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  1. Agreed. I do not use Hollow at all, I find it confusing. Instead I just block out the floorplan of the map by drawing brushes that are one grid unit thick. Then I draw out a wall, bring it up to the correct height and clone/resize it all over the place to make the wall plan. Then I select all the floor brushes, clone them and drag upwards to make the ceiling. The ability to quickly draw and resize solid brushes makes this very quick, even for fairly complex floorplans that would take a long time to create by resizing and rotating the Builder Brush in UnrealEd/T3Ed.
  2. Yeah, Radiant allows you to hollow a brush by doing a CSG subtract. In game, I don't think constructive solid geometry results in any more polys than the method Unreal takes. I think it's just a matter of taste. Personally I've always had a hard time wrapping my head around Unreal's/DromEds method, especially since in RL people make buildings by putting together peices of material rather than carving them out of a single block of wood. I have to admit that it's an ingenious way of making leaks impossible, though.
  3. That is the worst thing about Doom 3 for me - I am so used to making Unreal engine maps, where you can carve holes out of a solid world, and D3 is the complete opposite. I don't understand it really, you end up using far more brushes/polys than you need to with Doom 3 type engines (although I assume it culls the unnecessary polys when you compile the map to BSP). Does D3 do what Hammer/Worldcraft does, ie automatically make the walls by hollowing one brush, so you don't have to move so many brushes around? If not that means nearly six times the workload to make a map in D3 compared to Unreal/Dromed... Serious Sam has a good editor, it lets you choose whether you want to start with a solid world or a void...
  4. I'm afraid I'm even worse. I had to drop off the forums for three weeks due to finals and vacationing in Sydney. I've yet to do anything since I've gotten back (apart from playing Twilight Princess). Deadlines are my kryptonite.
  5. There's a detailed discussion on it in the public forums.
  6. The short answer, no. There is probably a thread in the public forums on silhouette detection if you want to learn more.
  7. I have mentioned this several times on some pyhton forums, but you are always shot down. "You are a newbie and have to get used to it." "You must be doing something wrong it always works for me." "But it's so great because it forces programmers to write nice looking code." etc. I also don't really like this indentation as a syntax but that's how it is.
  8. There are texture_src and model_src repositories on SVN for these kinds of things... you guys should get into the habit of using them as much as possible. Above is from http://forums.thedarkmod.com/index.php?showtopic=5449
  9. thanks to you and the other person as well. That's how this all started with the old Ionstorm forums and TTLG. We all asked questions, why dammit why. Deus Ex was a masterpiece and IW was not even close. I'm just glad that Deus Ex 3 is close to being made. Just need the green light from Eidos. Maybe I should start a petition. Couple thousand signatures and send it to Eidos. Hmmm
  10. As you can't see the internal developer forums, I thought I'd drop a note here as well: the problem/crash in Linux is due to the dynamic_cast operator not working when used on classes created in the shared libraries like the entity plugin. The cast returns NULL where it is expected to return something useful. This works in Windows, but not in Linux as it seems. OrbWeaver is currently investigating the linker options to find a way around it - if you're feeling adventurous, feel free to play around with the compiler flags as well.
  11. I suppose this is a debate about how much control FM authors should have over what the player does. THe answer is that the FM author has already almost complete control over the player's actions anyway, every brush on the map, every little bit of story or readable, every guard placement, every loot placement controls what the player has to do to some extent. I don't think giving the FM author control over where the player saves is too much. THe FM author is trying to his best to craft an experience for the player, and knows his level better than anyone. He puts a shit load of time and effort into making the level and all the player has to do is ataff around it for a few hours.
  12. It would be nice if that worked, but it only works on a few computers. I've tried every single fix on the face of this earth, and nothing works. I get the menu fine, and everything, but as soon as I load up a mission, black screen and nothing. I checked the forums all over the intraweb and nothing
  13. A compiling darkrd on Ubuntu would be cool and would it make possible for me to do some little changes (vbos etc) myself. So far I always got a scons related error: scons: Building targets ... scons: *** Directory /home/cc/Projects/darkradiant/trunk/darkradiant/libs/string found where file expected. scons: building terminated because of errors. I searched the forums and the suggested way to fix this is to install an older version of scons. However, this is no option for me since two of my projects rely on the recent (96.92) scons-version.
  14. There's also the problem that md5 models default to nonsolid, and the last time I looked into the issue, no one knew of a way to fix that problem. You can check out the grandfather clock entity for an example. It's an md5 file (for an animated pendulum) but when you put it in a map you can walk and shoot arrows right through it. Here's the original thread about the gfather clock. I checked around on D3W and other forums at the time and no one had a real solution for this.
  15. I posted a thread at ttlg, asking what people liked/disliked about t2 bots: http://www.ttlg.com/forums/showthread.php?...340#post1594340 and got a few comments. the lockpick idea was mentioned, Digi posted a cool T2 concept bot...
  16. I personally wish we had/have some day (whether TDM official, or community contributed), a big selection of prefabs to use. They remain optional, so people who may not have as much design ability can make things easier/faster, or if anyone wants that level and type of detail, but at the same time, teh power of DOOM allows them also to use custom made brushwork. Can't lose by having them, so I hope there will be many! As far as the original point goes, yes common sense and circumstances should indicate what to use. However I see that there can be question. I was working on a cathedral type window a while ago and thought, while I was laying down patch and brush here and there, "hey wait... maybe this should all be a normal mapped texture..." So, "Should we model..." - I'd say if it's do-able, yep.
  17. My final concept? I'm kindof running dry on ideas. This is a rough concept, so of course things like thicker legs are absolute changes. Anyway, before i start any new bots I'd like to get not only opinions but I would like some help with more concepts. Even just basic pencil scrathes on napkins. I guess I big problem I'm having, and I noticed this in other bot threads is that everyone has their idea of what they want, but it's different from what everyone else wants <IMG style="VERTICAL-ALIGN: middle" alt="" src=" http://forums.thedarkmod.com/style_emoticons/default/wacko.gif" border=0 emoid=""> So what I propse is a brainstorming of everyones ideas again, but to help finalize exactly what we want/need. ------- I suppose it will be : 2 combat bots: One arrow attack (thru the mouth?) One gas attack (thru the tail?) with some kind of gargoyle/animal head (hopefully like above) Legs not wheels. Yes the T2 bots did do stairs. Of course they had limits of ladders/small holes, will the Darkmod Ai climb ladders? I don't know, wheel and leg combo just seems odd. If they did have wheels how can we stop them from using stairs. Don't know what happened there: Anyway, I know T2 ai were stopped by walls, but how would we stop a bot from stairs? I stimmed blockade? Then I need someone up high to just say "this is what we want, shuddup and do it"
  18. Excellent. Welcome aboard drac. Let's take this to the Programming forum so we can discuss tasks to assign you. In the meantime you'll probably want to get set up, and start browsing the private forums... there's a lot to read!
  19. WARNING: EXTRA LONG (but thoughtful) POST AHEAD I don't normally post on political topics in forums, but seeing as this is a topic that touches me (I'm a student in at college in Boston, but I grew up in Philly, and went to public school there), I feel inclined to say something. Maximus in not exaggerating. Everything he says about the public school system here and the conditions of the neighborhoods they're in is, for the most part, accurate. Gangs, violence, schools that are falling apart, fifteen-year-old text books, the works. I'm pretty sure I remember a globe with the of the Ottoman Empire marked off on it in one of the classrooms. The teachers are, at best, tired and burnt-out, underpaid and extremely cynical about the situation. It's all completely borked. I did survive the public school system, but only for a few reasons. First of all, Philadelphia has a system in which students with good grades can apply to get into more exclusive magnet schools. It's a terrible system that whisks all of the bright minds away and leaves the neighborhood schools to deal with the dregs, but at least it saves those few from being swallowed up my the insanity. I had the luck to get into one of these schools, but I'm sure there were dozens of equally qualified cantidates that could have took my place. It's all a crapshoot. At the magnet schools, you at least have a chance to survive, since the people around you are hand-picked to be good risks for the school. It's a discriminatory system that favors those who come from families with a reasonable level of education and income, and tends to have the side-effect of sorting people by race, but it works, sort of. The magnet schools are much safer, have less problems with drugs and violence, and the level of education sometimes approaches acceptable. They're kept afloat by alumni endowments, which ensures that they don't fall into the same level of disrepair as the other schools. The problem is that for the students going there, this creates the illusion of a working public-education system, when in reality all that has been done is educate small percentage of the students and leave the rest to the wolves. These schools are being supported by private funds, because the government refuses to pony up enough cash to improve the school system as a whole. It's a stop-gap solution, ensuring that the best and brightest can make it out alive while the whole system collapses around them. Meanwhile, out in the suburbs, public schools have more money than they know what to do with. I have a friend who lives out near Allentown, an hour or so drive from Philadelphia, and he went to a public high school that had more money than they knew what to do with. Every time they found themselves sitting on a new mountain of dollar bills, they would just build a new athletic field, or a computer lab. What's the reason for this huge amount of disparity? Well, first of all, the funding for education in this country is tied to property tax values. Property taxes! Can you think of a stupider way to fund education? So the schools in poor areas that need it most get the least money, and the ones in rich areas that need it the least get the most. The government is supposed to help balance the situation by subsidizing schools in poor areas, but it's never enough. Education is a public service, and the money that people put into it doesn't go directly back into their own pockets, so it never gets enough funding. Now, I don't have the amount of scope that some of you people have, so I'm not used to thinking up problems for geopolitical problems, but I think that one thing this country needs is FLAT FUNDING for education. That means that funding for public schools is no longer tied to property values, but instead every school gets the same amount of money per student. The way, if education is underfunded, EVERYBODY knows about it since every person would have to deal with it. That would certainly exert enough political pressure to get the government to fund education at a reasonable level, and it would ultimately improve the school system in this country. It certainly wouldn't solve all of the problems with poverty, violence etc. that we have been discussing, but it would certainly go a long way toward alleviating them. 'course, the problem would be to actually get people to swallow the idea that the central government should dole out the money to all of their schools. Given the extreme paranoia of centralized government ANYTHING in this country, I'm not sure I could see it happening without a massive political movement.
  20. OK, I scoured the forums for all bot related topics and Dled as much as I could. Took em home and read thru em. I'll summarize what I think the team wants (my opinion of what I read): oDDity wants cannonballs, almost everyone else isn't too sure about this. Personally I never liked the T2 cannons bots too much, kindof goes with that gun issue. If we have cannons why not guns. I don't think guns fit the thief enviro very well. I do think a side mod of a victorian/gun enviro would be a cool game, but a different one. Alot of mentions of arrows/crossbows/gas (maybe flametrowers) Here are a few concepts: Gas bot, I imagine this could be very similar to the size of lantern bot. Even working in tandem would be cool. This one has eyes, the lantern bot has the ears so to speak. Imagine one of these coming around front of crate, one around back, where to go? The face is just a mock-up for now, see below. Crossbow, good way to fire arrows. This would be the loading system? problems, bulky, too many polys? What happens to arrows, when they run out, would it be possible toanimate/attach arrows in this fashion. Need animator input I guess. Propulsion concepts. Wheels? legs? 4 legs on all? maybe elite bots are biped? Problems with wheels- stairs. can certian AI be made to avoid stairs? I suppose there is a stair anim for legged creatures. edit:looking for gargoyle pics, good face for bots. I think an animal type head would be cool, different than T2 human faces. I also think opening jaws to emit projectiles might be cool, the player would know the bot was 'winding up' I think mean looking, but not so much evil looking as face on the bot pic above. I like the one at top of this page http://gargoylestore.com/ http://www.geocities.com/gargoyleppa/photos/UPFF01.jpg
  21. Fingernail did a wrought iron sign hanger for our city shops. He left out the actual sign part so people can make a brush and texture it with a sign of their choice. I'm doing a bunch of signs that FM authors can use by default. Nothing too fancy, as they'll be shrunk down quite a bit. These are the diffuse maps. I'll do a heightmap for them shortly.
  22. Let's not forget the mechanical finger: http://www.ttlg.com/forums/showthread.php?t=113820
  23. What Springheel just posted is pretty interesting to me to read, though. It wouldn't hurt to maybe quote some selective posts from the internal forums, like even just bullet point "I did this this week" sort of posts, here just to give a flavor of some of the inner workings of progress. It doesn't have to be so formal or regular, but it's nice on occasion. I don't think it's such a big deal though; the normal updates have been fine for what they are. I do hope, though, that you'll archive the development discussions after release, though, for posterity's sake, because I think it would be pretty cool to look into the reasoning or genesis of some of the mechanics after it gets released (even if it isn't such a good idea before release).
  24. I'd like to get started with the Stim/Response editor in the next few days. From fiddling around with stim/response stuff back in September when setting up the fire-secret in the Bonehoard, I know a thing or two about it, but I'm not an expert on this area. I will certainly play around a bit with the existing system and come up with some designs before I actually start coding. Before I dash ahead and start planning the actual GUI I would also like to post in The Editor's Guild on TTLG and interview a few Dromeders about common Stim/Response tasks, as I haven't any Dromed experience myself. Would that be ok for the team or would you rather leave the planning within these forums?
  25. It's just the feet for me. If they ended in a knob or something that would be fine. It's not even a big problem the way they are now, just somewhat noticeable. Odd did a very T2-looking one back at the beginning. Deep Omega modeled one based on GIMG's concept art, which I really liked, but then he disappeared. http://forums.thedarkmod.com/index.php?showt...90&hl=robot
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