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  1. Hmm, if i may give my 2 cents, i would tone down the "technicalness" of it. It looks quite a bit like what i'de find in Doom 3, with it's future setting, but not thief. Of course, it's not finished, so I can't fully guage it.
  2. Thanks for dropping in. We don't have a date set for the release of the Toolset at this time. The doom SDK was released in October and we've been making great progress since then, but I think we will hold off on setting a date until we feel we have a solid set of editing tools to give to the community.
  3. I guess we will see this when it comes to that. BUt SS was a kind of lucky occurence for us, because of which we were much more attentive to this problem then we might have been otherwise. And I always was of the opinion that we never should ask for permission, because this would be a kind of admission that we intend to infringe copyright, which we wont. I guess if Eidos (or any gamecompany) wants to make a clone of Doom 3 they are not asking Id for permission either. They will make sure that they are not treading on certain aspects and that's it. Same as we are doing.
  4. Met his doom?? I don't think so for an elite guard. That'd be when he dropped his halberd, drew the shortsword and stuck you. Or parried your strike with his vambraces then punched you in the face repeatedly... these guys don't mess around.
  5. It would be fun to see a guard take a swing at you with his halberd and have his weapon stick into a wooden wall nearby. We could stick in some concerned and fearful facial expressions the poor sod would likely express moments before his doom.
  6. Not exactly. We don't need to comment on it as we have the forum for this. The purpose is that we have a page for each group, where we can post a screenshot for each model. A comment should be added that describes in what state that model currently is. Example: -------------------------------------- [screenshot of builder priest] Modelling: 100% Texturing: 20 % Animation: 0% (or none for static models) Description: Arbitrary text -------------------------------------- That's no problem as we have the webspace. Currently we have a single page where all models are shown. This page is a pain, because it loads rather slow. This will get worse when we add models to it, so we need to break this apart. And if we have an easy maintenance page, where we can add the comments and keep track fo the status. No problem with a top design, but you should consider that Doom 3 also runs on Linux, so not everybody interested in Darkmod will have flash running. And the purpose of this particular site will be for development purposes, so we don't need fancy style there. For our public page we can discuss this, but not for this page I asked you for.
  7. Seeing how they did this in Doom would help a lot. A simple solution is not always the best.
  8. Well, I'll look onto how they did it in Doom. It's probably pretty simple.
  9. This is not planned. Of course if somebody would do this, that would be fine for me. Integrating Doom 3 into this should be rather easy but this is not planned by our team. At least not at this point.
  10. Moved from Voice set Design Document Thread Dark Mod Voice Set: As of January 12th: 2005. This is a key to what types of noises will be available for The Dark Mod. The first several lines are a description of the sounds. Following this is a number. This is the approximate number of wav files associated with the particular type of sound. The last line is the suggested name for the first wav file of that series, a number at the end will indicate which number it is when more than one is recorded (example: builder1sleep_1, builder1sleep_2, builder1sleep_3, etc.). Beneath the names for the files is an example for each line. They will be improvised under my direction to ensure a wide variety of distinctive, yet appropriate, voice sets are achieved. Sleeping Sounds: Make a noise like you're snoring. (This should preferably be long, perhaps 20 - 40 seconds breathe slowly). Number of Wavs: 1 builder1sleep Greeting: You meet up with a buddy and greet them. Number of Wavs: 5 builder1greet_1 "How art thou brother?" ConversationA: General scripted conversations to add realism. Conversation A will be a general greeting. Number of Wavs: 5 builder1conversationa_1 "Greetings" ConversationB: General scripted conversations. Conversation B is a general question. Number of Wavs: 5 builder1conversationb_1 "Dids't thou partake in the holy ritual this fair eve?" ConversationC: General scripted conversations. Conversation C is a general answer. Number of Wavs: 5 builder1conversationc_1 "Nay." Relaxed: These are your humming, whistling, and mumbling noises. Mix it up by talking to yourself in some files, whistling a tune in others, coughing in some, sneezing, singing, etc. Your humming and whistling might be of religious hymns. Number of Wavs: 10 - 15 builder1relaxed_1 "Nothing but contempt for the Builder in this town I tell you." At Alert 0: On the job. Number of Wavs: 10 - 15 builder1a0_1 "Heathens would be wise not to tread in this place this evening." To Alert 1: You notice something, but you're not sure what. This should be general, such as "what is that?" etc. Number of Wavs: 3 builder1t1_1 "Hm? What?" To Alert 1 + Heard: Same as above, only this one means you notice something auditory. This should be specific, such as "I thought I heard something." Number of Wavs: 4 builder1t1h_1 "Twas that a sound I heard?" To Alert 1 + Saw: Same as above, only you notice something with your sight. This is also specific, such as "I thought I saw something." Number of Wavs: 4 builder1t1s_1 "Didst I spy something there?" To Alert 1 + Company: You notice something general when you're with your buddy and you ask him something. Number of Wavs: 3 builder1t1c_1 "Didst thou notice anything?" To Alert 1 + Heard + Company: You notice something auditory with your buddy. Number of Wavs: 3 builder1t1hcompany_1 "Didst thou hear that?" To Alert 1 + Saw + Company: You notice something visually amiss with your buddy. Number of Wavs: 3 builder1t1scompany_1 "Sawest thou anything there?" To Alert 2: You notice something general, and it caught your attention enough to warrant an investigation. (note, you're not investigating now, but will be right after you say this) Number of Wavs: 3 builder1talert2_1 "What was that, that didst disturb the Builder's hallowed ground?" To Alert 2 + Heard: You hear something loud which you should investigate. Same as above only now it's specific to hearing. "I heard that! Come out!" Number of Wavs: 3 builder1t2heard_1 "Who maketh such sounds to disturbeth the Builder at this hour?" To Alert 2 + Saw: You saw something in the shadows which you should investigate. Same as above, only now specific to seeing. "What's that in the shadows? I see that!" Number of Wavs: 3 builder1t2saw_1 "Whatever manner of creature be there in the shadows, come out now or be smote." Investigate General: You're wandering around looking for some kind of intruder. Number of Wavs: 8 builder1investigate_1 "I shalt spy thee, whoever thou be." Investigate barrel Number of Wavs: 8 builder1investigate_1 "Better check behind those barrels." Investigate chair: Number of Wavs: 2 builder1ichair_1 "Better check behind that chair." Investigate couch Number of Wavs: 2 builder1icouch_1 "Better check behind that couch." Investigate crates Number of Wavs: 2 builder1icrates_1 "Better check behind those crates." Investigate desk Number of Wavs: 2 builder1idesk_1 "Better check around that desk." Investigate door Number of Wavs: 2 builder1idoor_1 "Better check behind that door." Investigate ladder Number of Wavs: 2 builder1iladder_1 "Better check around that ladder." Investigate machinery Number of Wavs: 2 builder1imachinery_1 "Better check behind that machinery." Investigate shadows Number of Wavs: 2 builder1ishadows_1 "Better take a peek in those shadows." Investigate shelf Number of Wavs: 2 builder1ishelf_1 "Better check behind that shelf." Investigate statue Number of Wavs: 2 builder1istatue_1 "Better check behind that statue." Investigate table Number of Wavs: 2 builder1itable_1 "Better check under that table." Investigate curtains Number of Wavs: 2 builder1icurtains_1 "Better check behind those curtains." To Alert 3: You notice something general which makes you just know there is somebody snooping around. You haven't spotted the player exactly, but you're sure he is there. Number of Wavs: 3 builder1talert3_1 "Ha! Tis an intruder that doth call me to my arms tonight. Come out at once!" Spotted the Player: You see the player and are preparing to attack. Number of Wavs: 5 builder1spot_1 "The Builder shall strike thee down villain!" Spotted the Player with a Body: You see the player carrying a dead or unconscious person. Number of Wavs: 3 builder1spotb_1 "Unhand that faithful servant and prepare to meet thy doom!" Spot player distant - rafters: You see the player in the rafters. Number of Wavs: 3 builder1sdrafters_1 "There's someone up in the rafters!" Spot player distant roof. You see the player on the roof. Number of Wavs: 3 builder1sdroof_1 "There's someone up on the roof!" Spot player distant steps. You see the player on the steps. Number of Wavs: 3 builder1sdstepss_1 "There's someone on the steps!" Spot player distant street. You see the player on the street. Number of Wavs: 3 builder1sdstreet_1 "There's someone out in the street!" Charging the Player: You're going ballistic and running straight ahead at the player. RAAAAAA!!!!! Number of Wavs: 3 builder1chrg_1 Shooting: You're shooting arrows at the player. Number of Wavs: 3 builder1bow_1 "Builder guide my arrow!" Frustration: The player is out of reach (such as standing on a table) and you can't reach him. You're angry and frustrated. Number of Wavs: 3 builder1frst_1 "Thou art a craven to shy from thine punishment! Come down here!" Throw Object at Player: The player is out of reach (such as standing on a table) and you can't reach him. You're angry and throw something. Number of Wavs: 3 builder1throw_1 "Thou shalt come down and face me fiend! Take THAT Craven!" Running Away for help: You're scared and running like a sissy. Call out to your brothers for help. Number of Wavs: 3 builder1run_1 "Brethren! Help me!" Return with help spot player: You have returned with help and found the player. Number of Wavs: 3 builder1sphelp_1 "Believe me now? I told ya there was someone here." Return with help lost player: You have returned with help but the player is missing. Number of Wavs: 3 builder1lphelp_1 "There was just someone here...I swear it!" Tell by Revelation: You have been searching for the player with the help of your other Hammerites, and suddenly found him! Number of Wavs: 3 builder1rev_1 "Twas I right brothers, we doth have a Thief!" Tell by Confirmation: You saw the player, lost him, began searching for him, and now found him again with your brothers close by. Number of Wavs: 3 builder1conf_1 "The Builder hath guided me to thee again! Thou canst hide!" Tell by location alley: Saw the player in the alley and you tell your comrades. Number or Wavs: 3 builder1alley_1 He's in the alley! Tell by location atrium: Saw the player in the atrium and you tell your atrium. Number or Wavs: 3 builder1atrium_1 He's in the atrium! Tell by location bathroom: Saw the player in the bathroom and you tell your comrades. Number or Wavs: 3 builder1bathroom_1 He's in the bathroom! Tell by location bedroom: Saw the player in the bedroom and you tell your comrades. Number or Wavs: 3 builder1bedroom_1 He's in the bedroom! Tell by location basement: Saw the player in the basement and you tell your comrades. Number or Wavs: 3 builder1basement_1 He's in the basement! Tell by location chamber: Saw the player in the chamber and you tell your comrades. Number or Wavs: 3 builder1chamber_1 He's in the chamber! Tell by location chapel: Saw the player in the chapel and you tell your comrades. Number or Wavs: 3 builder1chapel_1 He's in the chapel! Tell by location courtyard: Saw the player in the courtyard and you tell your comrades. Number or Wavs: 3 builder1courtyard_1 He's in the courtyard! Tell by location hallway: Saw the player in the hallway and you tell your comrades. Number or Wavs: 3 builder1hallway_1 He's in the hallway! Tell by location inside: Saw the player inside and you tell your comrades. Number or Wavs: 3 builder1inside_1 He's inside! Tell by location kitchen: Saw the player in the kitchen and you tell your comrades. Number or Wavs: 3 builder1kitchen_1 He's in the kitchen! Tell by location library: Saw the player in the library and you tell your comrades. Number or Wavs: 3 builder1library_1 He's in the library! Tell by location outside: Saw the player outside and you tell your comrades. Number or Wavs: 3 builder1outside_1 He's outside! To Alert 0: Relax. No need for alarm after all. It was just the wind. Number of Wavs: 6 builder1t0_1 "Twas surely the work of a Heathen to get me riled up." Lost the Player: After seeing the player, the player slips off into the shadows. You are mad you lost him. Number of Wavs: 3 builder1lost_1 "Tis surely pagan shadows that envelope thee, coward!" Notice an Extinguished Torch: You notice that a torch is out. You complain to yourself about it. Number of Wavs: 3 builder1torc_1 "How canst we expect to be holy with such unreliable mechanisms lighting our way. Bah!" Relight Torch: You notice that a torch is out. You relight it. Number of Wavs: 3 builder1trelight_1 "This is the last time I relight this thing tonight!" Refuse to relight Torch: You notice that a torch is out. Refuse to relight it. Number of Wavs: 3 builder1ntrelight_1 "To hell with it. I'm sick of these things sputtering out. Someone else will get it.!" Notice Suspicious Item: There is something nearby which should not be there or something which is amiss (such as when a guard notices that a door is open and it shouldn't be open: "Hey, this isn't right."). However, you're not going up to max alert. It just seems strange to you. Number of Wavs: 3 builder1susp_1 "Hm, tis odd that." Found Body: You found a body on the ground. Number of Wavs: 3 builder1bod_1 "Thou shalt be avenged, fair servant!" Found Something Missing: There is something mission that shouldn't be. You've been robbed and you know it. Number of Wavs: 3 builder1mis_1 "Huhhhhhh! Tis gone! We have a thief amongst us!" Recently Saw Player: You just saw the player not too long ago, but the player escaped. Now, you're telling your brother that there is an intruder and that you have seen him. Number of Wavs: 3 builder1rsaw_1 "Stay sharp brother, we have an infidel amongst us." Recently Found Body: You recently found a body and are relaying the information to your buddy. Number of Wavs: 3 builder1rbod_1 "Be careful brother, one of our own kind has just been slain!" Recently Found Something Missing: You know you've been robbed and you're telling your buddy about it. Number of Wavs: 3 builder1rmis_1 "Fellow brother, didst I just see an artifact go missing in the other room. Be on the lookout for a thief." Attacking and Not Losing: These are general combat grunts that occur during fighting. These usually occur just as you're swinging your hammer (remember you're using a hammer and not a sword). They can also be taunts that occur as you swing, such as "Take THAT!" Number of Wavs: 8 builder1atnl_1 "HIYA!" Attacking and Winning: You're grunting and attacking, only now you're a bit cockier because you're winning. These can be grunts, like above, but can also be cocky remarks you spout out as you swing your hammer. Number of Wavs: 4 builder1atw_1 "Take this!" "Hiya!" Attacking and Losing: You're grunting, but now you're worried because you're losing the fight. These occur, as above, just as you swing your hammer, and should basically be the same in nature. However, you probably want to sound a little more strained... you're exerting yourself as you swing your hammer. Number of Wavs: 5 builder1atl_1 Hit the Player: You just thwacked the player with your hammer. Celebrate and ask him how it feels. Number of Wavs: 4 builder1hp_1 "One lump or two, thief?!" Hit the Player + Company: Same as above only your fellow Hammerite is nearby. Brag about hitting the player to your brother. Number of Wavs: 3 builder1hpc_1 "Look how he bleeds, brother!" Blocked the Player: You blocked the player's attack. Respond with a cocky remark. Number of Wavs: 5 builder1bp_1 "No skill of the Trickster canst match my hammer!" Blocked the Player + Company: You blocked the player and a fellow Hammerite is nearby. Tell your brother the player can't fight worth a crap. Number of Wavs: 3 builder1bpc_1 "Look how he fails! Tis poor fighting indeed!" Hit By the Player + Hi Hit Points: You just got hit, but you still have a lot of energy left. This is a grunt of pain as you get hit with the sword. Number of Wavs: 5 builder1hhi_1 "Ow" Hit By the Player + Low Hit Points: You got hit by the player, but now you're feeling some pain. This is a grunt of pain that sounds more strained. Number of Wavs: 5 builder1hlo_1 "OW!!!" Hit By the Player No Damage: The player tried to blackjack you after you'd seen him. What an idiot. Number of Wavs: 4 builder1hnd_1 "Thou canst not defeat me with such a weapon!" Blocked by the Player: The player blocked your attack. But he can't block them all. Number of Wavs: 4 builder1bbp_1 "Thou werest lucky thief!" Blocked by the Player + Company: The player blocked your attack, but you still have the advantage with a friend nearby. Number of Wavs: 3 builder1bbpc_1 "Help me get his guard down brother!" Player Tried to Block: The player is trying to block your attacks, but isn't doing so well. Laugh at him or make fun of him. Number of Wavs: 3 builder1pnb_1 "Thou arst no warrior!" Player Tried to Block + Company: The player tried to block and failed. Your friend is close by, so brag about it. Number of Wavs: 3 builder1pnbc_1 "he failed to stop our blow! We canst not be beaten!" Ambushed: You got hit in the back while you weren't looking and are feeling the pain. This is a grunt of pain, but also might be a remark to the effect that the player is a dirty backstabber. Number of Wavs: 4 builder1amb_1 "Ahhh! The trickster doth stab me!" Coming to assist: A comrade called for help and you are on your way to assist them. Number of Wavs: 4 builder1assist_1 "Hold on. I'm coming!" Ambushed + Company: You got hit in the back while you weren't looking. Why isn't your brother next to you doing something? Number of Wavs: 3 builder1ambc_1 "ARGGGG! I am ambushed!" Fatiqued: You are out of shape and have been chasing the intruder for too long. You really should get some more exercise. Number of Wavs: 5 builder1fatigued_1 Blinded: You have been blinded by a flash of light. This hurts, but try not to express it verbally. Number of Wavs: 5 builder1blinded_1 On Fire: You are on fire. Scream like a sissy. Number of Wavs: 5 builder1onfire_1 Gassed: You have been gassed. Cough, sputter and pass out. Number of Wavs: 5 builder1gassed_1 Drowning: You are drowning. Gurgle and choke. Number of Wavs: 5 builder1drowning_1 Plummeting: You are falling to your death. Let it be known that you don't like the idea. Number of Wavs: 4 builder1plummeting_1 Die Quiet: You got assassinated or blackjacked and are going down. Make a grunt, but as the name suggests, it's kind of quiet. This should only be about a second in length. Number of Wavs: 5 builder1diequiet_1 Die Loud: Yep. You're dead. Theatrics are welcomed here. This should be about 3 - 4 seconds in length. Number of Wavs: 5 builder1dieloud_1
  11. I meant things like surfaces for rope arrows is it just texture based or surface property?, water setup things that standard doom 3 doesnt normaly do. Shadow set up ie best examples stuff like that. (sorry for the spelling Im rather ill atm and cant think right)
  12. oDDity

    Tutorials?

    Mapping for our mod will be pretty much the same to mapping for Doom anyway, you'll be using the same editor. If you are familiar with DoomEdit and have made Thief fan missions in Dromed, then we won't be able to teach you much
  13. Preface: I've been in the modding scene since the early Doom 1 days and have seen through many projects, most (unfortunately) never reached completion. I have experience in nearly all the realms of modding, everything from level design to animation. However, my free time is very sporadic right now, as I'm just being changed to full-time status at NASA as a modeler/coder. As a result, I'm going to be pretty burned out on that stuff pretty soon, atleast doing it for fun. As a result, I'd like to offer my services in the realm of writing. In my humble opinion, the thing that really held the Thief series together was the storyline - the worldsetting - the intrigue and half-whispered guesses at the plot. In the same way that Bungie's Marathon is still discussed, 10 years after the fact, I believe Thief could have the same results with its storyline. Having come from so many different mods, some failed, some moderately successful, I can say with assurance: The Dark Mod is the most exciting mod I've seen in a while. However, as exciting as it may be, the thing that will really seperate it from the chaff is the story. I personally believe that if this mod was given a full, indepth, 100+ page storyline with hints and mythological references and hidden meanings it could propel it into the annals held by only a handful of other mods ever made. Many of those went on to successful retail careers. This could be the same. As I mentioned before, I am a professional modeler and coder, but I don't have the time to offer those services to fit the mod's demands. I'd be happy to contribute them when needbe, but I am primarily offering my services as a writer. I watch the trailer and I ache to fill this gameworld with intrigue and pagan rituals and charred letters filched from purses alluding at something dark. If you have use for me, please let me know. I'll try to check back here as often as I can, but as I said, my schdule is fairly full. Please, if possible, email me at writer@syntheticpathos.com
  14. I can do mapping (not sure of how good it is though, as I always tried it for Thievery but always ended up with an extremely slow running map [cos I made all the things like fences out of brushes not masked singular brushes] so I always dumped them and did'nt bother much. UnrealED really knows how to anger me as it loves to add irrepairable BSP holes - AARGH!!!) so therefore I don't know of the quality. I did try D3 mapping in the original editor (not using the sdk) when it came out. Had a good try at mapping but then my windows2000 caught the "skynet" virus and I had to re-install. After that I could'nt play D3 anymore (unless I'd re-install) so my mapping went down the drain there. Though I will install D3 and give it another shot even with this new sdk. BTW, gimme a couple of hours to find which files I have changed from the original Thievery so that you guys can have a look at my whole mod (if you bother going through it ). Just a qiuck overview: *added better splashy water-effects for everything *added GUI lockpicking (gets super-hard once your above lock difficulty 7, though it's not finished yet, gotta do more combinations for the 8 pin locks) which is heard by AI. *added wall-climbing (a bit annoying though, all it does is that as a thief when you jump and press jump again in mid-air it puts you into spider physics, there are controls to control it [i will write them in the readme with it]) *changed the loot so that when stolen, it spawns a TSTStolenLoot thing (which the AI notice and also [if you turn it on] you can see it as a redish circle) *added bleeding (inspired by Thief's "Trail of Blood") which happens when health drops below 50% (at below 20% your movement is hindered) which can be stopped by taking healing of any sort. *added silhouette mode ([mentioned earlier]always on, could switch it off in script though) which changes the player's texture in black shadow to total black (had a glowing problem) and in light to a normal texture (also made it use the Unreal Male1 model as the thievery model always was spread out [bad for silhouette]). However, if you move too fast in shadows you will light up like a light bulb (inspired by the fan made "Ultimate Difficulty mod" for thief) and the player glows a bit (so that any human player may see him ). *Changed a lot of textures (like the health drops, lightgem, etc). *and more... I could not however even touch the ThieveryMod.u package (think it was made in C++ or other) and that hindered the editing extremely as I always had to find a way around. So there you go, most of the changes I made to Thievery. I'll provide the files, maps, textures, etc (everything that is needed for the mod). Though it will take a few hours to sort it out (very untidy ) and then I'll chuck it up on yahoo. Oh yes, one more thing. I did do a small amount of Doom 3 lighting (in that map I tried mentioned earlier), but I'll need to learn more about it (downloading the sdk for a start). So yeah. I'll post here when I've finished sorting the files of my mod and have them chucked up on yahoo. 1 final thing: Please remember that my mod was made solely for LAN play and that it has it's fair share of problems (the climbing, for some stupid reason, does'nt work with more then one thief in the map - gotta fix it) and that some of it was made to prevent the dumb thing in Thievery where you could hide in a slanted wall or in the tiniest strip of shadow from human players (could'nt fix it for AI ) and that the mod was made mainly for ghosting (as I do that all the time - hence why I used the Ultimate difficulty mod in Thief) That covers all of it then. If you read up to here then you are very patient and I thank you . PS: If you wanna use any of the stuff I added into Thievery (textures, sounds, ideas, etc) then please, go right ahead. --Dram
  15. It's "powered by Doom 3" but anyway - Thanks! That was my script. Nice to see it is appreciated. One of the small things that I contributed. And I really had to force it on TYROT. That's pretty easy to do. I have seen such tricks in the demo coder scene long before T1 used that. It is just used like a texture. Either with a 3D app, or a simple algorithm.
  16. I like your unique style. Not saying I want the people in the game to follow this exact style, just that I would like to see more original styles for humans, so we can chose some (or blend them together) to give our mod a unique look. T2 people had huge shoulders. T3 people all sort of looked same-ish, especially in the face. And the hands were bloody huge. 3D models of people are much like cartoons, in that they are vague representations of people, so we should use the same techniques that cartoons do and exaggerate certain features. In Doom 3, notice the funny looking guy sitting in the seat when you first arrive (and go up the stairs) with the sunken cheekbones and long face. How different he looks to that UAC guy with the facial hair (in the start cutscean, getting off the ship). The proportions are all different. They aren't realistic. And it looks good. Where as in T3 I don't think they appreciated this side of game art, and all their faces look the same and they have huge hands. Your guy is a good example of the exaggeration we could use to "jazz things up".
  17. It is beautiful work, it would do for part of a bigger mission, but still a little small to hold an entire mission on I think. I was thinking the modelers could actually build something like this in their 3d app and then convert it to brushes in Doom - what are the drawbacks of this do you think? IT would certainly look much better being made in a 3d app, and it could be made much quicker in a 3d app becasue of the superior toolset.
  18. oDDity

    Lights

    Show us the material file you've done for this so we can see the glass shader (it doesn't look like there is any glass shader) textures/glass/outdoor_glass1 { noSelfShadow noshadows twosided translucent glass forceoverlays sort decal qer_editorimage textures/glass/glass1 { vertexProgram heatHaze.vfp vertexParm 0 0 , 0 // texture scrolling vertexParm 1 .5 // magnitude of the distortion fragmentProgram heatHaze.vfp fragmentMap 0 _currentRender fragmentMap 1 textures/sfx/vp1 // the normal map for distortion } { maskcolor map makealpha(textures/glass/glass1) } { blend gl_dst_alpha, gl_one maskalpha cubeMap env/gen2 red Parm0 green Parm1 blue Parm2 texgen reflect } { blend filter map textures/glass/outdoor_glass1fx } } This is a glass shader using the heat haze vertex program, I'm sure we don;t need to write our own. YOu could use those doom glass texture as well to experiment.
  19. Unfortunately, 3DS Max can't export to LWO - ASE is the only useful export format (by useful, I mean relevant to Doom 3). In another thread, I believe we decided to do ASE (for possible conversion at a later date).
  20. About the big boots - it's a necessity when modeling for game engine like UT and Doom. The characters tend to look smaller towards the feet because of the perspective, so you have to model a reverse perspective into the character so it looks just right in the engine. So, no scabbards then. I'm sure ths must be possible though, I wonder why it isn't conventional to use a scabbard? I suppose because it would make it difficult to postion the weapon_sword exactly in the scabbard, but if you have the positional bones set correctly it shouldn't be a problem, and the weapon drawing and sheathing animations would take care of the rest. THere must be some kind of problem attached to it though, since (now you mention it) I haven't seen any games with scabbards.
  21. For thos who still want to use Blender there is a good tutorial. The nice thing about Blender is that it can adjust the gridsize (as explained in the tutorial). This way you can set it up to the same scale as Doom 3 uses, which means that there should be no sizing issues. I don't know if such an option exists for Lightwave as well. Maybe that info also helps there.
  22. oDDity

    Lights

    Yes,that's great, It's a pity doom doesn'rt support reflection maps. Or does it?
  23. I have it and I thought it was a good game. Worth plaything, I may say. Though it kinda is better than Doom 3.
  24. Ok, well I'm happy that I can get any character with any animation into doom now.... ..so, do we need a test character with a set of generic animations at this stage? Of course, it hasn't got an AI file ATM, so it just stands there and you can cycle through the animations. I still have to work out the ragdoll shit yet. I'll take charge of the character's mtr, def, md5mesh and md5anim files, but the AI files are nothing to do with me guv'ner -though it has to be said some of the zombie AI scripts look pretty simple, I could almost write my own Thief zombie script from looking at these. The rest of our AI will be...slightly more complex I imagine.
  25. *Stops toiling over his computer long enoug to wipe brow* At last, after 4 solid days, I got a working character into doom with all his textures and animations working perfectly Now I just have to make a 'proper' version of him and pray I can do it again for real...
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