Jump to content
The Dark Mod Forums

Search the Community

Showing results for '/tags/forums/doom 3/'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. The only surefire way around this would be to make the Mod entirely self-sufficient, with its own light entities and falloff textures, caulk and clip textures and inherited base entities. This might be worth doing anyway at some point so that people could use the mod independetly of Doom 3's content once the code is open-sourced.
  2. I have searched now high and low for Doom3 tutorials, but haven't found anything beyond the most basic stuff. Do you know of any thing I should bookmark and read? Here are a couple I found: http://doom3.planet-multiplayer.de/article.php?150.200 (only the most basic stuff - I already read it) http://forums.glenmurphy.com/4/ (Not much there) http://www.planetdoom.com/leveled/tutorials/ (Simple, basic, not good...) There are a few that I think might be interesting (e.g. more than just "create your second room, create a ladder): http://www.planetdoom.com/leveled/videotuts/ (Edit: Ah, crap, planetdoom is part of fileplanet, which wants you to register with the evil[tm] gamespy before you download. Screw that Unfortunately, most of the "custom" objects (e.g. animated objects, textures) stuff deals with 3DS Max, which I do not have access to. So, there goes this idea. Is there are a comprehensive guide to doom3 mapping/scripting? If not, would it make sense to start one? I wouldn't have a problem in hosting a wiki letting us pool our wisdoms together. Best wishes, Tels
  3. You will have the mod-specific textures, but you will be missing a lot of important stuff - common textures, base entities, light entities etc. You would have to copy over a subset of the Doom 3 assets in order to make this work.
  4. There is one area in which T3Ed could be far, far superior to TDM - The City. The City could be expanded upon (see the Map Project over at TTLG Thief Gen forums) and new missions could be plugged into it. I've talked all about this over at thiefpetition.com. And I think it is early to knock T3Ed - you have no idea what it will be like. I know the D3 engine is next-gen in comparison but still, you don't know.
  5. now is that guy naturist or just plain perverse ? sometimes i feel things are a bit ill around these forums:)
  6. Guest

    Forum Error

    Hi, I am registed, was logged in (it said I was) and tried to post a message, but got this message. "Sorry, an error occurred. If you are unsure on how to use a feature, or don't know why you got this error message, try looking through the help files for more information. The error returned was: "Sorry, an error occurred. If you are unsure on how to use a feature, or don't know why you got this error message, try looking through the help files for more information. The error returned was: Sorry, you do not have permission to start a topic in this forum Useful Links · Forgotten Password Recovery · Register a new account · Our help documentation · Contact the forums administrator" I have never been able to post when logged in, I have to logout to guest post. Could someone fix this please? I have registered, and was logged in. Doesn't make sense, if as a guest I can start a topic, but not as a logged in user. Fix this please...
  7. This is a coding thing. Once the animations are in Doom 3, it can play the head, torso, and legs seperately from each other, as shown by the "jive walking bug" video. No changes have to be made to the anims, the code just has to make use of this feature. I think it would be a good idea to let the guards play the slash anim while they run. We want them to be able to do this, and creating another animation for this is no priority right now, especially when we have this channels feature.
  8. Hey guys- Here's something that we all wish we would have seen over at the Ion Storm Forums..... First of all, a semi-tribute....
  9. kfmccall

    Absence

    Hey guys, sorry I've been so latent on the forums lately, but I'm having trouble finding time to work on the mod since cross-country has started up. I don't get home until 6 pm, and after a shower, dinner, and a few hours of homework, I can't find time to work on concepts. I will try to do as much work as possible on the weekends (and during school lectures), but I just wanted to inform the team of my situation and explain my absence. I'm sorry about this inconvenience. Regards, Kevin M.
  10. New Horizon said this on one of the Dev forums: This therefore means that Ion Storm IS closing down. It all so means 2 other things (possibly): 1: No Thief 3 Editor 2: and now it's up to us to keep the spirit of Thief going. I personally would've liked to see a Thief3 Editor too, but it looks like that's impossible now. --Dram
  11. Widescreen support for games varies, apparently... See http://www.widescreengamingforum.com/ Doom 3 appears to work pretty well though, according to that site.
  12. ahh right i gotcha! I was actually considering trying to incorporate this into a mod for Doom, where you could pilot the little sentry bot things and a screen like the one ive developed for lynch was how you saw throw it's 'eyes'. But that would require intellegence and I'm frankly a little low on stock in that area. But yeah cheers the banding thing, again we'll see, it's something I can't really make a decision on til i've done more testing, but I take your point well into account. To me it's no issue and fits right in but I've been playing/toying with this thing for quite some time and there's a big difference between that and someone who's playing it for the first time.
  13. I apologise... I thought you were just doing a vid style of doom... I just searched google and found your mod, and I can see what your doing now. Sounds interesting, scary (cool - love fear element in games, very hard to pull off). Still, I'd like to see that banding go, but your the designer lol.. Venus
  14. Sure, that would indeed be great, but I don't think we have the resources to do that right at the moment. Doom 3 is already pretty cheap (I bought my copy for $20 AUD so that I could work on the mod), and it's popular enough that it's not exactly difficult to find. Given that, I don't think it's worth remaking every single useful D3 asset. The more we can scavenge from stock D3 (without it looking out of place) the better.
  15. Nice models. Will probably take you some time before you learn enough about the Doom 3 workflow to get something useable into the game, so be prepared for that.
  16. I'm not sure. You could ask him in the concerned thread on our forums. This is just a starting point, since our music guys are nuts and crank out entire tunes just to test things out. I doubt this will be the final version that makes it into the game -- or even if it makes it into the game at all. And no offense taken -- thanks for your candour! You hit the nail on the head -- this low-key tune (or something similar) will probably end up in the main menu or credits. We're going to keep the in-game music closer to our chests, since we don't want recognition of a song to ruin game immersion. I'm afraid I can't take credit for that tune -- it's the product of Tawan. Given that our game will follow a story arc in a loose, open-ended fashion, we're going to have a broad variety of musical styles. We'll probably end up slotting a musician for each chapter, to keep musical/audio consistency within each chapter. Thanks for all the comments everyone! -Glee ------------------------ PS. Check out "Tawan - Loner" at http://www.ctgmusic.com/charts.php =)
  17. If we have different fiddly bits, like attatchment joints, then we can't straight out use D3 skeletons. It might be possible to import the Doom 3 animation, easily apply it to our modified D3 rig since the relevent bones will have the same names, and then re-export the final thing.
  18. that's the problem: http://forums.thedarkmod.com/index.php?showtopic=653&st=125 http://www.doom3world.org/phpbb2/viewtopic.php?t=8731 here's everything important - the commode as obj and as lwo + diffusemap: http://www.thedarkmod.de/darkmod_files/commode.rar
  19. If Doom 3 craymen "suck" so much, I'm sure there is a host of modelers just waiting with their finger perched on our doorbell. Can't wait until they are streaming in. As long as we don't have the manpower, we have to do with what we got. Not what we would like to have. And why should it matter wether we reuse some of the models that are suitable? They are there to be used and can always be exchanged later. You can create the complete gamemechanics with standin models, but you can't create gameplay with nothing.
  20. Spitter

    Doom 3 Coop

    I've played through entire Doom 3 with OpenCoop before and it was tremendous fun! The game's repetitive monster closet/dark areas gameplay stops being such a chore when there's two or more of you, especially if you coordinate it so that one player uses the flashlight while the other shoots. The boss monsters become hilariously easy though.
  21. From his description, it sure sounds like it is, and he's sure of it. Damn. It's scary to think that there may be a number of things we falter over or aren't sure about or aren't doing quite right, because we're ignorant of the abilities of the engine. It's a shame this community is divided by so many games today. Back in the time of Doom, it was all anyone had to focus on, and every single possible trick was exposed. But if this works, that's one of the single biggest concerns addressed.
  22. Coolness. I like. Would it be hard for you to do a quick mock-up of the hammers having the handle switched around so that the current bottom side of the handle becomes the top? Keep the head in the same place, just rotate the handle around I guess that would be 180-degrees. I'm curious to see how that would change the look. In my mind it seems like would look even sweeter, but want to see it. I'd like to see him holding them in a view similar to your first view (http://forums.thedarkmod.com/uploads/post-5-1107635579.jpg) for comparison. As for the upside down hammer necklace, I like that. The weight of the necklace is at the bottom, somewhat symbolic of (and visually complimentary to) the weight of the hammers. The other way looks too much like a cross, which gets overdone. But I don't know the backstory of this guy to know if he's supposed to be "pro-builder"? If he's pro-builder, than an upside down hammer wouldn't be advisable; we'd want to come up with a different design if that's the case.
  23. yeah i tried this but sadly doom was having none of it i created the normal map so everything in the centre was flat, then got higher at the edges. The edges worked find but all i got over the flat part was this wierd scrolling effect and couldn't see anything of the actual game
  24. If you watch the kids TV there are several series which are IMO made in such a way. Just look at "Jimmy Neutron", "Bing & Bong" and other such series. I'm pretty sure that they are made in quite a similar way. Maybe they don't use a game engine for it, more a custom engine. But even with modern game engines it should be feasable to achive this quality. So you only need a good scripting editor. If you write such an editor you could do the same in Doom 3 as well.
  25. Guest

    Doom3world Hacked Again

    D3W was hacked only once - this is far from 'so often'. The thing is, it stayed hacked for, I don't know, almost two weeks, because BNA was away on a business trip. At first they added some reloading script to the site and changed the header, but it was kinda possible to get around that, then they changed something more and redirected the site altogether in a way you couldn't bypass. When that happened, one of the admins locked down the site to prevent further damage, and when BNA got back, he fixed things, upgraded php/phpbb, and reopened the forums. Like I said, although this lasted for quite a while because BNA was away, this was only one hack.. and in a period that several phpbb sites were hacked with mass-exploiting scripts. This was no board/engine war of any kind, and while it made people sad because they couldn't access the board (me included), we knew it was only temporary.
×
×
  • Create New...