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  1. 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
  2. I was referring to this one: http://forums.thedarkmod.com/index.php?s=&am...st&p=121951
  3. 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
  4. We also have transparent lit and unlit glass. http://forums.thedarkmod.com/index.php?showtopic=6180
  5. *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
  6. 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?
  7. Hmmm... very possibly? My login on the TTLG forums was cypher628. Sound familiar?
  8. 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.
  9. Hey... I'd like to try out some beta-mapping for TDM. I know I'm a new face here... I used to be a member on the TTLG forums (still am, cypher628) and used to work with Dromed on both T1 and T2. I just downloaded the T3ED and am almost done running through Komag's tutorial. It's pretty different from dromed I'm still used to making everything out of brushes... I never got around to publishing much online but I could probably come up with some old screenies. My e-mail is ckahn@videotron.ca or cnetrix@gmail.com. :-D
  10. Fidcal

    dds?

    Venus: I am using WTV as a simple viewer and the Nvidia convertor. Here's my old post. http://forums.thedarkmod.com/index.php?showt...st&p=120912
  11. Hey there, Just a quick topic about a few things. *A wiki link on the front page: Could we get a wiki link stuck on the front page? even though it's pretty much all development linked, its kinda nice to have a link somewhere visible *BioShock Video Post-Mortem (thanks to BU) "Christopher Kline of 2k Boston runs through the entire BioShock production in an hour and twenty-three minutes. Starting from the beginning, he shows off lots of great video of tech demos and early prototypes, giving a pretty clear and fascinating picture of the ups and downs of the development cycle."(133mb/1h:23m) http://video.google.com/videoplay?docid=-4508664361400518462 or http://tinyurl.com/35uahw (flv for watching offline in a decent 3rd party player, with some nice post-processing) Quite interesting, altho a fair bit is about completely irrelevant sections - it does sort of raise a few good points that you generally dont hear the devs talking about. I felt it was time well spent *Paint.NET http://www.getpaint.net/ A few posts about alpha channel issues and what applications correctly support them etc made me think of what I do when testing image stuff.... and I generally just use paint.net. It's around 4mb and comes with some pretty damn decent tools, good resizing, awesome UI and design. Its not going to replace your Photoshop, but it does a great job for a quick doodle or to check out a final version of something in another app *ATi Tray Tools & AMD Drivers http://radeon.ru/downloads/att/attsetup.exe I'v noticed quite a few people using ATI/AMD gpu's around here - and specifically some people with crashes during OpenGL renders are running. A strange thing happened a while back when I removed the .net framework completely from windows(err... dont ask), the OpenGL driver would refuse to run or crash a lot while doing certain odd things. Completely removing the driver, installing .net and everything went back to normal. Anyway, I did find one thing that really helped when I was having the random crashes was to not use the CCC/CP release of the driver and instead opt for the Driver only package (14mb odd), crashes completely stopped in the OpenGL renders that I could open without .net. Anyway - ontop of all that, the tool that's insanely handy to have around without a CP etc (and is way more handy anyway) is ATT. Has everything you could ever want from a graphics card and more, while staying very minimal in memory requirements etc. Highly recommended. Dump CCC. (just disable the FPS overlay, kinda irritating most of the time ) ***** And that concludes my 3am babbling on about random topics that I though of this week while reading the forums and lurking If there are parts that dont make sense etc, drink + 3am + too much studying = this. Serp
  12. Tels

    Linux support?

    Got the email, the pgp-key, the photos, my firefox data, guess the rest wasn't important But then, maybe I can repair my old partition and access the rest of the data. Related good news: scons: done building targets. Yeah! (But you should have warned me that it takes a small cluster to finish the compile in under one day....) Now I just need to figure out how to install Doom 3 under Kubuntu... http://forums.thedarkmod.com/index.php?showtopic=6572&hl= All the best, Tels
  13. The film composer, Chris Thomas, who came to WOU for a recording session (this post: http://forums.thedarkmod.com/index.php?s=&am...st&p=110911 ) has been nominated for an award! I just got this email: http://www.filmtvmusicawards.com/login.php I heard his scores & they are awesome! So help a fellow composer win an award!
  14. Hey there, No problems my side - I'v co'd the svn from sf. Just taking the time to get comfy with where everything is - and how everything is stuck together and working. Also reading the forums(and bugtracker!) as you will notice my nick chilling at the bottom quite often As I said to greebo, doing a year's worth of uni work in the space on a month (because why work for 9 months of the year when you can cram it into a few weeks and get away with it :/) Today I have looked at maths for about 30 minutes... and then watched about 5 hours of series and movies to avoid looking at it, its now 2am and I feel guilty as hell... so I'm gonna go read astro in bed
  15. Sounds and looks good, I have to say. Welcome to the forums.
  16. We'll need the source Maya binaries or fbx files when you're done with an animation so we can share those animations between characters. Maya + the Doom 3 importer is finicky & includes/excludes unintentional joints of the meshes/animations so we may need to customize the def file export options according to what Doom 3 spits out. Instead of ftp, we're using svn now: http://forums.thedarkmod.com/index.php?showtopic=5623
  17. http://forums.thedarkmod.com/index.php?showtopic=609
  18. Seems these days I think about stuff I want to do/get done for the mod than I actually accomplish. Anyway, one of the things I've been thinking of and did start a little bit of work on is some relic/artifact type object. This one is a suprise, basically I plan on making certain pieces in high poly to work on my normal mapping a bit. Then use all these pieces in different combos to make a set of relic/artifacts (loot/quest items - we can't have too many of these imo) from an ancient civilization. I don't recal anything in the forums about what the ancient civilizations would've been like so I'd like your ideas/comments/suggestions. I'm already set in stone on the stuff I've started, but other varieties can follow. This is as much for me as other modelers/texturists as it might give someone else ideas too. -------- Basically what I'm hitting at is that T1/2 used alot of eqyptian styling in the lost city stuff. I was scanning the net for images and was thinking that stuff more like american indian, mayan, eskimo would be a cool way to go.
  19. ShaZe

    ShaZe's Stuff

    Close up on the last staff Otherwise, where can I get the mod files? I was asking myself the question to know what exactly the path should be when I was setting the material file and the folder structure. I searched a little bit in the different forums but didn't found it.
  20. Hi there. Being a quick learner is probably the most important thing on a mod like this, so welcome to the forums, Serpentine. I gather you already had a look at the DarkRadiant codebase, compiled it or played around with the editor?
  21. Assuming that by "silence" you mean "fix the code" rather than "disable the warning", you are welcome to send patches to either me or Greebo in a PM or through the forum. If you wanted to get more involved in development you could be set up as a contributor and have access to the coding forums as well.
  22. Well, I might still contribute more models. It's just a matter of getting some enthusiasm back to do it. I was running entirely on enthusiasm at the start of the project. Without that, it just makes it all hard work with no reward. I may have made it look easy, but it is a hell of a lot of hard work building those characters, not helped by the fact that I have a strict set of self-imposed standards I have to keep to and surpass, or I'm not happy. I'll take a look around the forums and see what needs to be done, and if any of it interests me right now.
  23. I too have applied your patch and will look at it in due course. I have committed the missing <cassert> include already, since Tel seemed to have this problem in the public forums.
  24. I have given you contributor status and also given you access to the beta mapper forums.
  25. I found a great plug to lessen the reverb on the footsteps. Dominion - signal modeling device: http://www.digitalfishphones.com/main.php?...2&subItem=4 If you're familiar with software synths and shaping those sounds with different attack/decay envelopes, then this plugin does the same thing with audio. Currently the sustain (decay) is at -45 @ 30ms thus removing the reverb tails of the concrete/stone/metal footsteps. After I test a bit, should I upload to SVN? EDIT: Nevermind, just saw this thread: http://forums.thedarkmod.com/index.php?showtopic=6400
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