Jump to content
The Dark Mod Forums

Search the Community

Showing results for '/tags/forums/doom 3/'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. Within the next few days I'm gonna be reorganizing the texture pack so it'll be easier for us to plug textures into our cooresponding packs with only minimal fuss. Not only will the directory structure be changed, but I'm gonna adopt a new naming system that's more homogenous and easier to manage. First off, instead of just having 3 main catagories (Walls, Floors, Objects) I'm going to sort them into themes. For now I'm thinking Mansions, Cityscapes, Churches, Factories, and a misc catagory for things that can easily overlap among all the themes. The directories below these will still be the same, a folder for each type and material. This is open for discussions, of course, so if anyone has a better idea of how structure the texture tree feel free to add to the discussion. Next comes the naming scheme, we're gonna keep this as straightforward as we possibly can. If you have a wood floor that'll go well in a mansion then it'll be called Mansion_Floor_Wood0x to coorespond with the directory it's gonna be placed in. Any variations on the same texture should have a letter applied to both...like Springheel and I both have Jay's tile floor in our respective packs, but somewhere down the line I changed mine to a black and white marblesque texture, so Spring's version will be Floor_Tile03a and mine will be Floor_Tile03b. Simple, straightforward, and easy to change if we have a naming conflict. If we do it right we can all send each other small updates that can be plugged into our material files easily without having to worry about sending increasingly larger packs to keep up with. Another thing to keep in mind is making similar textures share the same specular or normalmap. Once again I'll bring up Jay's floor texture for the example. The changes on mine are just cosmetic, so both can use the same local and spec and save on some file space. Just name it Floor_Tile03_local or _s and direct the material file entry to it. If you want to make 2 versions of the same texture with different overlays or material properties, like a really shiny version of a brick wall that has an ultra reflective spec or a glowing fullbright window, just name them what you think is appropriate..like wall03_wet for the shiny wall or Window02_lit for the fullbright window. Nothing complicated there. Taking this and the above change into consideration, we can have entire families of similar textures that can be swapped back and forth easily. We'll have to keep track of what we're all doing for awhile, but once we get this rolling it shouldn't take much management to keep things running smoothly. Blackthief: You'll need to get in the habit of doing this, too. You don't have Doom 3 yet but you will eventually, getting into it now will make things easier for you when you do. Just remember to name your dither as x_x_d and the normals as x_x_local and save em as TGA files...rar em up if you're worried about them being too large, they compress well. That should about do it. I'll also post an update listing all of our current textures once we get this squared away.
  2. So. I've spent the last two days getting normal mapping working. Attached is an ASE file, along with the diffuse, specular and normal maps as TGA files. The specular is kinda dead right now, but I don't feel like fixing it, so someone else can deal. I've managed to get normal mapping mostly working - the biggest issue is getting nice UV mapping that doesn't result in ugly, ugly normals. This version is the best to date, but I'm not done trying. The globe of the light itself is the biggest problem, really, since it's large, seamless, and not very flat. Someone should try to get these into Doom 3 - as for myself, I'm taking a break. This has been way more effort than it should have been. Edit: Whoops - forgot to actually attach it. FancyLamp.zip
  3. lol, it's a compressed texture, basically a TGA file that's 1/3rd the size. There is quality loss, though..hence the reason why it's used for the lower end graphic settings in Doom 3.
  4. It's done. All I need to do is make the material file and we're good to go. While I was finishing up I decided that it'd be a better idea to just upload everything in the texture pack to the FTP in the current directory structure so we could all follow it. If you intend on adding a texture just go to the proper folder, check your file name against what's there, and upload away. Basically what will be sitting on our server IS the texture pack, anyone that's interested in doing textures or maps at all just needs to grab the dark_mod folder and drag it to their base/textures folder in Doom 3. It won't overwrite the old darkmod directory just yet, that'll still be in use til I port my maps over to the new texture set, but it's there for anyone that wants to use it.
  5. my first texture test in Doom 3. I've put them in Renz room to see how they look ingame. hope you don't mind, renz BTW I put a specular map on the floor-texture http://www.dark-project.com/BlackThief/1st_test1.jpg
  6. So I was playing aorudn with the SDK this night and so far I had no success. But I think I figured out how to replace the original Doom 3 screen with our own, so if you guys could create a nice main menu screen, I would try to create a single player mod structure where we will put our mod in. Anybody up to the task?
  7. As a concept artist, what's more critical for me than to create concept art? I can't yet model stuff in CGI because I don't have that experience. Spiders? you can't have spiders. You can't handle the spiders. HA, LOL, I bet there'll be spiders some day. I'm not an animator or programmer, but aren't there already a multitude of resources available to do this? Seems like the skeletal framework of many creatures probably already exists in the Doom 3 SDK if not on the web? 3-D Studio Max has skeletons for a few things already pre-loaded.
  8. Ahh well, it' your loss. THe flow is actully much better than max's, which is why I can model that priest in 8 hours, no one EVER switches from modeling in lightwave to any other program once they get into it. Many companies keep lightwave just for the modeler and don't even use the animation program. idSoftware and Epic both do this, which is why the Unreal and Doom engines both directly import the .lwo format. They used Maya and Max respectively for the animating and FX. It's just that you've become so accustomed to being whacked over the head with a hammer than you miss is when it isn't there Godawful user interface?? What, you mean a column of buttons with text written on them telling you what they do? You prefer all those dinky little icons in Max?
  9. HEh, Garrett'll have to problem spotting that guy in the dark) If you really want to texture it, I'll send you the model. As for the animation, yes, Doom only supports verts that have been moved by bones , so we'll just have to add extra bones on a per character basis depending on where they need them. I won't be actually animating a cloth simulation, just basically moving it out of the way at key frames to stop it cutting through the mesh. This means that we'll have to use max for the animations, since we can have a base animation for all the humanoid characters, save it out as a .bip and .fig file, and then use that as template and add in the extra bones per character as needed. That way we won't need a completely separate rig and anims for each character. Here's some wires as requested my DeepOmega. I wouldn't pay too much note of the shape of the mesh in that pose, since I basically twisted the polys around manually to strike that pose, not paying to much attention to anything that was out of shot.
  10. A mix of both is always good. Give the Doom zombies a pair burlap pants to saunter around in, change their sound set to something a little more creepy, and they'll work just fine. Like Spring said, we can add whatever style of zombie we want later on.
  11. The Doom 3 sounds seems to be recorded at 44.1kHz, 86Kbps (0.4q), mono
  12. Thief uses stereo sound, but all the sounds are recorded in mono. It's all about how the engine is constructed. Not how the sounds are recorded. But yeah, we should decide on a format. The Doom 3 sounds seem to be in the ogg format. I don't know much about that, so I'll leave it to someone who does. Otherwise I too vote for 44.1 Hz, 16 bit.
  13. If we were really ambitious we could do a nice 3D hud showing our Thief getting ready for a long nights work. Since Doom 3's frontend is already 3D it wouldn't be much of a problem to implement, but it could take awhile to do right. Like you'd have the options lining the left side of the screen and you'd start out in the center of your apartment/hideout. Clicking start would have you walking automatically (and in first person) to the door, opening it, and pushing out into the black space beyond. Going to options, which would be where you set your controls, video options and other miscellany, would have you walk over to a workbench where the thief polishes and tweaks all his tools. Loading a game or selecting an FM would take you to a bookshelf where it'd bring up the book...similar to how we'd do it ingame. Like I said it's ambitious, but it could be pulled off with a little work. I could do the map fairly easily, but we'd need someone to help with the programming.
  14. You can either select a different sized grid by going to the grid menu at the top of the screen or hitting 1-7 (or shift + 2,3,& 4 for the really small scales). Because of the funky scale Doom 3 uses you'll find yourself working on grid sizes 2 & 4 the most once you get used to the editor. Edit: Grab the map here: http://208.49.149.118/TheDarkMod/maps/ The updated speculars and the accompanying material file are all packed in. Edit 2: Damnit, just realised I forgot something..hold off on getting it for a sec.
  15. both look great did you use my wood texture for the floor in the basement or is it the doom 3 texture ?
  16. Judging from the placement of your light entities in one of your earlier shots I'd say your room is too big, about as big as a good sized grand dining room at least. Judging from that I'd say that your paintings are about 15 feet high and cuz of that the texture is stretched way beyond the size it should be. Until you get used to building to scale, rightclick, go to char, and throw in the hazmat guy to use as a measurement when you're building your brushes. I did the exact same thing when I built the first thief_room map. But the picture itself is excellent, and when it's properly sized it doesn't show any pixelization whatsoever. Edit: This will help you out a bit. Look at the size of the light entity in relation to the painting. The brush itself is only 36 width 58 height, when you're working in Doom 3 you'll usually spend most of your time on the 2 or 4 grid.
  17. I was getting it as a copy, but when I played the first level on the cemetery, it was so scary that I went the next day and bought it. I must say I haven't regreted it. What I also love is, the textures really look great. If you look at that military base level and check out the walls, or the hulls of the airplanes or the street, everything looks as if it was in heavy use. Doom is much cleaner and sterile. When you look at the textures in the base it all looks nice and clean. Of course there is the occasianal blood and the props are tumbled around but still it looks as if it were just unpacked fresh from the factory.
  18. Probably about 70 or 80... HAHAHA, j/k. I dunno, I guess as many as we can within reason considering logic, time, energy and team/system capabilities. I don't know how many are typically used in games... do you? Different body shapes should also be considered; that's why I created a sketch for a heaftier guard. Doom 3 already has a couple different body types, so that'll probably help us. I like the goatee look on your character there, though. Helps make him look menacing.
  19. jay pettitt

    3ds Max

    The already mentioned blender is free, fully featured and can export to the appropriate formats required for D3 models and animation. There is a blender sub community over at Doom 3 world. I've been playing around with it for a few days. Once you get over the 'huh!?!' hurdle where you can't get it to do anything, its actually pretty good. I'd be happy to help get you started if you want to give it a try.
  20. http://www.old-furniture.com/vl/Beeld020.jpg so my first one will be this one or one looking quite like it. as i do not yet have doom 3 i have no idea what polycounts there stuff have. i just work it out, makin it low-poly afterwards is not that big deal. textures often take more time (in my case, im not that experienced in texturing, yet) so i will work with 512 x 512. maybe tonight i can give you a first shot.
  21. Phil

    Patch V1.1

    I'm sure most of you know but for those that don't the first official patch for Doom 3 is out.
  22. And considering how much of that they used it in Doom 3, it really shouldn't be hard to do that.
  23. I'm trying to get my hands on 3ds max, but in the meantime I'm doing Anim8or stuff for Thief II. I don't know much about doing high-poly stuff, but I hope I can learn so I can do stuff for Doom 3 and other games in the future. This is a WIP of the first AI I'm doing for my current Thief II project. I've done AI before but nothing this detailed. As it stands in this picture there are 684 faces. I'll have to keep it low, the goal is under a thousand, or else Thief II will have serious issues. My concept sketch is there too, for the full size concept sketch click here. What do you guys think about the proportions? Sometimes I have to back away from my monitor to tell whether or not he's realistic looking.
  24. Ahhh, great job. Best of both worlds. I've been downloading Doom 3 Editor Video tutorials like mad. I really want to learn this sucker and put these amazing textures to work. I should have some source photos to show sometime this week. I don't know if they will be any good, but here's hoping. I took pictures of some walls, doors and windows.
  25. Id like to help you with your Dark MOD for Doom 3 in everyway I can. I do level design,concept art and scripting(albeit simple scripts). Here are the links to my work (No scripting examples) Artwork(Could have more but a hassle to scan in my art is all bigger than A4 size,also quality dropped when scanned): http://img.photobucket.com/albums/v471/kev...rk/Mountain.jpg http://img.photobucket.com/albums/v471/kev...work/Forest.jpg Mapping capability: http://img.photobucket.com/albums/v471/kev...12-30-16-18.jpg http://img.photobucket.com/albums/v471/kev...12-30-06-43.jpg http://img.photobucket.com/albums/v471/kev...12-29-47-95.jpg http://img.photobucket.com/albums/v471/kev...12-29-32-09.jpg http://img.photobucket.com/albums/v471/kev...12-28-59-04.jpg http://img.photobucket.com/albums/v471/kev...12-27-03-07.jpg http://img.photobucket.com/albums/v471/kev...12-26-45-19.jpg http://img.photobucket.com/albums/v471/kev...17-05-26-06.jpg http://img.photobucket.com/albums/v471/kev...17-04-59-44.jpg http://img.photobucket.com/albums/v471/kev...17-04-20-65.jpg http://img.photobucket.com/albums/v471/kev...17-04-13-53.jpg http://img.photobucket.com/albums/v471/kev...17-04-07-96.jpg http://img.photobucket.com/albums/v471/kev...17-03-52-78.jpg I also toyed arround with 3D editing but have no work to show, I cannot make animation or bodies though only stuff like furniture.
×
×
  • Create New...