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  1. Corth

    Animation List

    We wont need to do death animations unless its for a cutscene, or a scripted death sequence (like you want something to die a certain way). Doom takes the force of the killing blow and applies it to the ragdoll. So we'll just need to setup the ragdoll really good
  2. Screw Eidos! Thank you to all of the wounderfull TDM moders out there, with the Doom 3 tools at your hand you can create a better Thief DS version! I look forward to your work. PS: You would all rock if you make a MP version, but one thing at a time. We're all waiting.
  3. I was going to mention that myself. Tis true, tis true. I think we're on pretty even ground, if not better off since the Doom engine already has a Thiefy feel.
  4. I kind of agree with oDDity actually. From what I see in Dark Mod, I don't really care about a TDS editor given that the Dark Mod tools on top of the Doom 3 engine would be significantly better in terms of gameplay potential and engine performance. I can't know that for a fact, but I am willing to believe. Of course, we are going to have to wait a long time for Dark Mod to finish and a TDS editor could probably be released sooner, but I'm a patient person.
  5. Keep in mind that we still haven't done a fullsized mission yet, so we're not totally sure what the ram requirements might be just yet. Since we're going with more detail and higher res textures, I expect it'll eat up a bit more ram than vanilla Doom 3 did. And as it is, D3 is a pretty ram hungry program.
  6. When you look at the left top corner you will get a framerate of 23.1532 while when looking at the bottom right corner you will get a framerate of 45.7392, so the recommended playstyle is to strafe all the time while looking at the bottom right corner of the screen to opimize framerate. Seriously. What kind of question is that? How should we know what framerate you will get. The system specs are obviously the ones for Doom 3 and since we are right at the beginning, how should we be able to determine a reasonable framerate for any given system at this point in time. We have some developers with much worse machine than yours and so far there are no complaints, but of course there is not much in there yet what could cause any significant hit on the framerate. A reasonable estimation can be done at the earliest when the lightgem is working in a fully feature map including sound propagation and AI interaction, because these are the things that will affect the framerate the most.
  7. I recommend looking at the Doom 3 alpha and seeing what you can potentially dig up there. Quite a few of the effects present in the alpha ended up being cut for final release, but as far as I know the engine still supports them. You might end up finding some soundbased goodies buried in it.
  8. There's nothing special about rigging characters for doom, you can set up any kind of rig you want, the only thing you need to know is to make a root bone at 0,0,0 called 'origin' and make it the parent of everything. It will only recognise verts that have been moved by bones though, so no vertex animation. Maya is the app id used for all the animations, and it's the app I'm using as well, so you'll feel right at home. Do you have any knowledge or experience in setting up a facial rig of bones for some basic lip sync?
  9. I don't mind my stuff being posted at all. A little about me: I'm 23, I live in Edmonton Alberta. I recieved a diploma in 3D animation and digital compositing at a place called Dev Studios (2003/2004) then I got an internship working for Plastic Thought Studios to produce a wonderbees trailer in which I rigged 4 of the 5 main characters and did facial blends for 3 of them. I'm an avid gamer, I don't have anything against the source engine (I hope that doesn't matter ) however I like Normal maps, and doom has normal maps I've been following you guys for a while, I love the thief games, thief 2 got stolen from me before I finished it, and I play the demo for deadly shadows alot (I swear I'll pick it up one day!) I havn't had much spare time -before- to finish off a character of my own, but now I'll be able to give more time to it, just the past few days I've been working on one, low poly and highpoly, it's based off of a Sister of Battle from Warhammer40k, here's 3 days of work: Texturing isn't my best area, but I CAN do it, it just takes me a little longer than everything else. The skin map I did for the elf character took a little less than a day, and I havn't started with the rest of her textures. I wish I had more examples of my texturing, as the fallen paladin character on my website is a rather poor one If you guys have any questions, I'd love to answer them
  10. Guest

    *sigh*

    My favourite mod in development closed down today (Or I found out today...) Anyway, for those of you that dont know.. D3:HOE (Hell on Earth) Closed down today. I was so fucking sure that they would pull through to finish the mod, i mean they had some really high quality models, like id quality models. Anyway, that means that Dark Mod is now my favourite doom 3 mod, and I just hope you guys dont close down like D3:HOE, cuz then I'll be REALLY sad. I just want to say how awesome your guys mod is looking, really professional and everything. Yeah. But please do not cancel this mod! Please, for fucks sake, dont close down this mod, this mod looks so freakin awesome!! Everything about it is insane! The new textures, and models look so professional and great, and I hear that theres a new gemstone thing working which is friggin great!!! (I used it alot in theif games, not saying that this is a theif game) All in all I just want to say what great work it looks like you guys are producing and I really hope you can finish this mod.
  11. I went and bought DOOM 3 and entered the code into the console EDITOR it came up but my mouse cursore doesnt apeer inside the editor. my mouse is invisible inside the editor window. HOW to fix this or is it the way it is suposed to be? thanks got to get some practice using this editor i also bought THIEF 3 like some diddnt like others DIDNT LIKE SOME AI Spawning over and over CLOUDY LOADING AREA NOT COOL help?
  12. Guest

    Online Management System

    Hi guys, I'm a friend of Renzatic's, he asked me to post something here. He said you guys are looking to build a new website with a system that would allow you to manage and track workflow. I build content management systems professionally, and I absolutely love the Thief games, so I can help in this regard if it's needed. So in a nutshell, here's what I can and can't do: What I can do: - Database-driven web management systems. If you guys want something to monitor and control workflow, assign tasks, update team members on job status, etc I can build that. I'll need more detailed requirements of course, so I know what you want it to do. I would prefer to build it in ASP and mySQL, but PHP is also an option if people really want that. - Basic web design. I can make simple but elegant websites. Something like http://sscar.musicexplosion.net/site/ is do-able (Renzatic pointed me to that, it's another Doom 3 mod). - Remain committed to the project. I've been bitching to Renz for months that I want to see the Dark Mod completed. I love the Thief games, and if I can help bring the Dark Mod to reality I would be very happy. - In the long-run, basic C++ AI programming. It's been a while since I used C++, but I did take some university courses on AI and if you guys want help on that, I could try. I've never done any game programming though so I don't know how much use I would be. I have a BSc in Computer Science, if that matters (I would say it doesn't). What I cannot do: - Graphics-heavy websites. I am not very skilled with graphics. Now if someone else made the images I could certainly use them. But I wouldn't be able to come up with something like http://www.thief2x.com by myself, that's a bit out of my league. I'm a web systems programmer, not a graphics artist. - Flash. Yuck. - Game textures, modelling, animations, sounds, etc. I wouldn't know where to start. So anyway, if you guys are interested let me know. I can build a (non-functioning) prototype / mockup, to see if you guys like it. I read the other "I will build your website" thread, and.... uh, I won't be like that guy. If you don't like it I won't freak out. Just please, please don't let this become Yet Another Unfinished Mod.
  13. Bah, couldn't find it. But since Doom 3 plays at fairly low resolutions I guess it's not that big a deal. Great looking pic btw. Oh how I love that font. SteveHandwriting is it not?
  14. I liked Dune... thought the Lynch Dune had better sets, but the Doom 2000 or whatever was closer to the books
  15. I bought Doom 3 to work on the mod.
  16. I'm going to see if I can get these done now, but I have questons first, mainly for domarius since he's the one dealing with the weapons, so he may have looked into this already. First of all, do I need to have the arrow mesh in the bow animation, or is that a separate object with its own animations? And for the animations, I'm guessing we'll need: - left hand disappearing and reappearaing with bow (again, is this handled automatically by doom when you add new weapons, or do you need to animate this yourself?) - Right hand disappearing and reappearing with arrow - nocking the arrow (I have never shot a bow, so do you balance the arrow on the hand holding the bow first and then nock the string, or the other way around?) - pulling back the string - the shot - an 'exausted' anim for when you hold the string back too long and have to slacken it again.
  17. That's cool thanks, I actually used the "rust" part from the decals in Doom 3. Still, if you guys ever need some additional help, just send me an email
  18. Doom 3 supports 3rd person view out of the box. That doesn't make 3rd person a free ride, of course, but it's a large part of the solution. Now, whether it fits into the gameplay of a thief-like game is another story entirely. -Glee
  19. I could never see any difference between high and ultra high quailty settings in Doom.
  20. I have the same card as you Renzatic, just that when I did try to run Doom 3 under High settings, there would always be this split second blip when something major happened, ex. After getting Bioscanned at the beginning, the door into the facility would open with a hiccup, but the general frame rate was quite good.
  21. Are you guys using the same texture compression classification that iD used in Doom 3, you know with the low = 64 MB vidcard, high = 256 MB vidcard, ultra = 512 MB vidcard, etc....
  22. Yes, Domarius, it would be helpful if, when making a def file, you add in comments after each anim to say what they're supposed to represent in our animatons, becasue it isn't always apparent from the mixture of default doom weapon stand-in anims you're using what the equivilent would be in ours.
  23. There are quite a few brick and wood textures in the hell directory you can get ahold of. As for downloading textures, there are tons for other games but I can't think of any packs for Doom 3 off the top of my head. Best you can do for the moment is just make your own...cept for the normalmaps (which can be a pain in the ass) it's not too hard to do once you get the jist of it.
  24. great ...i will check out those tutorials i tend to use xsi for doing the polygon modeling and then texture in max as the normal map setup in xsi is a pain. i just this moment finished playing a little bit of doom on my new system and noticed some very strange lighting effects from the normal maps ..half of the models were shaded very dark .. a strange line right down the center of the faces. i just updated my nvidia driver. guess i will have to sort this out first!
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