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  1. As far as I know, doom 3 does not depth-sort ANY triangles, including partially transparent ones. The closest thing it has is sorting by category (eg, fully opaque triangles are drawn first, then decals, then glass, etc), but lighting is all drawn before anything else. The reason I say it would either lead to graphical errors or horrific performance is primarily due to shadows.
  2. If I play a shooter, and then play another, which skills exactly do I learn between them? Or what skills did I learn when playing BG2? Of course I get better at a particular game, because you learn the techniques of that particular game, but what kind of skill is this supposed to be? Wow! I'm a master of Doom 3, would be an impressive line in my resume. Enjoying a game doesn't mean that it has to be easy. It means that it has to be immersive. Immersive enough to NOT worry about saving during the gameplay, because, as I said, if I start thinking about my saving habit during the game, it means that the game has failed to immerse me. When I played Painkiller, I liked it because it has a great atmosphere, not because it has such a great save feature.
  3. Doom 3 works fine on Ubuntu with ATI drivers. They can be a pain to install, and they have worse performance than in Windows, but they work.
  4. g: No, that's not what I meant... I'm probably not doing a good job of conveying the idea. Let me put it another way: Normally a pixel has a color that has 3 components (red, green and blue)... However, when drawing such a pixel, you have no idea how opaque it should be. So somebody got the idea to also store the opacity of a pixel in a fourth color component called "alpha". Such pixels have 4 color components (red, green, blue and alpha). Ok that makes sense. The alpha channel controls the opacity of the rest of the channels. g: You use image editing programs to make the images. (or in the case of models, you may want to use D3 to render the normalmap) For regular textures you can just use an image editing program to create them all. I g:highly recommend GIMP, since it's powerful and free. I like to use the GIMP normalmap plugin to generate normalmaps for textures. For information on what diffuse/specular/normal maps are, I recommend looking at the D3 Mod Wiki texturing page. To omit a specularmap, simply omit the specularmap line in the material declaration. I found this site, can you tell me which file to download, Im totally lost. ftp://ftp.gimp.org/pub/gimp/v2.2/ g:Any text-editor will work, though it's a good idea to use one suitable for programming such as notepad (click on the start menu, click "run..." and type "notepad") or Notepad++. I would avoid using Microsoft Word. Doom 3 can only render triangles. However, I'm under the impression that quads (four-sided polygons) are often useful for subdivision (high-poly) modelling. If D3 only renders triangles, isnt this a problem for lightwave creations that use mostly quads? Or do you mean when you make something in D3 its only in triangles, that would make more sense I guess.
  5. No, that's not what I meant... I'm probably not doing a good job of conveying the idea. Let me put it another way: Normally a pixel has a color that has 3 components (red, green and blue)... However, when drawing such a pixel, you have no idea how opaque it should be. So somebody got the idea to also store the opacity of a pixel in a fourth color component called "alpha". Such pixels have 4 color components (red, green, blue and alpha). You use image editing programs to make the images. (or in the case of models, you may want to use D3 to render the normalmap) For regular textures you can just use an image editing program to create them all. I highly recommend GIMP, since it's powerful and free. I like to use the GIMP normalmap plugin to generate normalmaps for textures. For information on what diffuse/specular/normal maps are, I recommend looking at the D3 Mod Wiki texturing page. To omit a specularmap, simply omit the specularmap line in the material declaration. Any text-editor will work, though it's a good idea to use one suitable for programming such as notepad (click on the start menu, click "run..." and type "notepad") or Notepad++. I would avoid using Microsoft Word. Doom 3 can only render triangles. However, I'm under the impression that quads (four-sided polygons) are often useful for subdivision (high-poly) modelling.
  6. Ok, here is the list of prop models needed for the next Model Milestone (Sept 1st). update: July 11th CITY ****Done-- Store Signposts (generic symbols/names would be more useful than specific ones) http://www.istockphoto.com/file_thumbview_...ard__round_.jpg http://www.ncsigns.com/shop%20sign.jpg Cart/Wagon http://www.turbosquid.com/FullPreview/Index.cfm/ID/246734 http://www.rusticlogfurniture.net/images/r...que_cart_th.jpg http://www.geh.org/ar/strip59/m198700480004.jpg http://www.turbosquid.com/FullPreview/Index.cfm/ID/250309 ****On FTP -- Well http://www.cmcsb.com/images/ourhouse/well.jpg http://www.freenetpages.co.uk/hp/simplyflo...Well%20Yard.jpg In Progress -- Fountain http://forums.thedarkmod.com/index.php?showtopic=985 *** WIP Lamp-post http://www.mylittleworld.co.uk/acatalog/Bl...treet_Light.jpg http://www.mindplaces.com/darkmod/modellamp.jpg CATHEDRAL Pulpit http://www.carvingonline.net/images/orname...ulpit%20lg2.jpg ****On FTP -- Pew http://www.dakotachurchfurniture.com/Pew70C-CE.htm Standing Candelabra http://www.cowboyindian.com/waai1540.jpg http://www.aoweb.com/images/2622600-R1-043-20.jpg ****Done -- Holy Water Font http://www.sjbnewburgh.org/parish/tour/xfont.jpg Holy Relics (loot items--golden hammer, chalice, small statues, etc)
  7. I thought about having different mage looks for the different elements at one point. Fire mages, Earth mages, etc. But that's a lot more models for a faction that's kind of rare as it is. We should discuss different mage powers here: http://forums.thedarkmod.com/index.php?showtopic=2126
  8. I don't know if ascotk is using motionbuilder or not. Anyway, once he's sorted out a good base skelelton with joint rotations the way he wants them, he can use that for different sized characters. There's no need to make them all the same size and shape. When I say 'use the same animations' I don't mean have every AI using the same walk.md5anim, you'd still need to export a walk for each character if the skeleton is slightly different, and parts of the mesh need special attention on different characters, so it's a matter of using the same base walk anim,. but adjusting it to suit each character. The most time consuming part is properly weighting each character mesh to the skeleton, but that can't be avoided no matter what. Our Ai meshes are a lot more complex than the ones you see in Doom - guys in boiler suits etc which are one piece meshes - so weighting and animation in general is a lot tricker when you have flaps of cloth and pauldrons etc. to deal with. Thinking about it now, I could probably have made models like the city watch elite one piece, and it would hae been easier to deal with from an animation standpoint, though it might not have looked as good. I'll have a quick go at that now in fact to see what it look like, it might be worth doing it for all the meshes. THe nude pagan woman for example is already one piece, making her very easy to rig and animate.
  9. Heartily seconded. SDK coders simply can't work effectively without it. You seem to have an irrational hatred of scripting. Don't underestimate it. Doom 3 scripting is very powerful. I'm a good C++ programmer (IMO), and yet most of my modifications (especially relating to the AI) have been done using scripting. This is how game development works these days; as a rule, SDK changes are more expensive than script changes, so as much functionality as possible gets pushed into scripts.
  10. Ok Mike, there is a thread in the animation forum to discuss specifics about the first set of animations http://forums.thedarkmod.com/index.php?showtopic=2159
  11. There's no need to resize the models. Using motion builder, the same animations can be applied to different sized characters, sometimes with minimal tweaking required, or a few new volume bones added. I thnk you can get the list down to quite a limited set of generic anims for all characters to share, plus some extra small but essential sets like archer. swordsman and civilian. The undead can be used from Doom. The female set will only need a few generic ones for female civilians, I was always against have any other female types in the game and never felt it was worth the time or trouble, either modleing or animating. And yes, you're going to have to accept that the animations aren't going to be of movie quality, I don't think many of you appreciate how difficult an art it is to produce really realistic human animation sets. It requires a lot of study and practice, and the fact is that we're never had a real character animator who's done anything, and probably never will at this stage, so you;re just going to have to accept the efforts of other team members who try their hand at animation and do their best.
  12. None taken, but I did recognise the game as soon as you mentioned it (I've played Morrowind); I just don't know anything about its internal workings, so I figured looking at the code wouldn't tell me much. You don't need to copy the DLL into the PK4 file to test it... just dump it in the Doom 3 directory and it'll override all other game DLLs. If you do want to put it in the PK4 file, it's a simple matter of opening the PK4 in WinRAR (or whatever, pick your favourite .zip application - pk4s are just zip files) and drag the DLL into it. You only need to do this for distribution though.
  13. There was a bug fixed recently that involve material declarations failing to parse if they contained certain structures which were previously only used in vanilla Doom 3 but have recently been added to the mod assets. It is possible that what you are seeing could be a result of this. I guess if this is the case, we should release a bugfix version ASAP even if there are still some features to go before a "proper" 0.8.0. Is it your own materials/models that are not displayed, or standard mod ones?
  14. It's totally unrealistic to have matching skeletons. Each mesh requires different treatments. The latest AI, the nobles and the builder forger, had to have their skeletons altered to fit their mesh. When the skeleton is altered then the joint rotations are be altered. Thus animations from other guards will totally screw up other AI & they'll look totally distorted. That's why I couldn't use Doom 3 skeleton for TDM's meshes because the joint rotations were altered & the animations distorted the mesh because the rotations didn't match. Since the nobles and the forger can't share animations then let's scrap them! Seriously though, we do need animators . . . There is a way to share skeletons & have them use the same def file (d3's npcs.def): export fred { options -prefix ZOMBIE_ -keep eyecontrol rshldrpad lshldrpad Lknee Rknee Body Body2 Lhand Lhand1 Rhand Rhand1 headcontrol neckcontrol loneckcontrol SPINNER Rball_r Rtoe_r Lball_r Ltoe_r Chest Shoulders Luparm_orbit Ruparm_orbit Belly Lrib Rrib chair RHANDCONNECTOR LHANDCONNECTOR -parent RHANDCONNECTOR Rhand1 -parent LHANDCONNECTOR Lhand1 -parent headcontrol neckcontrol -parent neckcontrol loneckcontrol -parent loneckcontrol Shoulders -parent rshldrpad Shoulders -parent lshldrpad Shoulders -parent Body2 Body -parent Hips Body2 -parent SPINNER Body2 -parent Waist SPINNER -sourcedir models/monsters/zombie/cycles/idles -destdir models/md5/chars addoptions -align ALL mesh npcs_mesh2.mb -range 1 1 -dest labcoat -keepmesh labcoatmesh mesh npcs_mesh2.mb -range 1 1 -dest suit -keepmesh suitmesh mesh npcs_mesh2.mb -range 1 1 -dest jumpsuit -keepmesh jumpsuitmesh mesh npcs_mesh2.mb -range 1 1 -dest tshirt -keepmesh soldiermesh mesh npcs_mesh2.mb -range 1 1 -dest marine -keepmesh marinebodymesh mesh npcs_mesh.mb -range 1 1 -dest player -keepmesh npcplayermesh -keepmesh npcplayerarmmesh mesh npcs_mesh2.mb -range 1 1 -dest security -keepmesh securitybodymesh -keepmesh sec_rshldrmesh -keepmesh sec_lshldrmesh mesh npcs_mesh2.mb -range 1 1 -dest skeleton -keepmesh skeletonmesh mesh npcs_mesh2.mb -range 1 1 -dest skeleton_w_mgun -keepmesh skeletonmesh -keep eject flash barrel machinegun -rename mgeject eject -rename mgflash flash -rename mgbarrel barrel Then we can share animations but the meshes must have to be roughly the same size.
  15. It depends on the rigging. Doom 3 will only include the joints that are attached to the mesh. Each mesh is different so the rigging will vary and that's why I had a tough time when I first started. Try the Hip since all meshes will be rigged to that joint.
  16. I know about the problem with skins not displaying in render mode, but are you saying that they don't show up in game either? This must be a problem with the skin, since DarkRadiant is out of the picture once Doom 3 starts playing your map. When you set the skin, does the "skin" key show up in the Entity Inspector with the correct value?
  17. You can definitely apply! Send New Horizon a PM and he'll set you up as an applicant. C++ is more complicated than either Java or Python, but you probably wouldn't need to do anything too heavy-duty. And there are lots of things that can be done with Doom 3 scripting (it has C-like syntax, which will be somewhat familiar to you from Java; there are some minor differences, but they're easily learnt).
  18. DoomEdit only has the console because it's actually part of Doom. DR could implement a console, but it wouldn't bear any relation to the D3 console, so it would be pretty pointless when you could just stick the command on an existing menu.
  19. THe problem these textures have, and what I said at the time is was shown, is that they are made in the old style - for engines with no normal or spec mapping, so everything is put into the colour map, wrinkles, shininess and all. What you need to do is paint out the highlights and shadows and wrinkles, and make a normal and spec map to do that work. Also desaturate the colours, these garish ones don't work in the doom engine. Apart from that, the model is ok. What happened to all your character modelers anyway? You had a couple signed up a few months ago and they looked pretty good, and BlackThief looked as though he was getting good at it as well, but there don't seem to have been any new characters made since I stopped.
  20. I have no idea, but couldn't you look at Doom 3's in-game main menu to see how they did it?
  21. Actually it is better argued here then in our dev forums.
  22. Spiders: YES. http://forums.thedarkmod.com/index.php?showt...=738&hl=spiders
  23. Nope, the patcher refuses to err, patch, unless it detects the game is installed. I might be able to add the registry keys manually or something, but I should probably just do a fresh install of the game anyway. Strangely enough, I also had Resurrection of Evil installed which automatically patches Doom 3 to 1.2 (or was it 1.3?), but the executable is still showing up as 1.0.0.1, so...yeah, I probably shouldn't just wait until the game implodes on itself. But I'll just do that on the side while I make these animations, I can use the model viewer to look at the finished .md5anim files so getting the mod to work isn't a neccessity right now.
  24. Oh good, at least I finally made progress on it Here's a new version with the body raised just a bit above the half-way mark between the previous two versions. It should match up fairly well now and I can tweak it again if need be since I have the process down finally and it only take 5 minutes to edit and export it: http://www.geocities.com/canisinvicti/solis_walk4-fixed.zip Unfortunately I'm having problems running the mod, it crashes when I try to start it. I think it's because my Doom 3 is apparantly only version 1.0.0.1 and the mod most likely depends on 1.3 features. I might have to...uhh...acquire the discs again so that I can do a fresh install since the one I have no I had just copied over from my old computer without installing it.
  25. http://www.ttlg.com/forums/showthread.php?t=97225
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