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  1. Gotchya. I guess I didn't see it that way. I looked at it more as a double-whammy DarkMod kinda day. Early in the day they get a wicked trailer; later in the day they get some mood art I slaved over in Photoshop. I thought as part of our media blitz day we were planning to release more than just the trailer. A media blitz often means an onslaught of several different media elements, not just one thing. So, although the vid definitely rocked this world, I thought it strange we only released one thing that day, up until my mood art post. Personally, I thought I'd be tainting the trailer thread by throwing my artwork in it. But I can see your standpoint as well. I also thought having two X-mas presents from Dark Mod would be considered better than one by the community. And having "The Dark Mod Team" listed twice on the front page of the ISA forums isn't such a bad thing. It's all about getting our name out there and market penetration. We need to create a buzz and continue the buzz.
  2. Which is why I am against distributing DDS without the corresponding TGA originals. Not only would a separate download be required for the NV20 users as you say, but the mission wouldn't display correctly if the respective r_use*Compression cvars are not enabled on the client machine (which for most people they won't be). Yeah, I am not sure about that. This is interesting: http://doom-ed.com/blog/2003/01/29/nv30-vs...evelopments-etc, I get the impression that the NV20 does support pixel and vertex shaders, but uses a vendor-specific interface rather than ARB_fragment_program and ARB_vertex_program.
  3. D'oh, the link has been here all along, its in this thread http://forums.thedarkmod.com/index.php?showtopic=754 not the front page lol. Right click > Save As on the 'High Res Teaser' link and you should be ok Sorry 'bout that, i'd forgotten where i grabbed it.
  4. I never really understood it. There seems to be very little information available on the format, as far as I can make out it just stores the R component in the alpha bitfields, which I guess gives more precision to the R component but doesn't affect anything else. Perhaps they considered improving the precision of a single colour channel to be better than nothing. Here is some interesting information, from http://www.techspot.com/tweaks/doom3/doom-7.shtml That is the answer to why Dave can only use one form of normal compression, and the rest of us can only use the other. They are not selectable options, they are graphics-card-specific requirements.
  5. Dram

    Digg It!

    LOL, I love the first reply there "At first I thought this had something to do with increasing the brightness levels in Doom 3."
  6. Um can you convert Doom 3 maps to TDM? 'Cos I want to get cracking on my next map. I've drawn it out, a middle class house, rich enough for servants etc. I can start with the resources I've got, but would it then be possible to convert it?
  7. Elusive from doom 3 world has applied for a position.
  8. LOL, the team *IS* going crazy! Everyone is using the holiday to go DarkMod bonkers! Re-posted castle scene link (0.5MB) UPDATE: I've posted the image in the ISA and TTLG forums as part of our holiday celebration, since it looks like I'm the only one logged in still. I had to use ImageShack for hosting. If someone is able to host this on a more typical server we'd use for DarkMod, please PM the updated URLs (thumbnail and full-size) to me. I think I used a 100KB version of my drawing for posting in ISA and TTLG. Please note the 100KB version is not the highest quality JPG image of it, but it's pretty good. The 550KB one is the best quality, obviously. Not sure which one you'd rather have out there; probably the 100KB version for easier downloading. Thanks!
  9. Whoa, now I'm embarrassed I forgot I had the parallax mod installed I was wondering why doom 3 was looking better than usual!
  10. Hey, I'm legion_x | modleader of the recall the hell mod. And by the way I'am a really big fan of the thief trilogy. I've played and enjoyed every of the three games more then twice. Thats why i'm risking a look every week into your forums and website since you've launched it. And i'm very impressed about the first concepts you made...and of course the trailer... So i wanna ask you on which of the three games your mod is based on?! The metallic waterspout i know as a development of the mechanics from the second part. The hammerits-prayer seems to be from thief: deadly shadows...so do you make you mod spanned over all three games of looking glass or "only" based on one?! legion_x
  11. I know this forum is supposed to be unrelated to Dark Mod. I don't know how related this is. I think the idea is fantastic! I can't believe I missed these news. All the news really. Since beating Thief 3 I just never seemed to get around to checking back into TheCity so to speak. Too much other stuff going on. It's a shame. So what happens when I sneak back in through the door after a two year absence or whatever? There are modding tools for Thief 3 and fan missions have already been made! For some reason that's something I never thought would happen. But not enough with this people are even modding Doom 3 for Thief. And then Komag has been banned (BANNED??!! ) from TTLG. It's like stepping into a bizarre parallel universe. Anyways, keep up the great work folks! I am looking forward to this project. I will hopefully soon get a chance to test some of the T3 fan missions (Although I have yet to play T2X as well - I just didn't get around to anything it seems... :/). Hell, maybe I can eventually make that Resurgence series I had in mind and never got to continuing. LOL. Yeah, like that will happen. But at least I can play some new missions Thanks guys.
  12. Look, final example, then the time required to explain this simple concept to you becomes not worth it; Find both the latest position AND orientation, together, scrolling back through this list in the Doom console through this; af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setOrientation 4 3 6 af_setOrientation 5 3 6 af_setOrientation 3 4 5 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 af_setPosition 32 34 9 af_setPosition 52 33 56 af_setPosition 52 33 46 or typing af_print and seeing this; af_print position: 52 33 46 orientation: 3 4 5 Which would you preffer? I've printed out to the console from the script and the SDK before, I know how easy it is to implement something like af_print.
  13. i've also started with lightwave a couple of weeks ago (mostly because of the doom engine). I must say i like some things in comparison with maya. Using subpatch is a great way creating high polygon models with just a few polies. You can do the same thing in maya with subdivision but it's just not the same. At my art school there was one teacher coming from the game industry who was very talented in character modeling (especially humans). He gave me some fine tips on modeling and uvmapping which i think no other online tutorial could have done any better. So yeah it depends on who's giving the course and what you get and/or want to focus on. The durations of these courses are usually to short to really dig inside the package so they usually give you a general course. Fortunally the last guy i had gave me total freedom so i could do more in game art and i got some (Gnomon i believe) game modeling, uv mapping video tutorials from him which are very handy at times. Most people want to do modeling when they start with a 3d package, that's also what they mostly teach when they start these courses. If you want more, you'll have to figure it out yourself, like most of us have. i hope that you get what you want Dram
  14. Well I definetly need a bitmap. Doom units mean nothing, because the modelling app works in its own units of measurement. And percentages are too unreliable, too many factors that can be different between how someone arrives at that number. And of course, like I said, they have to be in AF pose. I included an AF pose for the thief this time.
  15. I'll be away until next week so someone else will have to do this. Although, like I've said before, the player model's eyes should be at 68 doom units--but this should be while moving around, not necessarily in AF pose. If the character is going to move in a 'skulking' pose where they're hunched over, then the AF height will be larger.
  16. Wow, I actually got it converted and working...well, sort of. Actually the model ended up being totally black and semi-transparent in the game, I'm guessing this is because I didn't assign the surfaces or anything to it. Also importing the animation to Maya caused a few problems, for some reason the sword is attached to the right hand instead of being on his side. But I'm just glad I got it working. Should I upload the MD5 file as it is or try to fix the textures first? Well in Half-life, the soldiers and aliens had a pivot point at their chest that could be rotated based on the position of the target relative to them. Basically what they did was set a "high point" and a "low point" for looking up and down, and then based on the angle that the target was from them, it tilted their upper body a certain degree within those limits. I'm pretty sure it works mostly the same way in Doom 3, but obviously situations where they needed to use that feature weren't very common considering the setting of the game. I think the waist is a little low to have a pivot point for this, it would look like the character is leaning forward or backward too much. But anyway, that should be a pretty minor thing and is something that will probably be added later. And yeah, I just thought about how the AI might be throwing something downward as well. I think I'll do some tests twisting the torso a little ways and seeing how the animation looks when he's throwing both upwards and downwards. It looked fine when he did it upwards on an earlier version of the animation, so I think it shouldn't be a problem. Haha, yup, that's me. NewHorizon actually contacted me on the forum after seeing that post of mine and asked if I'd be interested in joining, and eventually it came to this. I must say I'm somewhat flattered that he signed up for the forum just to send me a PM asking if I'd like to help, he must've really thought a lot of my enthusiasm...or you guys are just desperate for animators
  17. Well we need to document it somewhere. I wouldn't mind being the one to write up the final docs, I just need to see a record of the desicions being made in the forums. Since those posts have been deleted, maybe we need to discuss it one more time. I know I just agreed with the Gem without a compass, but if we just settle for that gem&compass combination that I think you're talking about, I'd be happy to just have the topic finalised. I would really like to see a pre-rendered one like oDDity was talking about. His pre-rendered stuff looks phenomanaly better than any real-time rendering could. It sounds like we lost the posts where we made a desicion, so I think it needs a little discussion, one last time.
  18. All important files stored on our FTP; Web pages on exporting from all the popular 3D apps Tutorial on the export process using Doom 3 Maya Importer DLL for Maya 7 (Above tutorial shows you where to use it)
  19. Yeah exactly. It's not very violent is it? Go outside and throw a rock at a tree like it cancelled your 4gig download at 99% and you want to put a hole in it. It's a totally different kind of throw than just getting the object to the target. He's not playing catch with his son the Thief, he wants to bloody kill him if he can. It's like drawing. Keep the mood, and the motivation in mind, to get the fundamental feel of the thing happening. Anyway I'm just giving feedback, not being the arbiter of what animations are satisfactory. http://people.freenet.de/darkmod/exportModelsD3.pdf http://www.facinghell.com/?cid=files (that's the MayaExport DLL for Maya 7 - so get a copy of Maya7) The important parts are making a def file that contains an "export" section and a "model" section, then typing "exportModels modelname" in the Doom 3 console, then testing it with "testModel modelname" and "nextAnim".
  20. Well I've been trying to keep him from looking TOO much like a baseball player. Unless he's throwing something extremely large or heavy or trying to throw it a REALLY long distance (I'm assuming he won't be trying to hit something more than 2 stories up or so), he should be able to keep his feet stationary while still giving it enough umpf to get it the distance. Like when a dad and son are throwing a baseball back and forth from about 20 feet apart, they keep their feet on the ground and just twist their upper body. I considered not having him move his one foot at all, but figured it would give a slightly better impression if he's going to be throwing it upwards if he does. Aside from maybe fixing the leg snap, there's not a whole lot more I want to tweak on him (though the left arm still moves a bit ridgedly). I think it roughly matches up with the other animations for the mod that I've seen, and should look plenty convincing for what it's being used for. I think I'd prefer moving onto another animation for now if that's OK, a week isn't a very good turnaround time for a 3 second clip Oh, and I'm not sure how to turn it into an MD5, I haven't seen any tutorials yet on how to go about converting Motionbuilder to Doom 3 formats. If I can look at a basic run-down I'll see what I can do, I'll need to learn how to convert it eventually anyway. Oh, and is there a way to set it so that his upper body will "track" the target vertically? Then the animation should make it look like he's throwing it at the player no matter what angle you're at.
  21. Go to export any model using "exportModels" in Doom 3 console, and for the first MB it encounters, it says (after "Failed to export (blah blah).mb"; "Maya not installed in registry." Then for each subsequent MB file, it says "MayaImport dll not loaded." I'll try re-installing Maya tomorrow (got to go to bed), but if anyone has encountered this problem, let me know.
  22. ARent' the unit measurements different though? Doom units?
  23. yes. I be watching thy forums, milord. Gonna get some grand art done hopefully for thee soon.
  24. Hey, some of you might recogise me from the ISA forums, or maybe not. I'm normally called "The Nay-Sayer". Anyway, just thought I'd drop in and wish you guys luck since the D3 SDK just got released. I've gotta say those engine tests in your gallery are great, particularly the original old window one, the colours are just so awesome, the ambience is just right and it's only a test. And the one of the really dark stone hallway is great too. But really I love the old window shots, looks better then TDS even. Best of luck with the gameplay and stuff though, obviously that's whats most important. Cheers and "god"speed.
  25. Does that apply to doom 3? I know tds had some normal maps that had transparencies. Those were mainly used for hair.
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