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  1. If I do a lot of work in the doom editor, what kind of transition, if any, will there be when the Dark Mod tools are available? Will I simply be able to open the map with the DM tools or will more work be involved (assuming I am only carving architecture at this point). Thanks.
  2. I was a little ticked about some misconceived notions some people have/had about the mod. There was some Doom 3 bashing about the animations, which we had little to do with, and having those notions are detrimental to the mod. For those who didn't like the D3 animations, we have very little to do with those! Really
  3. It already is posted. http://forums.thedarkmod.com/index.php?showtopic=782
  4. I brought this already up in the old forums - unfortunately the majority was against it... edit: finger was right - I mixed in german word order
  5. Ok, we need to get this cleared up once and for all. I agree with what oDDity has said above. As I see it, we have basically two issues here. 1. Should the compass tilt. 2. Should the compass be combined with the lightgem on the HUD like T3, or should it be an inventory object like T1/2. We seem to have about four people against tilting and three or four in favour of it, with at least three people who would like the compass to be an inventory object. I personally don't like the tilting on the main HUD, though if we made the compass an inventory object, then I wouldn't care whether it tilted like T1/2. So how do we decide this? It's a bit of a mess at the moment, and voting for Oofnish's lightgem doesn't solve any of these problems...in fact it becomes pointless until we get this sorted out. Problem is, these two issues overlap. I support a combined lightgem compass UNLESS we're doing tilting, in which case I don't. So I'm not sure how to set up a vote. I think we've pretty much heard all the arguments for and against, so unless anyone has a totally new idea, here's what I suggest: http://forums.thedarkmod.com/index.php?act=ST&f=5&t=794&st=0
  6. k. ill get started with that. also it looks like she has 5 fingers instead of mitten hand. the post with the concept said they used mitten hands, no? also does the doom engine handle normal maps for UVs that are overlapping?
  7. cool. i have some freetime now. to animate or model etc. i use maya+xsi just let me know what format to export animations as or models. [i dont own doom 3 editor or anything. never used it before. i used other engine; torque and hl2
  8. OK, that binary seems to work, thanks. When I tried to convert it before, it got through the Doom 3 exporter, but when I tried to use the md5anim on the original model the model would become badly deformed and only random jittering motions would be applied to it. I think it was the origin bone that was screwing things up, either that or I was renaming the bones wrong. What did you have to do to get it working, ascottk? Just remove the prefix and remake the origin as a polycube like the guy on Recall to Hell forum said? I noticed that the animation itself seems to have a lot of problems though, a lot of joints bend incorrectly and jump around, so I'll just make the animation from scratch using the bones instead of trying to modify the existing animations. I did notice that the model itself doesn't work when it is converted into motionbuilder (it had the same deformation issues in the animation that I had when I tried to convert it), but the bones seem to work correctly so I can just ignore the mesh and animate the bones directly, hopefully it won't slow it down too much. I'll see what I can come up with and post it here in the next few days. As long as we have an md5anim file that's compatible, we can apply it to the original model without changing anything else about it, right?
  9. Not sure if this has been mentioned before or not, but in case anyone was curious about painting titles and the artists from Thief, here you go: http://www.ttlg.com/forums/showthread.php?t=10900 Here's a brief snippet from this thread. There are more attributions if you visit the above URL:
  10. For the most part, we're sticking with standard doom 3 sizes, but don't worry too much about it. Just go ahead and make things a fair size. 1024 x 1024 TGA is genearlly our max size for source textures, then our texture department will convert them to .dds and we save the original in our hi-res repository for release in a separate "high quality" patch for the mod.
  11. http://forums.thedarkmod.com/index.php?showtopic=653&st=0 thats why i said the model list should be updated....:\
  12. I don't think it's him. His ip on the Ion forums is from India, those that have shown up here don't match up.
  13. I issued a friendly reminder to Aditya at the Ion Forums and he took it very gracefully. I just explained that his criticism is welcome, but beyond that he is not to instigate nor encourage flame wars...like he is so fond of doing.
  14. The only difference between Trolls on the ION forums and this one is that I won't be so tolerant here. This is a board for constructive, cooperative, community interaction. Please, don't post such drivel here....it's not becoming of the community I respect. I will leave our friends post in the quote above as an example of what not to post. Feel free to criticize, but for heavens sake do so intelligently. ZAP. GONE
  15. Ok cool thanks got it, and its pretty good heh - damn I cant wait to play this! Seems how the link on the main news page doesn't work though , maybe it should be changed to the hi res version? that way the public viewers wont have to hunt around the forums like I did to find it hehe. Anyhows , what's the round about percentage on the mod right now? what's done / what's needed?
  16. Gotchya. I guess I didn't see it that way. I looked at it more as a double-whammy DarkMod kinda day. Early in the day they get a wicked trailer; later in the day they get some mood art I slaved over in Photoshop. I thought as part of our media blitz day we were planning to release more than just the trailer. A media blitz often means an onslaught of several different media elements, not just one thing. So, although the vid definitely rocked this world, I thought it strange we only released one thing that day, up until my mood art post. Personally, I thought I'd be tainting the trailer thread by throwing my artwork in it. But I can see your standpoint as well. I also thought having two X-mas presents from Dark Mod would be considered better than one by the community. And having "The Dark Mod Team" listed twice on the front page of the ISA forums isn't such a bad thing. It's all about getting our name out there and market penetration. We need to create a buzz and continue the buzz.
  17. D'oh, the link has been here all along, its in this thread http://forums.thedarkmod.com/index.php?showtopic=754 not the front page lol. Right click > Save As on the 'High Res Teaser' link and you should be ok Sorry 'bout that, i'd forgotten where i grabbed it.
  18. Indeed, the goal is to be a full replacement for D3Ed (crossing fingers). When the Doom 3 source code is released, it should even be possible to port the ability to compile maps within Dark Radiant.
  19. Hopping between the two editors is not part of the long-term strategy however. It is obviously necessary now, and will be for a while, but theoretically DarkRadiant should become "a better Doom 3 editor" which doesn't require moving back into D3Ed for anything.
  20. I had a rather strange idea. I suppose it is possible to make a file converter to take non-portalized Dromed source files, and convert them to Doom 3's/Dromed map format. I realize that Dromed works with negative spaces/airbruhes for portaling, but utilities already exist to take a BSP'ed Quake format map and reconstruct the source from it. The Dromed maps wouldn't be all chopped and triangled, and so it would be easier, and I do use the word easier cautiously. There are hundreds of fan made thief maps, there are some really good series. It would be great to convert play them, and give mappers a head start on the geometry. BTW, someone is working on an open source Dark Engine.
  21. LOL, the team *IS* going crazy! Everyone is using the holiday to go DarkMod bonkers! Re-posted castle scene link (0.5MB) UPDATE: I've posted the image in the ISA and TTLG forums as part of our holiday celebration, since it looks like I'm the only one logged in still. I had to use ImageShack for hosting. If someone is able to host this on a more typical server we'd use for DarkMod, please PM the updated URLs (thumbnail and full-size) to me. I think I used a 100KB version of my drawing for posting in ISA and TTLG. Please note the 100KB version is not the highest quality JPG image of it, but it's pretty good. The 550KB one is the best quality, obviously. Not sure which one you'd rather have out there; probably the 100KB version for easier downloading. Thanks!
  22. I've always found it a lot easier to export your normal map surface as an ASE and render the map in Doom 3 using the renderbumpflat command.
  23. Hey, I'm legion_x | modleader of the recall the hell mod. And by the way I'am a really big fan of the thief trilogy. I've played and enjoyed every of the three games more then twice. Thats why i'm risking a look every week into your forums and website since you've launched it. And i'm very impressed about the first concepts you made...and of course the trailer... So i wanna ask you on which of the three games your mod is based on?! The metallic waterspout i know as a development of the mechanics from the second part. The hammerits-prayer seems to be from thief: deadly shadows...so do you make you mod spanned over all three games of looking glass or "only" based on one?! legion_x
  24. Here is my experience with Dark Messiah: I open the box, look at manual - first inside page - my eyes catch the word "Steam". I'm about to just pack it back up, but I read further and it says installing Steam is just required for auto-updates and multiplayer. So I think "screw the updates, screw the multiplayer, fine". I put in the disc and start to install, immediately setting my firewall alert that just popped up to "Block", and then unchecking the multiplayer install option to proceed. First things first, I go to change the retarded default install directory (all games/software do it, some long path with three company names deep within Program Files) to just H:\Games\DarkMessiah. But as soon as I try to click "Next" it changes it to "H:\Games\DarkMessiah\Dark Messiah of Might and Magic". I'm like "What the freak?". So I just highlight it and take off the long part on the end, but it puts it back again, so now I'm pissed off, but I figure "Fine, be that way, I'll set it to 'H:\Games\Dark Messiah of Might and Magic' just to make you happy". But then it changes it to "H:\Games\Dark Messiah of Might and Magic\Dark Messiah of Might and Magic". Now I'm about to run over to Ubisoft and rip someone's nuts off! But I lower myself into the depths of humility and finally submit my will to the higher wisdom of the game, setting the directory to "H:\Games", then click next so that it will condescendingly change it to "H:\Games\Dark Messiah of Might and Magic", and I'm on my way. The install then proceeds quite slowly, finially finishing about 5 or 10 minutes later. It never asked me if I wanted to install Steam, so maybe that only comes up when you install the Multiplayer. Then I click to play the single player game, and after the intro movies I get another firewall alert that I set to "Block", then the main menu starts. I set all my favourite keybindings and start the game. The first level is the same as the demo, the training tombs. After just a minute of running and stepping around, I see that the movement is still just as slidey and muddy as the demo, very disappointing. I still can't tell what the aiming reticle is doing, but I think that it lights up in segments the more HIDDEN you are, the opposite of the way it should be. Being on the Half-Life 2 engine, of course the lighting sucks. Body awareness is cool to me, but looking down and seeing myself all lit up because half of me is in the light (while the mostly half of me in the shadow is practically glowing by the contrast), then inching over slightly to the shadow and seeing all of me fade to black (while the mostly half of me still in the lighted area is now a black silhouette) is quite jarring. I guess TDS and Doom 3 spoiled me! After playing a couple levels, I'm getting a better feel for what this game is all about. It's basicaly an action game on rails (mostly), no RPG at all really. I'm more used to the muddy jerky movement, and sometimes it works really well to make the action feel more wild and visceral. I'm not sure if I like or don't like the game yet, but it sort of strikes me as a medieval Far Cry, which is a good thing so long as you know what you're getting into. I'll play it some more over the next few days to see if my impressions change...
  25. 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
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