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  1. skacky's new Thief 1 mission, Shadow Politics: http://www.ttlg.com/forums/showthread.php?t=139048 Just wonderful!

    1. Show previous comments  6 more
    2. Bikerdude

      Bikerdude

      Just finished playing this morning, this was awesome, in an old skewl way - would love to make a TDM homage to it...

    3. Sir Taffsalot

      Sir Taffsalot

      I'm using the CD with TG, T2 and T3 on it. Darkloader doesn't like it. I can't get TG FMs to work

    4. Sir Taffsalot

      Sir Taffsalot

      I assume it works with a TG only CD

    1. Show previous comments  1 more
    2. Ladro

      Ladro

      It will be really cool if a super talented editor like Gaetane will try TDM.

       

      I really hope this one :-D

      (and also Sterlino another editor that a like a lot)

    3. Melan

      Melan

      I've been waiting for it for a while. :)

    4. demagogue

      demagogue

      Gaetane along with Lady Rowena are my favorite 2 authors.

  2. Awesome. The forums support transparency in avatars. :)

    1. Show previous comments  4 more
    2. Sonosuke

      Sonosuke

      very nice stifu^^

    3. GameDevGoro

      GameDevGoro

      Doomguy is the coolest guy ever.

    4. jaxa

      jaxa

      hah well the feathering isn't the best but i'm sure it will do for now.

  3. Hi, I'm just wondering how difficult it is to add a new character to TDM currently? As far as I remember, this was one of the most problematic tasks in mod development. How does it look like with the current state of the mod? Have you established some proven workflow or is it still a painful experience? I don't know how relevant information in the animation section on the Wiki is, but some of those articles look quite old, refering to old skeletons etc.. It would be great to have a one comprehensive article/tutorial elaborating on all stages of importing characters to engine, including: - where to take the skeleton from, - what software/tools are necessary - what files to put where - writing def files - making character working in game also - assigning new animations and voice scheme - etc... I know it sounds like an technically advanced question for the just released mod, but I'll better know beforehand what I could or could not achieve with my map. Thanks in advance!
  4. I've had some reservations for a while about some of our AI models. Oddity's models are so excellent that the other models simply can't stand next to them without looking bad. The difference in quality is just too great. While models like the nobleman or townsfolk might look ok in another game, when you put them next to one of Oddity's characters, they stick out like a sore thumb. I still don't have anywhere near enough modeling experience to create characters from scratch, but I've gotten pretty proficient at cutting, pasting and tweaking models that already exist. Going back over the 'templates' thread from a while ago, and remembering Ascottk's suggestion of cutting and pasting body parts, I went ahead to see what I could do. It turns out that the modeling isn't actually that bad. With access to all of Oddity's models, it isn't too difficult to cut, paste, and modify existing pieces to create a lot of new characters. Altering the UV maps and textures is actually turning out to be the most time-consuming bit, but I've had enough practice making character skins so I know what I'm doing there. I've already created a new nobleman character (below) and have modelled a blacksmith, tavern-keeper and generic townsfolk (all of which need texturing). These will eventually need to be rigged, obviously, but by next summer, if no one else has stepped up to do it, I'll see if I can learn that as well. Here's an example of the new nobleman character (the head is just the priest head stuck on, and there are a few texture tweaks needed). Compared to the old one on the left, I think it's clear that using Odd's models as a template is the way to go. I've made enough changes that, though it looks good next to an Oddity model, no one is going to think it looks just like a copy of another character. Another benefit is that I can add lots of accessories that can be swapped in and out with nodraw skins, and I can split up the meshes so that it is easy to use .rgb entries to create a lot of variety without the need for extra texture files. Once these new ones are rigged (which might not be until next year) I'd like to eventually replace the non-Oddity character models.
  5. See the attached picture: a part that there is no neck, it seems the shadows does not goes correctly in the wall. It is strange as this game is... all about shadows! I am just seeing things? Or the main character model is unusual?
  6. I miss the brown borders dividing up the sub forums. This great big block of grey looks ugly.

    1. modetwo

      modetwo

      Back in the days it was actually dark-red. Let's call it evolution :-P

  7. So... What was up with the forums all day yesterday..?
  8. Continuing from this idea: http://forums.thedarkmod.com/index.php?s=&am...st&p=155603 Hmm, it strikes me that this might also be a very easy way to add variety to large groups of AI. It would be extremely easy to have a "tall" "medium" and "short version" of just about every AI we have. In fact, rather than every character needing animations exported separately, why not establish a series of default sizes for AI? We could have something like: Very Tall (6' 3") Tall ( 6') Average (5' 9") Short (5" 6") Instead of having unique md5anim files for each AI, we just make one animation set for each of those heights, and then create separate AI defs that point to each one. That means we could have, for example, 4 different heights of the same townsfolk model without any extra work. It might not always be appropriate for every AI (a Short elite guard would look weird, as would a Very Tall forger), but it gives a lot of extra variety (and saves a lot of exporting and nearly duplicate md5anims). The only downside I can think of is that you wouldn't be able to have a 5'11" or a 6'2" character--but since character heads are all slightly different sizes, I really don't think anyone would notice that AI come in only 4 different heights. Squill, any reason you can think of why that wouldn't work?
  9. Is there any reason you can think of why a character would walk/search in place? I've been rigging a character to the new skeleton, but for some reason he does not move forward when playing the walking/searching animations, as if his origin bone wasn't moving. Yet he's using the same md5anim files as the proguard.
  10. Welcome to the Dark Mod forums! I enjoyed browsing your gallery. =-)

  11. TheDarkMod is not thief, only inspired by it. Sometimes I have to even remind myself in that regard. TheDarkMod team made an excellent total conversion. The more I play it, the more I'm comfortable with the footfall sounds which I originally was less-than-neutral on. The FMs thus far are very well made and for the most part, I feel like I'm there. Credit is due to the team and to the mappers for that. When I come across something as great as this, I feel almost guilty pointing out stuff I'd modify. You guys put a lot of work into this and I only have the talent and know how ... well, I don't have any talent and know how to contribute much of anything. But there's one thing that I personally feel would significantly increase the player immersion in TheDarkMod. I noticed that there aren't any player shadows. If I happen across a reflective surface (as unlikely as it would be) would I see the nameless thief I was playing? When light hits me and I turn around in the opposing direction to flee its incriminating presence, my thief does not have a shadow. That's when I'm reminded "Dude, you're playing a video game." Which is unfortunate to my playing experience. This mod has a lot of power in it's immersion as one has to be completely aware of his/her surroundings. Once I noticed this it stood out. As I've said; TDM is a great experience. I'd feel pretty good if all that a pessimistic person had to complain about my mod was the above. Great job.
  12. Hello!

    I saw on TDM forums that you are a very talented level designer. Could you lend your talents for The Sly Project? (http://tsp.comlu.com)

    We have no level designers yet and the project was announced almost a year ago. Please join us! I'm looking forward to your answer friend.

    Best wishes: Oszkár Winkler

  13. Hello!

    You mentioned on TDM forums that you are a skilled modeler. Could you lend your talents for The Sly Project? (http://tsp.comlu.com) There are only a few models we need.

    If you are interested, please e-mail me: woszkar@gmail.com

    Thank you! :)

  14. http://www.gametrailers.com/video/quakecon...iler-rage/54146 The guy smoking. Also, if we could get some code for leaning against a wall, i/we could make idle animation for nefarious characters, or any a.i. for leaning against the wall.... and smoking too.
  15. These are issues that need to be addressed relating to the AI meshes/attachment points. Treat this thread like the "broken entities" thread, and add to it as you notice problems or fix things. 1. Something has changed with the torch-holding guards. The torch now seems rotated 90 degrees and is floating off to the side. 2. A number of characters (the thug is particularly bad) need different attachment points for weapons...his sword is through his hip. 3. The proguard still has problems with his mesh. His hands have a messed up uvmap, and there is a gap around his neck where you can see through him. This has been an issue for months. I could fix it in under half an hour, but that would make the most updated proguard file a .lwo. Maybe I'll just go ahead and make two proguards; a usable one and a "developer" version (the current one).
  16. [update] Spoke to Marcus @AMD UK on the phone and as it turns out a number of complaints have been made against "Spyre". My AMD forum account has been unbarred and my Ip address unblocked!!! Bought a new gfx card for xmas, been having issues with mainly the driver So I though a good place to look for support and polity vent etc - or so I thought My second post got flamed by some smart arse fanboy and then promptly locked, to which I reported the posted asking why it had been locked.. and then my account on there got deleted and my Ip blocked (untill the isp dhcp refreshed etc) so I cant login even with a different account name. I have emailed AMD directly about this as I did nothing wrong according the t&c's and I got no warning Pm or email from the forum mods. Now I've been over at the nVidia forums a long while back when I had the 8800GTX when I was equally frustrated when posting about the driver issue with thief etc, but at no point did a thread get locked or worse my account deleted. I don't have loyalty to AMD or nVidia but depending on the answer I get from AMD next week this card maybe going back and AMD will be added to the list of manufactures I will never buy anything from again. So whats the moral of this story, well take your pick.. [update] found cached copies of 1 of my posts Cached AMD frum link Cached AMD forum link2
  17. when i do a search, it give me some results, I click on a result and exspect to get taken to the post it specifies - but no..... I get taken to the first post of the bloody thread it is in..ggrrr
  18. Maybe I'm just drawing a blank; maybe this is impossible. Do we have any of oDDity's original character models or templates or basic bodies or anything I can open and play around with in Blender? Thus it could be either ASE or LWO. I know they are md5anims, but is there a converter, or any other possible method, if in fact we don't have the originals? I checked the doom3world Blender forums, and while there is apparently an md5 importer, it doesn't work for md5anims. If none of this is possible (which I'm doubting, because somehow all of this character work going on recently wouldn't be possible... I think?), then to Dram: how did you make the little bust statues in the mansion out of a character?
  19. Ok, I've exported the nobleman. There are a few more weighting issues to tweak, but he generally looks pretty good (other than being a bit too small for his head). Feels good to add a new, non-monster AI to the game.
  20. why are they so slow this evening..??
  21. The forums have been upgraded, please see this thread: http://forums.thedarkmod.com/topic/9845-forums-upgraded-to-ipb-3-0-3
  22. On the wiki you can now find an explanation about Character Sets in Maya. Pick me!! For this guide i used the forger builder model on which i created the same animation rig as the citywatch. This way it's easier to exchange and make adjustments to the animations on different characters.
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