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  1. Better an implemented feature without all the bells and whistles than not implementing a feature at all, right? Also, it was chosen for me to do because it was an easy and non-critical D3 coding task for me to cut my teeth on. Gives me some experience with D3 coding without having to jump straight into the deep end. Anyway, it doesn't matter - it may be easier than I thought to prettify it, since Doom 3 actually already has those settings. So next time I work on the mod I promise I'll try to get the projectiles spinning nicely. Happy now?
  2. Yeah, I'm talking about all models that have a specific direction: statues, cabinets, bookshelves, etc. Doom 3 assumes that models face east (0 degrees) by default, so if modelers could make such models face east, it would be more convenient for mappers who like to use the 8 directional buttons. For example, try putting models/darkmod/props/furniture/commode.lwo into a map as a func_static. If you press the 270 (south) button, it instead faces west. In order to get it to face the direction you want, you either have to spend some time thinking about which button to press, or try them all. It's inconvenient. It would be easier for mappers if they could just press the south button and the model would face south.
  3. Hey, New Horizon, sorry for not putting this on TTLG forums, but I thought this might be a quicker way to get to you. I'm strongly considering installing the Minimalist Project mod, but I'd like to know something about the visual/sound/tactile acuity of the guards. Do you think you could give me an approximation? I use Thiefbot, so if you could try using that scale, I'd appreicate it.
  4. We need to mobilise and get some animators. Post E3 convention, this is the perfect time, because 3 major titles are lined up to use D3 technology, and people are likely to want to get familiar with the tech and animating md5s and stuff for future modding and game development. And people are beginning to see the lovelyness of the engine, too. So, we need to hit all the forums, polycount, cgtalk, everything really.
  5. Hmmm. I'm not sure how that would work out for us really. If you're simply looking to do your own thing with the GTK Radiant source code, it's freely available from the qeradiant website, or you can also get the Dark Radiant source code from source forge, as we have eclipsed gtk radiant in many ways already. Dark Radiant can easily be used for Doom 3 editing, since that is the basis for our mod. When applying to work on either the main mod or Dark Radiant, we do expect that our members will work primarily on assigned tasks....but that does not stop you from working on side projects, so long as it doesn't hold up the tasks you have been assigned. If your personal project did prove beneficial to Dark Mod editing...we could certainly look into including it later on, but for now...we're aiming to get all of the essential functionality working. An ingame light inspector sounds like an 'extra' that we would look into after a 1.0 release. I do understand that a lot of free projects come with loose standards in regards to their development, but we do our best to treat production as professionally as possible on Dark Mod, so that we may release as tight a product as possible...without a lot of feature creep. Orbweaver has a list of tasks that need to be finished prior to DR 1.0, you could take a look and see if any of them interest you.
  6. Can anyone quickly recommend a laptop for me? Essentially it's to carry on editing with the darkmod so must be comfortable running Blender, GIMP and obviously Doom 3. Other uses will also be to watch movies, so a decent sized screen would be nice, but the over riding factor is budget. It's a portable editing tool, so I don't want all the latest fancy crap if it isn't going to help me. Cheers for any advice.
  7. Definitely kickass. We should get these up in the screenshot section of the website for people that are too lazy to browse the forums.
  8. Macsen

    Episode Iii

    I frequent two other forums beside this one, Politics Forum and Maes-E, and pretty much everyone on both of those loved it. Maybe there's something about this project that attracts the hypercritical. :lol:
  9. Try derTon's model viewer found on Doom 3 World.
  10. PinkDot

    Cave Models

    Can I load these map using console? (if yes - what are their names) Yesterday I spent short while on reading Doom Edit Forum and actually that's sad but true - AAS compiler ignores models. So I thought about making caves as prefabs - for each part I would make proper monsterclip brush, so mappers wouldn't have to build that all from scratch - only the transition parts (I mean entrance connecting with outside or some cellar rooms, etc...) or if they want to customize and make the cave more unique. That's a great idea. I just realized why guards in Dram's dinning room couldn't find the path to catch me while I was at the opposite side of the table - they kept running into that table. Such automatic monster clip, which would solve that problem with just one click would be really helpful. AFAIU there is also some texture monster_clip_full or something like that. The diffrence is that it also blocks sight. Or maybe it's called completely diffrent (sorry, I can't remember) but I know, that there is another one for blocking the AI sight - it would be great to make this kind of automatic brush as well... ------------- BTW: did anybody try to make monsterclip mesh for some models? (just like collision model). Maybe such mesh would be included in AAS compiling process....?
  11. There are lots of cave levels in the latter half of Doom 3 that you could examine. Two different times - when going into the underground mine, and when inside hell.
  12. Crispy

    Cave Models

    I can see that working for statues and gravestones and so on. Caves are trickier, depending on how they're constructed. If the entire cave is one big model with a hole in the middle of it, then you can't just create a monsterclip brush that encompasses it, or AI won't be able to pathfind through the cave at all. What you want to do is put separate monsterclip brushes around the walls and floor (and ceiling as well I guess, in case someone makes flying AIs later). If the cave walls, floors, and ceiling are actually separate models that the mapper must place together then it might work, but then the mapper has to spend time lining them up perfectly. The caves could be presented as prefabs, but if you're going to use prefabs you might as well put the monsterclip brushes in the prefabs themselves, which means you can go back to having the cave as one connected model. Edit: Is there anything preventing monsterclip brushes from being complex shapes? If not, DR could just copy the model's shape as a brush, apply monsterclip, and place it in the same location. This is essentially what Thief 3 did (unless you told it not to). I don't like the implications this would have for AAS complexity though; it was a problem in T3, and with Doom 3 having airborne AAS areas as well as just ground-based ones the problem could be much worse.
  13. It's been a while since I saw them & I don't have a Doom 3 install up here so I can't answer that until I get back home.
  14. hehe...fair enough! Maybe we should start international forums..... or not
  15. Hello "Régebben irtal egy topicba, ahol modellezésről volt szó." hol? *Edit : jah leesett:)itt két lukkal arréb a jelentkezési oldalon.. "A beszélgetésünk megszakadt" tényleg nem emlékszem:) nah mindegy.. *Edit: Már emlékszem az SG.hu-n a Tds topicban szokott lenni szó a modrol,ott kérdezhetsz ugyis is járok oda. Ez az a topic amugy a forumon lehet privát üzenetet küldeni And for the others: This guy says we once spoken on a modelling related forum,and he wants to know some things about the mod but he is not too good in English..thats why he wants to speak with me. in my reply i told him about a hungarian forum where there are other people interested in the mod and that there he can find information translated.. also told him there is a Pm service on these forums..
  16. HL2 fans are going to kick me for saying this, but perhaps one of the biggest let-downs for me was the physics... There's been a bug in HL1 physics that always drove me nuts, and when I heard that HL2 would have "realistic" physics, I just assumed they'd fix it, but they didn't... In HL2, when you jump your velocity is set (rather than added to), and when you fall the amount of damage you receive is based entirely off of your velocity (without taking into account the velocity of the surface you hit). This leads to severe problems with fast traveling elevators. When you're traveling up, you're stuck to the floor and can't jump. When you're traveling down, jumping will cause you to shatter your ankles. Even Thief 1 didn't have that bug (and I don't think Doom 3 does either), and they don't even advertise their "realistic" physics.
  17. @ topic starter get off my forums plz
  18. DarkRadiant can't compile maps by itself, because we don't have access to the map compiler source code. Start Doom 3. Open the console (Ctrl-Alt-~). Use the "dmap" command to compile your map, or "testmap" to compile and run it. For example: dmap filename.map
  19. According to GBM over on the T2X forums it's already on it's way up. All we have to do is wait for them to finish the upload and find a few dozen mirrors to help host it. That could take a little while, so, like GBM said in the same post, expect it about midday tomorrow.
  20. Picture this, a dark forest. The canopy disappears into mist and darkness above, the forest floor is invisible in the mists below. All you see are trunks. Huge vast trunks, several with large multilevel treehouse dwellings wrapped around them like wooden donuts. The trunks fade away into the distant mist and darkness. The only sources of detail are the low polygon trunks and high polygon treehouse trunk dwellings, but the space they occupy is necessarily vast. Still we can make do with skyboxes and other magic to extend the illusion. In Dromed there were things you could do, like for instance increasing the texture size for the sky, being clever about breaking up long lines of sight, using textures instead of brushes for distant objects you'd never get very close to. Are there similar "best practices" for Doom 3? Particularly in regards to lighting, but any other tips would be appreciated.
  21. I had some exposure to this when I was updating the map writing code (really all of this stuff should be in the mapdoom3 plugin rather than having hardcoded knowledge of the mapformat in the brushes and patches themselves). I too would like to know more about the map format, in particular what sort of precision the floating points should be and whether they can accept exponential notation -- currently I am just using the default options for writing floats as text which sometimes uses an exponent, and although Doom 3 hasn't crashed yet I am not 100% certain that this is acceptable. I worked out the plane equation but never figured out what the texture coordinates were doing, so that is useful. It is unsurprising that they are expressed in U/V values rather than pixels, since (1) the brushes have no knowledge of the texture sizes involved, and (2) OpenGL deals entirely with U/V (or S/T as they are called) coordinates. I am guessing that when each brush face is rendered, the UV-coordinates sent to OpenGL for the face must be looked up by sampling the "texture plane" (as specified by the offset/scaling factors) at specific points corresponding to the bounding vertices (called the "winding"). Copying textures across coplanar brush faces might be achieved simply by ensuring that both windings were sampling the same texture plane, which in turn MIGHT involve little more than copying the values from one face to another. I haven't looked deeply at the code for this. I think a large part of the problem was related to patches -- when you originally raised this issue I think you mentioned being unable to copy a planar texture onto an adjacent deformed patch so as to create a seamless transition -- which I suspect might be considerably more complex in terms of texture coordinates.
  22. So the bodies normally render fine, but only disappear when viewed at a certain angle? If so, I think it may have something to do with the object occlusion system that makes models automatically avoid being drawn if the engine doesn't think you could see them. From what I can tell, it sets a point or points on the model to use as a guide to determine if you'd be able to see the model or not, and if it those points don't show up on the screen then it doesn't draw the model. This may have something to do with that. It's possible the system used for setting up those points didn't convert correctly somewhere along the line, if nothing else it may be possible to copy them from the original models that dont' have this issue. Chances are it's using the origin as the point of reference for this and looking up too far on the character causes it to think you wouldn't be able to see the model. A lot of games actually do this, if you ever notice models popping in and out at the edges of the screen it's almost always caused by that. Although I'm not sure if Doom 3 uses the same system, this is a bit of a shot in the dark since I can't think of any other reason that would happen. But if someone knows what I'm talking about it might point us into the right direction for a solution.
  23. It's unethical to have no heart? you like fowl? The last few games I bought are thief 2 (2002), siberia (2004), and doom 3 (2005). I haven't noticed any of those new-fangled antipirate thingies yet. Besides, if I consider pirating something then it's certain I would never pay for it otherwise, and I would use it a couple of times and let it sit on a shelf. (eg autocad)
  24. Well I was specifically speaking about the art, and there's certainly quite a few differences going on there, looks great to me. I'm not a fan of the Doom style gameplay but it's enough for me to actually try this when it comes out. And as for TDM pushing the boundaries like no one else, well I assume you haven't read about the Waterton mod
  25. It looks exactly like vanilla Doom to me, and that was mindless crap. TDM seems to be the only mod doing anything really different wiht the engine.
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