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  1. Anyway, if no one can vote at all, then it basically locks in the result as of last night. I don't think it will hurt you, all in all. I think being popular on some internet forums worked in your favor for having a consistent turnout throughout, so if anything a final push might have worked against you, in relative terms I mean ... but that's just a guess.
  2. If you do a search in the public forums for "sinusoidal shearing", you can probably find Gildoran's examples of grass that sways using animated textures. There is also a tree that we were given by EOC that uses animated textures to make the leaves move. I don't know a whole lot about animated textures myself--I've used them a few times in menus, but that's about it. I know that you can scroll side to side or up and down, which works like a conveyer belt if you have a tilable texture. You can also rotate the texture. The speed of motion is customizable, and you can also make the texture go forwards and backwards (the swaying effect). I'm pretty sure you can also increase the intensity of the texture (a 'pulsing' effect).
  3. Here's an example of how the new weapons can easily be modified by different skins. By swapping different wood and metal textures, it's easy to make many different looks. These are just a couple. The rustic axe and mace could still use some work, but the others are "decent". I could work on them longer to make them even better, but I'm going by the philosophy that it's better to get lots of decent models in game now, so they can be used and then tweaked later, than a few excellent models here and there. Anyway, I think I'm going to take a break from the weapons for a bit and do something else. For those keeping track, our weapon totals are: 4 swords (longsword, shortsword, dagger, ceremonial sword) 3 axes (battleaxe, handaxe, rustic axe) 2 polearms (halberd, spear) 1 quarterstaff 1 hammer 1 mace ---- 12 melee weapons 2 longbows 2 shortbows ---- 4 missile weapons http://forums.thedarkmod.com/index.php?showt...enant&st=25
  4. Slash

    Mapping:)

    yeah its a little slow since its not dromed or T3ed. i have a whole new set of problems to work out with a whole new editor. like not being able to load the map ingame to preview. why does the editor crash randomly when i try to holow out a brush. so on so on.
  5. You know, my modelling has gotten a lot faster once I remembered the reloadmodels command...no more waiting for maps to load in between every model change. Just for people who don't know about it, there are tons of 'reload' console commands you can do to update changes immediately. http://forums.thedarkmod.com/index.php?showtopic=2149
  6. oDDity

    Sin 2 :)

    What kind of a pointless reply is that to make? WHy even bother replying just to say that crap? I didn't even make that statement. I said 'we are no longer fully part of natural evolution, unlike all like all other species, we have started to direct our own affairs, but of course we will still be naturally evolving at the same time. The difference is that we will soon have the imformation and technolgy available to direct our own evolution through DNA manipulation. Once you introduce intelligent and logical decison making to a random system, the system is no longer random We are no longer random. THat's exactly what I was pointing out, I was telling people not to try and make that argument. I think you need to go brush up on you English a little more. Either that or use a english-german online translator before you try and get involved in complex arguments, I think you'd make more sense that way Ok, I didn't think it was necessary to give examples, but for the benefit of the drooling idiots among us, I'll point some out. Humans can condradict the first law of nature, which is survival. We can choose to take our own lives, and regularly do so. We can abstain from food and drink, people have killed themselves that way, we can abstain from sex, which is the second law of natiure- to procreate, many people make a decision and remain celebate their entire lives. Take any natural law, and we can choose to ignore it or do the exact opposite. We weren't born with wings, but we fly in the sky, we fly to the moon , we explore the bottom of the oceans... All other species can only do what they've been programmed to do by nature. We have complete free will, and can do anything we wish, even if it directly contradicts nature Basics of life does not equal intelligent and sentient life. It took 5 billion years and many, many different species and a lot of random events like mass extictions for us to eventually appear. It's by no means a certainty that any planet with life per se will go on to develop sentient life. We have no idea what the chances of it are, so you can do nothing but guess. IF we were to find another planet with sentient life, it would instantly make the probablity very high, since 2 out of 2 means a lot, but at the moment all we have is 1 out of 1, and that means absolutely nothing, apart from the fact that it is actually possible, even if the chances are so small that it would only happen once in a billion universes. I hope you're not counting whales as intelligent. Whales swim around the fucking sea all day with their mouth open, sucking plankton down, and they can't even breathe under water - that's the equilvilent of a land animal having to carry a bucket of water around everwhere in order to tka e a breath. I don't care what size their brains are. There is no indication that they will ever amount to anything other than huge blue turds floating around the oceans. Like I said in my post, we don't currently have the technolgy to do it, but we soon will have. And it wouldn't be done by blowing it up, dumbass, that would just make thousands of smaller asteroid which would still hit us, it would be done by either attaching large solar sails to divert the object with the force of the solar wind, installing mass drivers powered by photovoltaics or nuclear power, detonating nuclear explosives near the surface of the object to change its course or firing powerful laser pulses at the object from a moon base to ablate spots on its surface and change its course., and since large impacts nly happen on average once every 100,000 years, there's virtually no chance of it happening befpre we have the technology to stop it. There are already massive programs underway dealing with detecting and tagging NEOs. Well that's hardly a problem well have to worry about for another 5 billion years. The sun isn't going to burn out next week. I'll stick my neck out and say that by the time we need it in 5 billion years time, we have the technology to do it.
  7. Lazarus

    Man

    I'm using IE7... but it does the same BS on Firefox. http://forums.thedarkmod.com/index.php?showtopic=6164
  8. Slash

    Need Some Help

    i just reopened the D3 editor started makeing a small map. made a room and it says this when i Bsp it to play i have my map files saved to C: Program files/Doom3/base/maps there are no leaks or that would be the problem. and i have a player start with light so there should be no reason i can think of that it would not open. my game is not updated tho but that shouldnt matter. its does the same thing when a make a small brush with a player start and a light. same problem.
  9. I'm not sure if this has been discussed before... I've just searched the forums but couldn't find any information about it (probably because I'm not sure what words to search for). I'll try to explain: In Thief3, you could wander around in the city, without people yelling ooooh, thief, because you're just a passenger pedestrian, and there's nothing that makes people think you're a thief. Apart from those who know who you are... This is what I really liked in Thief3... and if I remember it correctly, it wasn't the really case in Thief 1&2 (or at least it didn't really stand out as much as in Thief3). Also, it's funny how your own footsteps are "triggered" (people will come and take a look), and footsteps of a guard ain't. You probably know where I'm going to: how will others know you're thief and not just a regular guy, servant or guard? I recently saw a trailer of , and I immediately thought of Thief. Of course the game is a lot different, but the interaction with the crowd is a bit similar. Hitman also had some interesting ideas: the less you act like a regular guy, the more people will find you suspicious. I'm just wondering how this will be done in the Dark Mod Of course, most of this will apply to what's going on in the streets, and not really the mission itself.
  10. First of all: can somebody (New Horizon?) give him Applicant or Contributor status so that we can discuss things in more detail? @Arcturus: I could take a look at it now, and I have some feedback for you. - While the normalmaps look good in theory, they are almost not noticeable for the "old" and the "white_brick" textures. They should be much more pronounced. I looked a the textures using "r_skipBump" and could hardly tell any difference between the appearance with and without normals. edit: Ok, after looking at them at smaller scale it actually isn't that bad, but the lights have to hit the texture at really sharp angles to make it properly visible. So don't take this too seriously. The brick normal can definitely be deeper though. - The normalmap of the tile textures is very grainy or noisy. It makes the shingles appear like sand, which feels a bit wrong. The roughness should be decreased a lot, this would look much better. The diffusemap is non-tiling, which can probably be fixed easily. - The "old" texture has non-power-of-two dimensions (1068 pixels). This will not work when the imagesa re converted into the DDS format. All dimensions should be powers of two: 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, etc. Width and height don't have to be the same, of course. Please don't be discouraged by my feedback. If you are willing to put some more work on the textures, I can imagine that these could fit into our repository. I (or somebody else) can give you some more detailed instructions in the internal forums with respect to techniques and organisational stuff like naming conventions, DDS conversion and such. edit: Thanks for moving that, N.H.
  11. Should we be messing with the model skins? I thought this was just for brush textures.
  12. To answer your question, just play Doom 3. You'll notice that movable items roll and bump around the moment you start moving against them, depending on their weight. A hamburger container will roll along lightly when you brush past it, but a crate will slowly roll along and gather momentum gradually.
  13. I'll set you up as an applicant, then you can post your samples in our private forums.
  14. I don't think the team has ever 'collectively' said any such thing. I think it's far more likely that they're too busy with new projects to respond to questions raised about a game they released three years ago than the possibility that they regularly read our public forums and were personally offended by the occasional isolated comment from individual team-members that they didn't think much of D3 as a game.
  15. You can see this often in some game forums, even D3world. Somebody comes in and says he has this great idea but he needs somebody who codes it for him. For the trivial task of implementing a full featured game you will get 20% of the income after release. Sure. these guy all have the notion that the idea of the game is the most imporant thing and usually they wont even give details because they fear that it might get stolen. Knigers is a good example for that. Of course the idea is important, but it's the hard work that really counts. In the end you can have good ideas all day long for free, but that doesn't make you rich, until you start implementing it.
  16. Just a reminder. I need everyone here to vote once a day until July 16th. It's a long process, but we can win it. Also, if you visit any other forums...pass along the info there too. If we can get support elsewhere, all the better. Thanks.
  17. Welcome to the Forums! How's it going with your movie hunt?
  18. Btw, while we're discussing this, just curious what people think of this implementation idea: No body awareness for now. Keep track of 4 points, which are just stored as translations from the player's origin: head, left shoulder, right shoulder, feet (just the centerpoint of the lower face of the boinding box, one point for both feet since they are usually close together) for each AI that can see the player (any player body point is within AI FOV) { for each of the four points { calculate direction vector from AI's eyes to player body point do trace starting at player body point, along the direction calculated above get the coordinate at which the trace hit solid geometry somehow obtain brightness of that point assume the player is black, so the contrast you get is the brightness of the point. Store the brightness as the "silhouetting value" for that point on the body, for use with overall visibility calculation later on. } } NOTE: I'm not sure what the best way to obtain the brightness of the point we hit. Worst case, we could use a render camera that is very zoomed in, only rendering the texel at that one point, and get the brightness of the image. This way, it will be very accurate, what you see is what you get. A white wall will reflect brighter than a black wall with equal lighting hitting both, and we just assume that the player is a black. Then to make wall flattening work realistically, we just shrink the player's bounding box when they flatten against the wall. This should update the position of the test points on the player's body, since they are referenced to the bounding box. It also means AI will be less likely to brush up against you when you're flattened.
  19. I'm not sure if you've put the seciondary animation in yet, but the fingers aren't relaxed enough as default in any of them. Also I thnk you shouldn't animate the camera at all, it distracts me from studying the animation. Thirdly, I think a black or dark backgroiund would be better than the white one Animation crits - THe brush chest has more dynamic timing now, but looks like slow motion. THe right arm is too still, and the from the hips downlooks rock solid in general, but this is hre the camera movment is interfering with seeing the nuances of the animation. What you should do for these to start with is have the base model animated just standing there swaying around a little at the hips with his arms swinging in circular motions (in a subtle way) also, breathing - just the cheast heaving up and down in the usual sublte fashion, it's easy to put in and adds so much more life. and then plant the primary animation on top of that. The coughing one is good, but again you need more action in the opposite arm, it just hangs there likie a dead thing. THe failed knockout is great. The glance back is great. The itch head is too quick. I think he should keep is hand up for longer than that. Try scratching yourself, and you'll relaise it actually takes quite a while, it's an enjoyable experience. The stretch is fine.
  20. Thanks oddity. Yeah the chest brush one was exactly what I spent a while tweaking last night. Fixed it up and it's pretty much done but I think there's still something about it that bugs me. I'll get back to it in a few minutes. I'll try to get the updated ones on the FTP once I figure out what the problem is
  21. jdude, I have to commend you on the quality of your work, one look at that street and you can tell right away this is going to be a very fine looking Thief level in TDM. I'm also impressed with the scale of the effort. Perhaps you would be the sort of level designer with the kind of skills and ability to design/create fairly fast that would be capable of modeling the city as we are discussing in this thread below. Who knows, maybe jdude will be the first level designer/FM author that will come at least fairly close to the dream of modeling The City in TDM at a high quality level. And thus, of course, attain legendary Thief fan status. hehe http://forums.thedarkmod.com/index.php?showtopic=3470&st=0
  22. I should have mentioned this a long while ago (actually I covered this in the belcher thread): http://forums.thedarkmod.com/index.php?showt...=5452&st=75 Anything that's inheriting from atdm:ai_base tend to stand around when they should be attacking. I think most of the focus has been on atdm:ai_humanoid which has more functionality than the base. I think we should have atdm:ai_nonhuman because ai_base is pretty thin. So I think the problems you're facing with the bot is the lack of ai_base functionality.
  23. New Horizon - Now I seem to have correct access to the Contributor forums. Thanks! Ishtvan, Springheel - thanks for all of your ideas and suggestions -- please keep them coming if you think they'll help me. Some of the questions you raise are issues I had thought of too, so at least I'm starting to get my head around what needs to be done. I'll grind away in learning/experimenting mode for a little while, then maybe write up a short design doc, encapsulting these ideas.
  24. If anyone has some spare time, there are two good models on FTP that still need to be textured--a horizontal bookshelf and a furnace. We could really use both of them, and I don't think I'll have time for a while. http://forums.thedarkmod.com/index.php?s=&am...st&p=106109
  25. Caulk is just a texture you apply to a brush which means that the engine ignores anything outside it kindofthing. It used to be used to optimise performance in pre-Doom 3 engines. But now you DO NOT NEED IT.
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