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  1. Yeah, it's the weirdest thing. I can't be 100% certain when it popped up though, as I had reformatted and reinstalled doom 3 on linux. Everything was alright on Sunday I think. Not sure what could have happened. We'll have to track it down though, it's impossible to work like that. lol
  2. Well, I've FINALLY gotten doom 3 setup correctly under Linux, and my latest build of DR is working PERFECTLY now. Guys, I can't express how great this is turning out. Keep up the excellent work. DarkRadiant is really going to help make Dark Mod one of the top mod releases. Can't wait for the rest of the team to try out the new stuff. Only one really weird thing in the latest build. All the models have weird lines sticking out all over them. They look like pinhead from the Hellraiser movies. I think something must have gotten fiddled with in the latest build to display some weird setting. Here is a screen shot of what I mean.
  3. XT are kinda like the GT versions nowadays. You now see that name on ATI cards like for example X1900 XT. But if you see an nvidia with that name it's probably an older card then the GT series. Nvidia uses GS,GT,GTX for their models. if your going with nvidia and want a card for a decent price you can also search for the 7600 GT AGP. It's much faster then a 6600 GT, has newer features and runs doom engine based games smooth in high resolutions http://www.anandtech.com/video/showdoc.aspx?i=2812&p=9 (although i think these are pci-express versions, it's just to compare)
  4. Today I installed my ubunto on the hard drive, before I went to work. Actually I wanted to do this yesterday already, but I spent the whol evening to figure out how to set my desktop resolution. The live CD properly determined my monitor but didn't set the refresh rates, so I had to do this manually. The hard part was to find out that this simple issue was the problem. Also I have a seperate boot partition, but Ubuntu doesn't realize this and so the installation didn't boot. I did a backup of my previous installation of gentoo, so I can look at the config files to see what must be changed, so I hope that this will work when I get home. the good news is that ubuntu installed grub in such a way that at least my Windows partitions are still properly booting, so I can use this at least. And then comes the issue of configuring everything... I have an ATI Radeon 9800XT. Which driver uses KUbuntu by default? If I want to run Doom 3 on it, do I have to change the driver or is it already supported? Guess I will see it soon. And also I have to configure my soundcard. I wonder what a mess this will be until it properly works...
  5. I finally got Redguard to work on WinXP. I'm very happy cos i love the game . Here are 2 screens from the game of the same place but with a slight change - in one the character is normal Cyrus. But in the other i've changed his model to be a skeleton (duh!). But anyway, if anyone wants to know how to make it run on XP (or other windows for that matter) tell me, cos fishing for it in the TES forums takes quite a while. Oh wait, I got a link However, the only problem is that it's all over the place in that thread so read it if you're interested. But anyway, here's the pics:
  6. I guess I'm a little confused as to how all this works. Are we sharing the same skeleton between all Dark Mod characters, including the zombies? If so, then wouldn't I need to be editing the characters that already have the TDM skeleton applied to them rather than these Doom 3 format models which use a different skeletal structure? And if we use the same skeleton on all the characters and the md5anim files are separate from the mesh itself, shouldn't I simply be able to animate the characters with any generic model that we're using the skeleton on and apply that to the zombie later on? So for example I could take the Thief model and animate it, and then once the MD5anim is saved simply move it to the Zombie directory and the animation would work on the zombie? I just need to know what exactly I would need to animate for the animation to be applied to the Dark Mod zombie that we're using. If we have a .mb file of the basic zombie stance (unless we need to make that), then it should be simple to go from there. Will the zombie need any other of the standard animations (idle, alert, etc.) or do we just need a walk and run for them? If we're customizing them and changing the skeletons on them, the only animations that would work for them are the ones we've done for the other Dark Mod characters, so I'm not sure if we'd need custom ones for these or not.
  7. If it helps, idChain is defined in /src/game/AFEntity (It stands for articulated figure entity) Also an interesting function you might want to look at to make the rope is: void idChain::BuildChain( const idStr &name, const idVec3 &origin, float linkLength, float linkWidth, float density, int numLinks, bool bindToWorld ) Apparently it needs the density to do a realistic hanging chain (ie, chain with heavier links is going to hang differently). So if you want nice behavior, you should put in the density of rope. I don't know that number off the top of my head I think I posted the density of modern nylon ropes somewhere in our private forums, but you probably want the density of medieval ropes which I guess were hemp or something. Also, I think origin is where it hangs down from.
  8. NO the texture doesn't matter for this part. here's the dll I use. You may as well try it, in case yours is corrupt or something. Clutching at straws now) I think you may need to try for answewrs at the doom3world forums, since I can't think of anything else that might be the culprit. MayaImportx86_Maya60.zip
  9. Don't know anything about this, but did you check this thread in Docs? http://forums.thedarkmod.com/index.php?showtopic=1485
  10. What kind of indy? I registered an Indy engine for a similar purpose but haven't done much at the moment because I also want to finish this mod. Do you have ideas for a game already? That's cool. Since Doom 3 uses normalmaps you can model as highpoly as you want to create the normalmap from but you probably know this anyway.
  11. No, forgot to say that this is on my Windows partition, Doom 3 is working just fine. I checked the radiant.log file but there doesn't appear anything suspicious. Can't you reproduce it on your Windows installation?
  12. Is this with or without the Doom 3 installation? It's worrying that it would crash though, even if there are no textures available.
  13. I just did a full, clean compile and it still produces this error (I am on rev. 389 too). Can't reproduce the error under Windows (also after a fresh compile), so there is something odd going on here. I will try and investigate this problem, perhaps there is something wrong with the modules. Do I need a working Doom 3 install in Linux for DarkRadiant to work? I just left the Engine Path at "usr/local/doom3", as I don't need any shaders or such. Does DR rely on any light-specific assets from the D3 folder?
  14. You see, whatever link you click on the website, the url in the browser address bar stays http://www.thedarkmod.com. When you e.g. click on the Screenshot link, the url should change to http://www.mindplaces.com/darkmod/screenshots.php - but it stays www.thedarkmod.com. This means that the domain is masked. It's putting a frame around the website and loading content from mindplaces.com/darkmod. Read more here. It's no need to remove it, it's just a suggestion. However, when you click on the Forum link on the website, you are sent to the forums, but the url is still http://www.thedarkmod.com. This might confuse users who want to copy thread url's to paste elsewhere etc.
  15. You'll notice some weird things happening with the forum colours for the next few days. The new website should be up in a matter of days, and I'm going to try to update the look of the forums to match. Unfortunately I can't preview changes before I make them, so if you notice some really, really bad colours, they're only temporary.
  16. I kinda finally realised, now that I have gotten back into fan missions for thief 1/2 and playing the first mission of CoSaS. I would be real kool to play the Dark Mod since the main character doesn't have a name or anything, game creators would have more flexibilty on thier missions as far as storyline (if there is one) would go, Their not tied down to using garrett thus use some other characters people come up with an creativitiy would go through the roof... or at least sneaking on the roof.......er whatever... I'd Imagine this has already been disscussed but hey, I absolutly CANNOT wait (well I can) for the Dark Mod to be released, cause it would be kick ass for a thief-oriented game for Linux! an it looks so damn good. So yeah.... can't wait to see Judging by te forums new format this game looks more or less like a dream come true! SO thanks Dark Mod team! (oh an yeah I kinda don't like the dagger in thief anymore..kinda promoted killing.. I got used to ghosting, an Oddity was right about that.) Roguetech
  17. Used to hang around ISA forums a while ago (ISA = Ion Storm Austin, right?). However that was before i played Thief 3
  18. We have both compasses. Just because one has been uploaded to CVS and the other hasn't we're suddenly not supporting it? http://forums.thedarkmod.com/index.php?showtopic=1192&st=100 It also doesn't make sense to change a decision reached over many, many discussions because one or two people restate their objections to it. Well, I'd like to hear what more people have to say about this. The last time we had this discussion there didn't seem to be much support for a combined lightgem/healthbar. I don't have strong feelings either way, although I don't care for the particular design you posted above. BTW, can I just mention how excited I am that we're arguing over the lightgem again? And here I was worried that we might have finally settled that issue.
  19. Not difficult, there is a freely downloadable version of it. You could also talk to der_ton from doomworld forums to get an idea of exactly what needs to be done on the coding, since he'd be able to save you a lot of time I'm sure.
  20. Don't want to interupt, just wanted to say that everything is looking great! I'm now able to build the editor in Linux (thanks Orbweaver), and my next project is to get doom 3 installed on linux and try working with the mod assets under linux. edit: Just realized that said that I was 'not' able to build under linux. Ha ha. Corrected.
  21. Out of curiosity...are the low poly AI heads generic enough that we could just swap skins for the faces instead? I'm just thinking, most of the detail comes from the normal map...if the doom 3 characters faces could be made to fit our AI heads, it would make things a bit easier. Spring, your suggestion of leaving the 'chain-mail coif AND the helmet' is what I was getting at earlier....except I thought it might be easier for us to swap faces rather than whole heads in some cases. Just chop the face out of the chainmail...and swap different ones in. Based on what you're saying, it looks like we'll have to organize the heads for use on specific models...either that or make duplicate D3 heads in various sizes and assign them to the proper models.
  22. The heads themselves are incomplete with the exception of the builder guard. Minus the helmets, they only have faces and a neck. We could remap the uvs of a complete head to use our textures which we could fix as well. Hair, helmets, pony tails, and hoods for TDS. I'd rather have complete heads like doom 3's instead of the proposed face swapping oDD was talking about. We might have to fix our face textures since the city watch faces were poorly uv mapped. Those textures & the uv mapping were some of the first things I bitched about shortly after joing this mod
  23. This is certainly possible in DarkRadiant, you can edit the worldspawn like any other entity by selecting a brush. I assume that Doom 3 must support it as well hence the keyvalues appearing in ascottk's map. I also think that this would be a good way of storing global state; it might even be possible to use "editor_xyz" keys to store editor-specific state such as the last part of the map you were viewing in the editor.
  24. Ahh, interesting. Ascottk, do you mean that the head is modeled beneath the helmet too? I was thinking about the possibilities, and how we could make the head swapping a little cleaner if we actually cut the faces off of the doom 3 models and merged them into the heads of our characters. Wouldn't need to do that for characters without hoods or chainmail of course...just a straight head swap there.
  25. I'm not sure it would even be possible, because Doom 3 has no support for lightmaps. How would you simulate this, by autogenerating decals and overlaying them on geometric surfaces? I guess it could be done, but would be phenomenally complex when people could just play Thief.
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