix-style line breaks. I use and recommend TextPad, but there are lots of other good choices.
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