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  1. I think you are to agitated, calm down. From my point of view I don't see a problem with that. Nobody is forcing us and if the ideas match up for us, why not? We want to improve the Thief gameplay and it doesn't really matter which agenda some idea follows, because we evaluate it in the context of our needs. Since we said that the code will be open we can not prevent it to be used for other games, an din fact I think it would be good, because this means that we can benefit of it as well. And if my code is reused in other games as well, I'm all the more happy because it means that it is good code and can be reused. In fact I have at least three different games in mind, which I would like to develop later on, where the TDM code is a much better starting point then the Doom 3 SDK code. Why should he do that? When I want to write something new, I also look for existing free code that matches my needs as closely as possible. If the TDM code already implements half of his requirements, why would he start from scratch? That isn't really realistic, is it? Ah, don't take it personally. You could get wrinkles from it.
  2. This is a question for oDDity, I'm afraid. I don't know anything outside of Motion Builder at the moment, and everything is fine in there. At least - if there's anything extra I'm supposed to do, I don't know what it is. Maybe Maya / Doom needs to be told properly about the extra sword bone? Just a theory.
  3. Well, depending on how dragging is implemented, you could just drag them off the edge. The default Doom 3 dragging involves pointing at a body part, holding a button down, and then moving your view to pull it in that direction. It should be possible to drag them off any edge.
  4. I did this for Phantom a few weeks back, it'll tell you everything you need to know getting textures into the game...along with links to an indepth normalmapping tut. http://forums.thedarkmod.com/index.php?showtopic=101 It sounds like you've already found the proper way to add a light, you just didn't switch to the renderer so you could check it out in realtime. To do that just hit F3 to switch from the cam to the renderer, and then F4 to enable realtime updating so it'll apply all your lighting information. When you say premade room do you mean one of Id's maps? For that you'd have to find the name of the texture you wanna replace, open pak001.pk4, track it down in there, and replace the 3 dds textures with your custom one. But that could lead to some really funkified results cuz their texture could've been applied to the wall in some weird way which might stretch and distort yours out of proportions if it isn't the right size, it'd be better just to make your own simple room in the editor for testing purposes. To do that all you'd need to do is make a texture set and use a generic name like Wall_Test01 or something like that. Plop it in a certain folder for easy access like base/textures/darkmod/test, make the appropriate .mtr file, then build your room using it. If you like it you can just rename the 3 textures and move it somewhere else, if not you can just make another set with the same name and overwrite the ones you have in the test folder. The next time you reopen the editor it'll have the new textures already in place to check out. I do something somewhat similar to that. If I find something about the texture I don't like while I'm working in the editor, I'll close it and zip up the current files, change it to fix what needs fixing, then just overwrite the files with the new texture and fire up the editor again to check it out.
  5. Greetings Everyone! I wanted to start this thread on behalf of the DarkMod team to help keep our guests informed on our progress; to let them know there's DarkMod life in the project even when it may seem there is none -- and to keep them updated as such. There won't be a set schedule as to when this thread will be updated, but maybe check back from time to time. Anyone can post here and I'm sure you'll hear from other team members here in the future. Although many visitors might already have http://www.mindplaces.com/darkmod/index.htm bookmarked to see updates on screenshots and concept artwork, etc., some don't have it bookmarked and may not know about it. Other forums actually point to our site here and I figured there might be some benefit to providing occasional updates here via this forum, too. As an update for our guests out there, I can say that I've seen a LOT of activity from our team members behind-the-scenes on this DarkMod project. There are many discussions going on and a lot of concepts being worked on. As a team member with a primary focus on artwork, I've personally created a few concept drawings and have seen fellow artists showcase some very nice concepts. Our programmers, 3-D modellers, audio experts, etc. are also very active in these early stages of the project. I want to assure our guests that there's a lot of DarkMod life behind-the-scenes that you might not otherwise see from the outside. We have a long road ahead of us, but we have an enthusiastic group working on this and I'm confident you'll be happy with our DarkMod work once complete. Stay tuned, as I'm sure there will be many more updates in the future! Until then, may shadows continue to guide your journeys. Darkness_Falls
  6. Domarius

    Bioshock

    So? Can you show any screenshots of games that have real soft dynamic shadows? Doom 3 doesn't have dynamic soft shadows at all. If this was in reply to "Worst case of consolitis" by Vadrosaul, you need to understand that there are important differences between a console and a PC, and a game cannot be made exactly the same for each. When a game is designed for a console, and then ported over to PC with only just enough changes to make it run, it shows. Horribly.
  7. sparhawk

    Bioshock

    That must be either "Doom" or "Alone In The Dark".
  8. Or register here at the forums, so you can see the rest of the boards.
  9. http://forums.thedarkmod.com/index.php?showtopic=159 The second post in this thread is the important one. The aim of this thread is to collect all information about what we want to do on a more detailed level but not TO detailed. So discussion about conecpt art should be here, but the information that this beast should be done shouild be posted there as well. You should also look through the document and add items in the lists, if you think that they should be included and I forgot them. For example: I listed a number texture themes and what each theme must provide for. If you notice that a theme, or a texture for a theme is missing, the list it, there so we can keep track of it. You don't need to be specific, but specific enough that we know what you are talking about. Of course even if you are an artist, that doesn't mean that you may not look through the other sections to check if we forgot something. If you decide here that you want to do a belcher but the coders don't know about this, you can not animate your model afterwards.
  10. If you agree or decide something like that, then you should post it in my project definition thread, so we can include/remove it there. Not everybody is following all the threads, but we should all know about these things. That's why I started this thread. http://forums.thedarkmod.com/index.php?showtopic=159 Usually I don't look much into the Art threads, because I'm not an artist and can not contribute much there. So most of the time, when I look at these threads, I just look at the pictures and hope that the first mod is appearing fast because of the great graphics. But I don't read all the postings here. I guess there are others as well and we shouldn't rely on this when deciding what we want and what not. Especially since a thread has only a limited time and after that only few remeber it and what has been decided. Don't forget. If you decide something here, then the coders will also have to know about it, to give it life.
  11. If the AI has breasts, some sort of loose clothing (of the likes of the various plastic and cloth drapes in Splinter Cell, except on an actual model), and long hair it could be useful. Or, perhaps, if the AI has some sort of physically-applicable weapon (a mace or even the tentacle of commando zombies in Doom 3) partially ragdoll models could also be useful. Whether or not it is reasonable to pursue partially ragdoll AI in order to to attain one of these features is beyond me. Applying ragdoll to a cloak or something could save some animation work, but I think I was already lectured at one time or another on how such a feature wouldn't be reasonable.
  12. Is it possible in the Doom 3 engine for part of a model to be ragdolled, while the rest animated? I know there is at least one game engine out there (can't for the life of me think of which one it is right now, I think it is the one used by Painkiller) that allows animation and physics to be blended quite seamlessly, and handles ragdol transitions quite well. Just curious.
  13. I'll work on these. PS: I just posted a sample environmental scene in the Art section: http://forums.thedarkmod.com/index.php?showt...findpost&p=1795
  14. Hmmm, I don't find the doom 3 physics to be anywhere near as bad as the physics in T3, much more reserved...although, there are always little glitches here and there. We aim to have our death animations transition the AI into rag doll...but even without death animations, the AI react quite nicely and don't turn into the spineless jellyfish that the AI in T3 did.
  15. Try the ATi 9550, buget price, runs Doom 3 like a dream.
  16. You're obviously a bored student with more time on his hands ZylonBane, then I have... Good points demagogue, but all I wanted to know was how to mod for the 3rd person view. I have had problems with GoldenEye and old Doom games with motion sickness. I still like Halo, Deus Ex etc. It went onto the subject of difficulty, which isn't want I originally wanted for the thread. It just ended up like that. I personally would like a 3rd person stealth game, which can have the option of FP, which basically was like Thief, Splinter Cell and Tenchu, but it's basis in Thief style environments with one huge city to explore. But that's for me to mod or for some company to do. I hope Eidos do something good with the Thief licence. They've said they may do a more modern setting with a new protagonist, but what makes the games for me is Garrett. That slightly bored Harrison Ford in BladeRunner voiceover, whhen Garrett speaks or sets the scene for the mission has more charm then most games have in their entire duration.
  17. LOL, ummmmmmm.......someone has my login I think -- or the forum's trippin'. I didn't write this. Considering this other thread that's going on (http://forums.thedarkmod.com/index.php?showt...st=0entry1247), I'd say something's amiss with the forum.. or someone's playin' gamez.
  18. We've had this discussion already. Check out: http://forums.thedarkmod.com/index.php?showt...%20dagger&st=50
  19. Ok, NH posted earlier that: The default camera height is 68, player height is 74 (doom units). So what height would that make the player in real life?
  20. I think he means "Can I improve the 3rd person perspective with the Doom 3 edito?", to which the answer depends on how much you want to change. You could change the model and skin using the editor (and 3D app and image editor and text editor), but I would guess you can probably not do much about the camera's behaviour.
  21. It migh help you to improve your overall skills, but it certainly won't help you to learn Doom editing. In fact, I still suffer from T3Ed-syndrome while working with DoomEdit. It makes working with Radiant more difficult.
  22. If you want to learn Doom 3 editing, learn it now. There is absolutley NO point in learning the T3 editor first because it is completely different (and a lot less powerful).
  23. Whoa, can we shrink that image down a bit? Images should be kept at a reasonable size on the forums...if they absolutely need to be bigger than 800x600, then we should use a link. The cathedral doesn't look bad, but that tower really looks familiar. Is it based on something? I originally thought of Orthanc, but I know it isn't the movie version.
  24. Hmmm, I'm not sure Spring. I think the animations are tied into the player behaviour more than people realize. For example, the model actually has to lean and the walk animations have to play for the footsteps to work..etc... It's basically a hybrid of first person and body awareness...but the body is invisible. I think that's how they did it in FEAR. T3 just strapped the camera right onto the model, but both FEAR and doom 3 use a first person system with a 3rd person model just tagging along. Makes for a much more traditional feeling control scheme.
  25. You can't. All brushes in Doom 3 are solid and convex. If you want a concave shape (such as a room) you have to make it out of separate solid brushes.
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