Search the Community
Showing results for '/tags/forums/doom 3/'.
Found 13521 results
-
I don;t' understand how this works on IA models though, becasue I can't see any cm files for any of the monsters in doom, and they also don't have shaders pointing the the monster_clip texture whch I suppose their clip model uses. THere is also no indication of a clip model when you select it and look in its properties, or in its def file. So where do these cip models go?
-
WEll, we have a guy called undertow signed up to do the animating, and he's very good. However getting the animations done in time is not a problem, any decent animator could do an animation in a few hours, which means 10-12 per week. That means they could all be done in 3 months. Remeber indidvidual game animations tend to be very short, a few seconds at most. The 50 characters on the other hand (and that figure will probably go up to 70 + extra heads to swap around the models) will take at least a year. YEs, I am using normal maps, and that adds extra time to the process, becasue a very detailed high res model has to be made first, then a low res copy, then the Uv mapping, then the texturing - and for doom that means a diffuse map, a height map, a normal map , a specular map, sometimes a gloss map and an alpha map as well - and then is has to be rigged and weighted. Even for a fast worker like me that whole process takes a week, and a lot longer for most people.
-
Since we're having 50+ characters, it would be useful not to throw them all into the same 'characters' foler. Like I said, it should have its own 'models/md5/characters/undead/revenant' folder, and the charcater textures do not go into the textures folder at all, they go into the 'models/characters/undead/revenant' folder. At least that's the folder structure Doom uses, I see no need to change it.
-
Nice! Can't wait 'till you folks are real far along. The Thief universe done in Doom 3's engine is cause for momentous excitement. But while on the topic of fan work on Thief, have any of ya'll gotten wind of this? Apparently it's even going to be done soon. I can't wait for any of this.
-
ConTEXT has alot of Doom 3 packages available for it too, so it's really useful for people that wanna use it for making material files. I've had it for awhile, but I haven't really gotten into it just yet.
-
Well Doom and halflife don't have much re-playablitiy. At some point you realise you're just playing through to see what comes up next, not because you're enjoying it... Same goes for typing an email or making a 3D model - its the end result you want. Where as games like Thief, its the experience that's the fun.
-
I disagree. I mainly quick saved a lot in Thief for a couple reasons: 1 ) Because it's a slow-moving game and a lot of time and energy is sometimes involved with safely going from Point A to Point B (to C, D, E, F, etc.) and I don't want to do any of it all over again *if* something goes wrong (e.g., I trigger one NCP who triggers the whole castle's worth of NCPs so I then have 15 guards after me; I get unfairly shot and killed by arrows launched when stepping on a secret platform or moving in front of a camera; or if I just accidentally upset the wrong guard.) I just got to a point where I found it a waste of time (and no fun) to re-do stuff. 2 ) Create save points throughout a level that I can go back to and either re-play if I liked the moments, or quickly show a friend the cool area or situation if I wanted. I think ( 1 ) is the biggest for me, but I'll think about it more. I'm sure I can think of more reasons 'why' but I need to get going here. I have lots of confidence in my playing abilities and decision-making. That's not really the issue for me. Although I could play very slowly (even slower than I already play Thief) to mostly avoid those circumstances in ( 1 ), I think I sometimes go insane if I go too slow or if I've done so much that I don't want to lose my work. Imagine working on a 3-D model in Lightwave for 3 hours without saving and then all the sudden something goes wrong (either system or human error) and you've lost a bunch or all your work. Would you really have the patience to eagerly do it again? Heck, if I write an email for 5 minutes and lose it I get p*ssed that I have to re-type it. BUT, again, I'm keeping an open mind with my future endeavors in game-saving. Aside from game crashes, I might enjoy the painstaking work of very slowly going through a game, or re-doing levels if I need to. Although, going once through Half-Life 2 and Doom 3 levels was enough for me. I would dread to have to go through them again. Heck, I even dreaded going back 2 minutes to my last QuickSave in those games to re-do areas. The games weren't bad, I just sometimes got bored of the repetition and wanted to rush through the levels from the boredom. Re-doing levels in a game like Thief might be different, though -- I think.
-
Thanks Fingernail. And stop bringing this discussion into the mod, people. I never intended it to be about that. I'm talking about games in general. Ever since wolfenstien, we've been able to save whenever we want, and when I played that game, straight away I found myself quickloading practically after every wasted bullet, and quicksaving after every sucesful hit. Pretty much anyway. And back then, I asked myself "Is this right? Isn't this making my gameplay a bit 'perfect'?" The anxiety I experienced in other games when reaching a boss I could never get past, was never there. And the exhilerating feeling when I finally got good enough to beat it, wasn't there either. It's like anything else. You trade off something for something else. In this case, its convenience for excitement and immersion. Serious Sam 2 is one of my favorite games. It's a standard FPS, but its just done so damn well. Easily the feature I appreciate the most, is the "credits" feature in co-op mode. You can set the server up any way you want, and you have the option of having a "credit" limit. That means everyone (in co-op mode) has a lives pool to draw from. When someone dies, it goes down by one, and you start exactly where you die. This fixes the useless co-op mode of Doom 2, where you will never fail, because you all have unlimited lives- you just start back at the start if you die. So in Serious Sam, you can save and load any time you want, and if you die, you actually start right where you died. Its just that once everyone has died enough - game over. And the lives are stored in the save, so if you re-load, you have to have saved where you had a decent amount of lives, else you need to go from an earlier save (or just don't save if you're doing badly) or start the level over again.
-
Hm, probably a dumb question, but what's wrong with the volume input already in Doom 3? Other that that, it doesn't really matter how the volume is calculated, as long as there is a button for previewing (listening) the sound.
-
I don't think doom leaks because of missing textures. Just make your own map with a basic room and drop the Revenant into it. It's under darkmod/darkmod_guatd_elite (I just swapped the old hammer meshes and replaced them with the new revenant ones)
-
Ha! Totally forgot that, now that you mention it. I also tried my hand at Doom 1 maps. Was quite fascinating, but I never found out how to do elevators and, more general, how to do different neveaus on the level.
-
Me too. I've played around with level editors since Doom ][, but never really finished anything (apart from a few AoE and Impossible Creatures maps). It really helps to have a team working on something to do the things you don't have any interest in doing. I just don't understand coding (though it is what my brother and few of my friends do for a living), I've played around with 3D model making, I can draw but I'm out of practice (mostly cartoons rather than realism anyway), but I enjoy building levels and hope to create a FM for the Dark Mod.
-
he said someone with Visual Studio (didn't say which version it'd have to be or if it'd have to be VS NET) and Maya 6.5 could recompile it. The source for the Doom 3 Maya importer is located here
-
This thread kind of went elsewhere, but I didn't want this issue to just drift off. I was looking at some of the screens on the site, and the 'low down' feeling struck me again the same as when playing Doom. Perhaps it's just my perception, but if not then it should be fairly easy to reposition the camera a little higher, where the eyes are. E
-
I guess I only ever heard "Revenant" used in Doom. Yeah it does sound cool all the same.
-
That's why I propsoed long ago to use dm_ or tdm_ in front of our files. tdm_ is probably better because dm could also mean Doom.
-
Yeah, am I the only one that thinks Revenant sounds too Doom-ish? They've had that name for their skeleton since the classic games.
-
The Revenants are the skeletons in Doom that fire homing missiles. That looks great oDDity. I'm working of the St Attica mission now so thanks for the shot of inspiration. I'll work in the idea about the Haunts being drowned in chains. Remember to have red mist spewing from their mouths when they spot you... aiie!
-
Started gettig it in-game now. THere's going to be a serious problem with the transparency alpha maps though. Doom doesn't recognise them when it casts shadows, so all you see the big solid black shadow of the uderlying geometry. This model has quite a bit of alpha transparency in it (it;s either that or add an extra few thousand polys). I'm going to have to bake in some shadows, like the chains for example. I'l l probably have to turn the shadows off for the tattered skirt.
-
Can you be sure that Doom 3 is stable enough that it will run 17 hours uninterrupted? That is not as self evident as it may sound, because most games are done to get the stable enough to play, which doesn't include stresstesting usually. And I know for sure that I had problems in D3 because every second level exit the game crashed. I would be VERY pissed off, if I would have to replay from the last save point just because the final button causes a crash. Saving is not always because we are pussies, as some seem to think on their narrow track.
-
Textues in doom can be any size you want. 765x542 if you like. BTW, I think you should be texturing full time SH)
-
This isn't Unreal engine. It's Doom 3. Menus, weapon readouts, monitors and HUDs are done with GUIs (a far better system than any other for creating such GUIs).
-
The campaign is short and sweet, so if we tried to integrate all of Doom 3s clever features we'd end up with a handful of gimmicky maps and no 'proper' Thief ones.
-
Search for idChain in the SDK apparently that will do the trick, but it's not working in the original Doom 3, it's just put in but not used.
-
Same crash. This is getting freaking annoying. I'll try again when i get home and reinstall doom 3