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  1. All you have to do is resize it in any 3d app. The best thing to do is to have a Doom human character impoted to your 3d app so you can get the scale right first time. Objects cn also be scaled in the editor surely?
  2. Maybe we can have a shot with a character model to see it's size in relation.
  3. Here's the info for modifying animation speed: Try using this to create walk cycles for D3 monsters http://forums.thedarkmod.com/index.php?showt...&hl=setrate
  4. No, do make character models. That's as close to an order as I can give. There is a gap. There is a huge number of characters which do and will need creating. Architecture can always be made in Radiant anyway, so really don't stop, it's looking great.
  5. Sure you could do this. But if you do this, then we would loose a great character modeler for the team because your model really looks good to me. I don't think that you should stop this. Your model looks fine and if it has some problems then you should learn which ones and fix them, instead of running away. I don't think that there are many mods that have such good modellers and that's not only oDDity I mean. I'm really suprised about the high-quality team that we managed to get together, because when I see some FMs I often think that they are rather amateurish. So far I haven't seen anything on our mod where I had to think this (except my models of course ). It's not bad modelling, but maybe you should really focus on one thing and finish this first? I know what you are doing and this is really a lot. And I don't want for you to burn out because you are taking on everything.
  6. Crispy came across a very talented modeler on the indiegames forums, who goes by the name of Tricko. Since we're in pretty good shape as far as characters go, he suggest Tricko apply as an object modeler. I agree with this as well. Here is some of his modeling work. http://www.wazgrafix.com/
  7. Followup: one way to fix the failure to run (this is on the dev/deployment side): -main article: http://llbit.se/?p=19 -thread with the specifics on how (specifically, the fourth post): http://forums.microsoft.com/MSDN/ShowPost....65&SiteID=1
  8. I've been asking around at D3W, and I'm getting the sense that we don't have to stick with the mirrored textures as D3 currently does. We just have to create our own UV map for the character models. Is this true? If so, we should certainly do that for your zombie, BT.
  9. GOD is punishing the Giants huh. OK, now you've gone too far, please leave the forums immediately
  10. I'd certainly like to have two 1024 sized textures per character like I have for Ut charcaters. THe spec maps can be smller, maybe even 256, but the normal maps will also have to be full size and non compressed, though I thinkl we should DXT compress all the color maps, since you can 't really see the differene in-game anyway, and it saves a lot on memory. A 1024 tga which is 3mb can be DXT 1 compressed to 500k.
  11. Well of course the models won't look as good in-game. THe single biggest difference will be the lighting. THe D3 renderer is worthless shit, it's as simple as that (when compared with the Lightwave renderer that is) Though having said that, some of the doom characterss look pretty good, even though they only have one 512 texture for the whole head and body, and the models themselves are low res (mostly around 2k polys, that's even lower than UT2K3 models, and UT's models have two 1024 textures per character as well) It's just a matter of working out the normal mapping and the best way to apply it, that's the key in this engine. I suppose I can hook one up and shoot it in-game as a static mesh to see what it'll look like.
  12. Sorry guys i couldnt reply right away for couple of reasons. 1- I couldnt pull myself together because of oDDity's amazing models. It s an amazing amazing amazing amazing art ..insane details, mindblowing character posing...I mean for me being in the same team with oDDITY is enough!. And It s so cool he has Edward"thecrazy"Munch icon. How cool is THAT!... 2- I was looking all those concept arts and everything. I mean i feel like im in heaven.. . I think many things gonna change after this MOD. I have never seen that much devoted and talented group. And NEWHORIZON what should we give you as a wedding present? Guys! We gotta give him something. ... something so unique...mmm? Mmmm what about "A bioorganic plugin" for him When he thinks something, that plugin will convert his brainwaves into an object in DOOM3 editor. OR, what about "instant ANIMATOR-Cloner" When the wife calls him he will clone himself. So he will keep on working for the MOD. Im telling you, you will need this:) (especially in marriage) So Sparhawk i think it shouldnt be that much problem :) writing those simple plugins. Although im a divorced guy, i believe the good marriage is the key on success. And i will follow you probably very soon for my second and latest attempt. So i wish endless happiness. By the way, you know my first occupation was Law. So if you need an ex-lawyer you know it s free of charge . But i suggest you to convince Sparhawk for the second "instant animator-cloner" plugin. you shall need no legal support. Best.
  13. Your pictures above, NH, nicely illustrate my problem with the tilting compass. At that angle (which would be when the character looked slightly upwards) the compass is unuseable, and the gem is barely readable either.
  14. Granted. I think he would, as well as in the rain or other cold environments. Plus it makes figures MUCH easier to draw when they're wearing cloaks, as you can hide all the annoying details like limbs and stuff. For these pics I want to showcase as much of our character as possible.
  15. We've already used some concave cms successfully. I'm pretty sure we posted that exact quote in another thread. http://forums.thedarkmod.com/index.php?s=&am...st&p=137162
  16. 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.
  17. That's basic policy now for ALL work. Once it is in a completed state, it should be sent to the ftp site. For character models, we certainly don't need them to be animated before they are stored.
  18. 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
  19. 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.
  20. It's a question of size of what we take relative to the overall project. Using textures as inspiration/basis is ok - textures are small. Character models are not small at all, and they'd need to end up TOTALLY different for me to be comfortable, and I honestly see no need.
  21. 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 . . .
  22. There's this one, I think that's the most current one: http://forums.thedarkmod.com/index.php?showtopic=4888
  23. 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?
  24. 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.
  25. 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.
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