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  1. Great looking stuff! Edit: holy mackeral http://www.jasondovey.zoomshare.com/1.shtml/Doom%203
  2. So, Tom, are you still with us? Haven't seen you post anywhere yet. Are you seeing the developer's forums now?
  3. http://www.tpd.tno.nl/smartsite966.html that's the URL. but I found out that it actually isn't one huge picture. there is also a thread in the TTLG at Communtiy Chat. http://www.ttlg.com/forums/showthread.php?t=91130&page=1
  4. Anyone familiar with this team? I was wondering if we could recruit some people now that they seem like they're nearing completion. http://www.ttlg.com/forums/showthread.php?t=91246
  5. Screenshots of my first map. Comments welcome. First map, custom sky I downloaded off the net, not great. I'd prefer to have TDM official resources one of course. Other textures all hand made. Problem: the light bitmap shows through walls. Mind you they always do don't they? In many games this happens. E.g. GTA3. It started off as a warehouse affair, but I've attached a chapel onto the side. It could be a Builderite chapel with a bit for the staff off the side. It has classic Thief II style toilets, a room with a cardboard box, and an upstairs officey space, with a cubicle. It is a kind of off-duty space also. Crude wine rack. Broken wine bottle on the floor. Struggle to work with the Doom 3 models, being lacking in Thiefiness.
  6. Well considering the resources (only my home made textures, with scec and normal maps, and that Cage Light model) it's going good. I'm making a warehouse type affair with a walled garden outside where you start (you climbed over the wall...) with a working glass window looking in. The rubbish metal futuristic Doom 3 doors serve as the working doors though, unfortunately. In the 2 stage stairway there is a large window overlooking an alley with a closed house at the end with a broken porch. Inside there is only a corridor, staircase, and one room (with the window looking onto the garden). The textures are 4 different brick textures, an off white plaster, 3 sizes of decorative tile, a red flagstone tile, white painted floorboards, grass for the garden, the closed door, and the window. With more to come. For my first map it's looking pretty good. Oh and of course it is visportalled. I'll put up some screenshots on imageshack sometime.
  7. As I recall, there is a key you have to set to tell Doom 3 to actually start playing the animation. I don't remember the name but it should be documented in the editor help for func_animate.
  8. Can someone help me to get slightly modified versions of the various candlesticks? I don't want to replace them, just supplement them with another option; versions using the candle flame particle. Besides the main reason of our new wacky cool extinguishable flames, the doom candle flame texture looks really bad at my resolution (640X480) - it's surrounded by an ugly blurry square. I'm not sure who the author was, but I'm thinking it was probably BlackThief? All I need is a new copy of each of our candle items, set up the same and ready to go (I don't have Lightwave, and Blender doesn't seem to work with these items, so I can't do it myself - I've spent the last 1.5 days trying to do so ) but with the triangles up at the wick removed, so there is no flame texture. At that spot, a flame particle will be added for this setup option. It looks like, from what I've seen with the model opened in Blender, that the model must contain the name of itself within the file? I might be wrong. If so, then please name them as originalnameN+1.lwo when you save. In other words, candlestick1.lwo => candlestick3.lwo candlestick2.lwo => candlestick4.lwo chandelier1.lwo => chandelier2.lwo wallcandles1.lwo => wallcandles2.lwo So there's no overwrites, just a new version. Thanks for the help.
  9. Hmmm, that's weird...doesn't look like that in doom edit when I load up...it's much brighter. I'll post a screen. Edit: Heh, maybe it does look like that. I just looked at it without a light. I'll see what I can figure out.
  10. Yeah, I couldn't find the mtr that was being used in doom 3 so I just added a 'candle' material name in lights_dm with the candle textures. No blends, so they're just appearing as they would normally.
  11. Hello there! Yes, I am indeed eager to get my dark mod on, since making levels for vanilla doom 3 is really less than rewarding.
  12. Slow down, NH. See above post. We should be very careful about not letting our own enthusiasm dictate what we show the public. We could post something like this in our own public forums, but I wouldn't make it a public release, UNLESS it was combined with some other things, like mentioned above. In all seriousness, if we had the following: The bedroom map (in-game, with fire going), The ability for objects to vanish when frobbed At the very least, removing the D3 HUD and crosshairs THEN, I think it might be worth releasing a new video. But not until then. IMO, it's better to have people wondering what we're up to than it is to release things that make people (who know nothing about how hard things are) say, "THAT's all you've got so far??"
  13. Can we do a brief step by step? -Open Blender. Console reports: Using Python version 2.4 'import site' failed; use -v for traceback If all is okay so far, -Check file paths. the field called "Python:" is blank. It is, every single time I start up, so I keep resetting it. I choose d:\programs\blender\.blender\scripts. Is this correct? I've noticed that even if I choose c:\, the import still acts the same, so it's no indication to me if it's working or not. -File|Import|Lightwave & Materials (LWO)... -Browse to \models\darkmod\props\lights\extinguishable -Import candlestick1.lwo -I see the model in Blender. I see the square I wish to remove. I see Blender's default cube. I delete them both. I check textured mode, and there are no textures. So either this doesn't work in Blender, or already something is screwed up with the import script. -Noting that the candle and base are two separate objects (important?) I choose File|Export|LWO. Write the file out and try it in Doom. Then I get any of the results listed in my first post. With actions that simple, and these problems, I can't understand anyone getting anything done with this thing. Ideas? Edit: I'll also note that simply importing and then exporting (skipping the deletions) doesn't work either.
  14. OK, things to watch out for: 1) The Blender LWO import does not support UVs for some reason. There is a LWO script which imports UVs which I cannot currently find on Google, hopefully it is somewhere on my hard drive however. 2) When it comes to export, using ASE is better than LWO from Blender due to limitations on the length of material names (which have to specify the complete name of the Doom 3 material). Provided I can dig up the LWO import script it should be relatively easy to do what you need. EDIT: This seems to be the LWO import script: http://uaraus.altervista.org/index.php?fil...O_importer.html
  15. There seems to be some confusion here between the disk space and the video ram issues. These are not the same. Supplying TGA textures will have a definite impact on disk space, but it will not impact memory because Doom 3 compresses the TGA images dynamically if the requisite cvars are set. I don't see why we couldn't use TGA images in the master development repository, and then perhaps strip them out and go to exclusively DDS versions when the non-hires version of the mod is due for release.
  16. The reason was that this model was made of four objects - 3 diffrent for diffrent materials and 1 for collision mesh. I've looked into wallcandles1.lwo model, which has collision mesh as well but it's only one mesh with diffrent materials. So did I with the new well model, and now I'm curious if it works. I read somewhere on this forum, that Multi-Sub-Objects Materials from 3Dsmax (several materials for one mesh) don't work in doom engine. Let's see...
  17. If the normals were flipped then you would see the back sides of polygons which you wouldn't see normally. That doesn't cause the whole mesh to dissapear. Must be something else... It looks like doom engine recognize only first object from the file. I'll try to make them as one mesh but with several materials.
  18. The hi-res stuff is the 1024 x 1024 3 to 4 mb textures that we set aside in favor of the 512 x 512 700kb compressed TGA's. The problem is that compressed TGA's aren't recognized by video cards, so they have to be reinflated back up to 1 to 1.5 megs...which amusingly is roughly the same size as a 1024 x 1024 DDS texture. DDS will give us higher resolution and better performance due to the use of mip maps for things that are far away from you...it will definately help large scenes. Consider using TGA's...you're in a large Hall...perhaps 60 feet wide. With TGA's the large wall on the other side of the room is going to be rendered using the full sized 1.5 meg texture, but with a mip mapped DDS, that wall might only be using an 80kb version of the same texutre and it should look just as good since it's so small. That's why we really need to find a simple way to get this working. I know you use a lot of good doom 3 textures, but in a sense...it might be better to cut ourselves off from them completely and really force ourselves to get custom content in there. A lot of times, I think you're using Dark Mod content.
  19. It's my first time, when I'm going to commit something to CVS, so could you just tell me if it's right or wrong? Atti's model: well.lwo -----> models/darkmod/props/misc textures: well_512.tga -----> models/darkmod/props/textures well_local.tga -----> models/darkmod/props/textures material: added lines in misc.mtr well { diffusemap models/darkmod/props/textures/well_512.tga bumpmap models/darkmod/props/textures/well_local.tga } Model has collision mesh which is slightly less complex, because it's made mostly of wood. Correct me if I'm wrong but I think that wooden parts of model should be wrapped by collision mesh more accurately than the stone or metal ones. That's because arrow will stick into the wood and we don't want to see it stuck in the air, while it will break when hitting the harder materials so it will look OK anyway... I found some material names (wood, metal) in material files for other models. Which one should I write for the well? It's made of three materials and at least two of them (wood, stone) should be recognized by engine. I'm not sure but doesn't the doom engine use the material maps?
  20. There is a way you can bind a light and a textured entity together such that the brightness of the light affects the brightness of the texture. This is used in Doom 3 for the "trim" lights that are made from textures but need to switch on and off along with the light source. I have never done this myself but there should be some info on Doom3World.
  21. Yep looks very nice. However till I see it running i'm not holding my breath. Usually all these promo shots are touched up. The final game in action looks toned down due to fps problems. As a matter of fact I see no reason to upgrade my cpu to play it. Doing so would cost more than an Xbox 360. What is required for SC 4 is: CPU: P4 3.0Ghz or AMD equivalent Ram: 1GB Videocard: supporting shaders 3.0 (GeForce 6 and 7 series, ATI X1300, X1600, X1800, X1900 series) ------------------ System Information ------------------ Time of this report: 7/2/2006, 03:22:13 Machine name: UNSTOPPABLE Operating System: Windows XP Home Edition (5.1, Build 2600) Service Pack 2 (2600.xpsp_sp2_gdr.050301-1519) Language: English (Regional Setting: English) System Manufacturer: NVIDIA System Model: AWRDACPI BIOS: Phoenix - AwardBIOS v6.00PG Processor: AMD Athlon XP 2100+, MMX, 3DNow, ~1.7GHz Memory: 1024MB RAM Page File: 307MB used, 1619MB available Windows Dir: C:\WINDOWS DirectX Version: DirectX 9.0c (4.09.0000.0904) DX Setup Parameters: Not found DxDiag Version: 5.03.2600.2180 32bit Unicode The minimum for SC4 I read is like a Penitum 4 3.0ghz. Plus probably direct x 9 and above compliant video card. Basically insane. Currently I can play games like Far Cry, Doom 3, just fine. Not at full graphics but that dosen't bother me. My point is I see no reason to upgrade anymore. No game is coming out that makes me go "I want this now." As a matter of fact the only PC games I am considering perchasing are Prey and Bill Rope/Flag Ship Studios Hellgate:London. Just because it's him and he made Diablo 1 and 2 with his team. Plus those engines are way more customizable to run on a wide range of machines. Splintercell is either you lag gameplay, lag somewhere in between, or run it good. That is because of the freaking shadows which are intense and can't be turned off, only set to low detail. Game looks great but you know same old same old. =P Just listen to what Oddity says. He knows like I do that the PC games industry is stale. Very few innovations. I also recently purchased a gamecube. For 139$ I got 5 great games and 2 controllers, memory card, and the system itself. What could I get for 139$? ATI Radeon 9800 pro card and hitman contracts. So I chose the gamecube, greater value. p.s. If there is ONE game i'm definately wanting to try out is Gear of War for the Xbox 360. Epic Games, nuff said.
  22. With useNormalCompression = 2 it works fine. With useNormalCompression = 1 I get the incorrect lighting. I am beginning to suspect that my random guess was correct, in that Doom 3 needs the original TGA if the normal compression method set in the engine is different from the provided DDS.
  23. Oh, we were talking about the card. I though SneaksieDave was referring to lack of support in the nVidia tools. The card does not directly support the format, it is unswizzled by the Doom 3 shader. I think this is the case whether an ATI or nVidia card is used.
  24. Hi folks, I like the idea of bringing the magnificent Thief-like stealth gameplay to Doom 3, and furthermore, the plans of releasing the Dark Mod as a toolset for FM authors. As there is still plenty of work to finish until the relase, I would like to contribute a bit. I created a gramophone model in the hope that it could be useful for you. I used Blender to create the model (the UV map needs still a few tweaks, though).
  25. Another thing to remember is that we will want to set our Low and Medium compression settings in the doom config file to higher settings...currently they will recompress things down to 256 or whatever...that's probably where the blur is coming from in some cases. I'll look into this...in reality, with the size of DDS textures we're using, we really only need to a High and Low setting. Low recompressing the DDS to half their original size.
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