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  1. Even so, that title just says: <title>darkmod.com</title> which ( a ) is wrong and ( b ) will not exactly bring us many 'hits'. Instead we could have something like: <title>The Dark Mod - Doom 3 conversion inspired by Looking Glass's Thief series.</title>
  2. Wow, I have no idea what I was trying to say in that post... sorry But IMO the base speed/jump values for the doom guy are a little high.
  3. Pyrian

    Sub Title

    I remember, in playing Doom 3, that the reflection of the flashlight was inconsistent with it's "actual" pointing.
  4. It's cuz Doomguy is shorter. The camera is placed around Garrett's head in T1 & 2, in Doom 3 it's near his chest. You can change that pretty easily, though..wonder why we haven't yet (HINT).
  5. oDDity

    The Houseguard

    YEs, it look fine COrth. I've already said we should have at least 3 body types per AI, that's a short one a tall one and a fat one,. THat osn't at all difficult, since it can be the same mesh and texure, but the mesh has just been reshaped a little. Sharing a selection of heads is no probelm, that's how it's done in Doom -I haven't looked into the exact method yet, I'm sure it won't be a problem.
  6. Using the Linux version for Doom 3 doesn't save you from still buying the original game, because you need the pk4 files which makes the majority of the game. The linux distribution file only consists of the core binaries, but you have to copy over the files from the original Windows distribution. Kind of sad, because if you only want the Linux version, it would still count as a sale towards Windows.
  7. No. Just Doom 3, and the DarkMod. LOL, Download Doom3? :lol: :lol: Evil Domarius
  8. Maybe programmers inherently complicate replies or something No. Just Doom 3, and the DarkMod.
  9. If you don't want to do your own code additions, then not. The idea of the mod is to provide a fulyz functional seperate code base so that you can create AND play FM missions based on the TDM universe. You don't even need to download the SDK, because when we open the source, the code is so intermingled with the SDK codebase that we can not seperate it, even though I would prefer this for various reasons. Since the SDK provides not API but the actual classes that are used for Doom 3 gameplay, there is no way how this can cleanly be seperated without a lot of overhead (and not even then).
  10. The light configuration is more up to what your machine can handle. Each light adds on renderpass. Having more than two lights on a single surface means n*light renderpasses. So you can easily determine how far you can go with current technology. You are not limited by TDM or Doom 3 design but by what your hardware can handle.
  11. THis will be the second worst game ever made after Doom 3. Coincidence?
  12. Depends entirely on what kind of stone it it. Chalky stone has no spec, whereas flint stone (meet the flint stone) has got spec. Almost all kinds of brick are clay based and have virtually no spec. Don't get caught up in 'ooh, doom has spec maps, cool - lets put one on everything'
  13. oDDity

    Zones

    I'm not against load zones, I just can't see how we'd need them if Doom can handle LotP or Ambushed sized maps already. Making an interconnected city is one use, but like I said, that's far off in the future. THe absolute last thing I'd want to see in any map are load zones if it can possibly be avoided.
  14. Napalm

    Books...

    As book .gui master I will answer this. Doom 3 uses the .gui interface which has a very wide range of abilities. As of now, books ingame will be pure .gui code, unlike the PDA which has the .pda template setups. This will require you to understand some of the most basic .gui principles, however the code has comments to help talk you through editing it so it should not be a problem. What this means is that although creation of books won't be as user friendly as that of PDAs or books in dromed, you will be able to place anything that you want into it. You simply have to add in a extra picture slot or place in your own extra textboxes extra(quite simple to do as DOOM3 comes with a .gui editor that makes it very simple). There will be no limit to the number of pages/drawings/or even font(if as an FM you want to implement your own fonts) that you can put into a book. Theoretically speaking you could create entire books that could be read, or blueprint, or note with sketches.
  15. oDDity

    Zones

    Don't be ridiculous. Maps even bigger than the biggest T2 maps? There are time considerations to think of. Let's face it, the bigger the level gets, the less quality can be put into every section of it. THere's no point in having gigantic empty maps for the sake of it. IF doom can handle maps as big as the biggest T2 maps, load zones wil not be an issue.
  16. oDDity

    Zones

    What;'s a ll this talk of load zones.? I thought doom was good enough to make big levels. FFS, isn't there a game enine in existence to dsayb that can make a fucking level the size of LotP without making player's system spontaneously combust??
  17. I'm thinking of doing alittle of both, but I'm not as 1337 as you folks, so it'll probably just be Thief Style.. I read a post awhile back about the PDA interface in Doom 3 somehow being supplanted into TDM. I think it would be interesting to have the briefing movie available through the PDA (of course, not as a PDA). Don't know. I definitely think it will work as a kind of progress journal per mission...but I'm sure you guys have already thought of that. Thanks for the replies. Hylix.
  18. Doom 3 works a bit different in that you have to assign those 2 options from the material file or the mapscript instead of within the editor itself. To make it glow without casting light just do what BT said above, like: models/props/lights/lantern/walllight1window { [...] //unimportant stuff { blend map models/props/lights/lantern/walllight1_d.tga rgb 1 //that makes the texture self-illuminated } or if you want to have better control of the color: models/props/lights/lantern/walllight1window { [...] //unimportant stuff { blend map models/props/lights/lantern/walllight1_d.tga red 0.4 green 0.8 blue 0.1 } To get a material to cast light you'll have to tie an emitter to it...and that's something I haven't had to do yet. I'll get Domarius up here to explain how to do that since he did it for our fire arrows. As for which editor to use....we're still a ways away from release, while T3Ed is out now. Learn em both and get a leg up on everyone.
  19. SDK = Software Development Kit. It's a goodly chunk of the engine's sourcecode and is, of course, made by Id. It allows you to make some hefty changes to the game, without it you'd be stuck editing within what Doom 3 shipped with.
  20. Hi, I've been interested in making music for Thief mods and thief style games for a while now. I've been looking for a mod with a high level of professionalism and efficiency and it appears as if I've found both qualities here with the Dark Mod. I also think Thief with the badass graphics of Doom 3 and larger levels (sorely missing from Deadly Shadows as much as I liked that game) sounds really cool. Here are some pieces I created over the weekend with the Dark Mod in mind: http://www.mashedbuddha.com/sounds/thief/A...ePersuasion.mp3 http://www.mashedbuddha.com/sounds/thief/SneaksieOneCD.mp3 http://www.mashedbuddha.com/sounds/thief/BuilderBeware.mp3 All the rest of my samples can be found here: http://www.mashedbuddha.com/sounds.shtml where there are my electronica/jungle offerings, some classical material more suited for fantasy games, and more music appropriate for Thief. I've been making music, playing/performing music for well over a decade. Should you be interested, my services only extend to music and ambient sound, not to sound effects. All I ask for in return is credit to Mashed Buddha with a link to my website. Thanks and let me know what you think!
  21. OK, thanks for the advice. Another way to get "good" habits would be to make some Doom 3 maps instead. I have participated in the testing of many great Thief missions already, so I have a good feel for their design. It is mainly the mechanics and the programming aspects that I need to work on.
  22. We're not going anywhere. ...But it's gonna be awhile til we're ready. Picking up T3Ed now would help ween you on some good habits that could be applied to Doom 3 later. Get into the basics, make a few cool Thief 3 maps, then swing by here and pick up the mod when it's done.
  23. 1: Myst maybe? 2: how could oyu nt know this. I loved this game! Jazzy jackrabbit!!! 3:scorched earth (or tank wars takeoff edition) 4:The Red Baron!!! not "sky baron" awsome game. 5: JoJ 6: Hexen? 7:some wolfenstein or doom engine takeoff, dunno which 8:earthworm Jim 9:dunno 10:galaga takeoff, ferget teh name 11:dom say bioforce so ill go w/ that 12: dune 13: Dark Force demo level halfway through looks like 14: Dunno 15: That not tombraider isit? 16: KEEN!!!!! best game ever, its the first 1, although keen 4 was better 17: dunno, looks similar to Zone66 but i nvr played the full game 18: blood mc blood 2 19: DOM you suck. Its Age of Empires! PErhaps best game ever 20: dunno 21: I think i've played this, or at least on the engine, ferget name 22: Looks hot 23: dunno 24:startrek game maybe? dunno tho 25: not a clue 26:HL1 27: dunno 28: wtf 29: looks like Lightbringer or some other myst takoff 30: Figure it out yourself 31: some shitty game where fate of atlantis shots should be(not lucasarts) Ive played all there ones from this time(i think) 32: im inside the mouth of a giant, eep DOM beat me but i knew a bunch he didn't
  24. No one should be asking "are you having second thoughts now that T3 Ed is released"? Anyone who's played that hack-job of a game engine and compared it with the pre-rendered looks and the sleek inner workings of Doom 3 knows there is simply no comparison. The name Garrett doesn't matter then, especially when FM authors can make their own Garret if they want, without getting in to the trouble that we would. Not to say that I didn't hink T3 wasn't an awesome game in general. It's just that its game engine is an prime example of severe suckage.
  25. I've spent the last few days searching the net for Doom 3 editing tutorials. Whilst there's a plethora of mapping video tuts, which were extremely helpful, I failed to find any weapon modelling/editing tutorials. Character production (in Max) and implementation tuts were equally lacking. I decided to ask for help on this board because I'm very impressed with the work that you're all doing and am hoping that you might be able to pass some wisdom on to me. So how about it? Any aid for a wannabe modder?
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