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  1. sparhawk

    Doom 3 Coop

    Since there are some people enjoying coop modes in game, there is a mod now for Doom 3. http://www.doom3world.org/phpbb2/viewtopic...79eac734776cea5 Seems OneOfThe8Devilz is pretty busy with Doom 3 considering how many mods he already released.
  2. Spring I just found this thread on Doom3world, where somebody offered free 3D models ready for Doom3. http://www.doom3world.org/phpbb2/viewtopic...=13&t=19250 Most of them are of course SciFi, but some would be usable for us: http://www.sharecg.com/v/4079/3d-model/mod...ck-01-(3-models http://www.sharecg.com/v/4526/3d-model/breakable-pallet http://www.sharecg.com/v/6503/3d-model/free-breakable-grate http://www.sharecg.com/v/7317/3d-model/foliage-pack-01 And here is another thread from the same guy. Maybe there is something as well or can be made to be used with some new skins. http://www.doom3world.org/phpbb2/viewtopic...=13&t=20298
  3. and I just finished beating up the second hunter. I really like the slow-mo effect of the you know what. I think Prince of Persia did it first. Anyway it is so awesome being able to rotate in 360 degree slow motion at leaping creatures. It reminds me of The Matrix. It's just too cool seeing the graphics and animations in slow motion. It's so well done. Also i'm definately looking foward to Prey. I am glad that 3D Realms has decided to pick the Doom 3 engine. Hopefully Prey will deliver with a single player epic campaign. To conclude have any of you played the Doom 3 expansion pack?
  4. so have u guys already asked id software for permission to make this mod. i dont know if u guys know but a lot of mods for a lot of games (most of them actually pretty good) have been and were shut down becasue they either didn't ask for permission before they made it or the company didn't want it. in certain cases, they even pressed charges on the basis of copyright laws... just thought id give the devs a headsup
  5. Jeez, I'm really loving the forum community for TDM. I mean, the replies I get for my topic is damn amazing. I jus post a topic asking about a release date, and I get 50 replies talking about wether or not we should add a bloody sword to the game(I personally think you should, as it came in handy when I got cornered). And im getting tired of people saying "If you get caught, or if you run out of flashbangs to use to run away with you dont even deserve to be playing the game" or something like that, I mean, not everybody spends so much time playing a damn stealth game so that they never ever get caught, plus a sword, and (my favourite weapon by far in any theif games) the bow, added more replayability, so you could always replay the game and just try to rampage through the level, or sneak, but be a bit more brutal, using the aggression to pick off your enemies in the dark with the sword, or bow, or (I almost forgot another useful tool) the blackjack. If theres one this that I dont like about the forums its that I cant figuire out how to reply in a topic... or maybe thats just my problem for being so stupid, but either way, can somebody please tell me before I have to start a new thread everytime I want to say something?!
  6. After some fund raising we were able to get a IPB perpetual license which makes us able to upgrade from an unsecure 1.3.x board to a fully updated 2.0.4 board. Feel free to poke around and look at the new features etc. The skin is reset to the default IPB one, because the old one won't work on this version. We'll get working on it ASAP. Happy posting!
  7. Hi Guys This may be off use - maybe you can swap textures maps with the guy. http://edgeofchaos.planetdoom.gamespy.com/media.htm - hexon the edge of chaos. the texures and architechure would fit in very well with the DM. biker Gildoran - coolies :-)
  8. What do I put in the material file to make a texture with no mapping at all, just a TGA image, like in old games? I can't be arsed to make all mapping files, I just want to learn to do d3ed mapping with some nice simple brick and stone TGA texture tiles. I've looked in the doom 3 tutorial sites and found a promising link about "Quake III style textures" but it was down.
  9. Has ayone managed to get static models in-game, complete with normal maps? Normal maps generated by ZBrush don't seem to work properly in Doom, I think because they use tangent space instead of local space, the model I imported was 0,0,0 black everywhere except where the lights hit it. The Orb normal map program site seems to be down since all the links are broken, my lightwave notmal map plugin seems to have mysteriously stopped working, and I can get renderbunmp tool in Doom to cooperate either! :/ SO if anyone has generatd their own normal maps for an objects and it worked ok in-game, please spill the beans. Also on poly counts, it states somwher on the forums here that character models can be up to 7-8k or something, but I think that's way too many. The model I imported was only about 4k and my perfomace went way down, even though it was the only model in an empty room. All of the Doom models are very low res - that's the point of using normal maps in the first place..you don't need high res models.
  10. Hi guys! I've been psyched about the Dark Mod since I first heard about it. Your goals are well-focussed and not too large, the chances for success as a project are really good when so many other projects of this type fail for one reason or another. I feel confident you're going to make something really great and in fact I'm getting involved now. I watched all of the Doom3 editing videos I could find and they really make a difference. It's so much easier learning the editor by watching a video than by reading even the most graphically beautiful, detailed, well-organized text or HTML tutorial. So I'm going to start my first ever room tonight, then move on to joining two rooms with a hallway, then see what I can do from there. I want to be ready when you release your toolset. I guess I have the ultimate Thief modder's dream in mind. A huge, single level city. I have had most of it planned out for a few years, actually. Streets and rooftops both. It may take me a couple of years but that's my goal. It would be great if you someday added an automap to TDM. The downside of a big city is that it's easy to get lost and confused. My idea is to organize the city into distinctive sections, each connected to one another by only one or two "chokepoints." Not only would this make it harder to get lost or confused, but it would probably be good for framerates too. I've planned the basic architecture pretty carefully so as to avoid really long lines of sight, even did a few mockups in Dromed with good results (stumbled across some tricks to make a thieve's highway easy too). These sections would be visually distinctive (slums, taverns and restaurants, a business district, civic center with lots of marble, docks, a park). That way you'd always know immediately where you were just by looking at the style of everything. And if that isn't enough, there would be plenty of very unique landmarks to keep you oriented. Sewer exit points would be labelled too so you knew where you were coming up (most of the time, heh). And of course lots of secrets. Big, meaty secret areas, rooftops and neighborhoods. From what I know about Doom 3 I could create something pretty enormous with lots of actual usable buildings with people and rooms in them and such (and not have to resort to the Dark Engine way of most building being empty fakes) and, provided it was well-planned and divided up, it wouldn't take too long to load. In reality I may not go that far due to gameplay considerations, but it's nice to know it's possible. So I imagine I can start on the geometry and that at least will be usable in TDM eventually. I'm resigned to retexturing, re-AIing, and probably relighting eventually, but that's okay. I'll probably screw the lighting up the first time anyway and want to redo it eventually when I know a lot more. Lighting sounds really tricky in Doom 3. Don't overlap light volumes, don't illuminate a single brush face with too many lights. Plus Doom 3 has no ambient lights! Yikes. That sounds like the biggest drawback to the engine. One question for now. Does anybody know of a source of decent quality medieval style textures? Either a free source, or a paid source, or even another game whose textures I can "borrow" just while I'm working. I know I'll have to retexture everything eventually anyway. I can't think of any games. Thief 3 city textures weren't really my cup of tea but I plan to look at them again. Maybe Hexen 2. As I remember it kind of had some textures like that. Oh, and I still have Daikatana around someplace, it had some good textures as I recall. Any other ideas? I'll post some newbie map pics soon.
  11. Can someone just give me a quick run down of how to get an animated model from Maya to Doom 3. Like what you need in the maya scene, what you need in the Def file, what you need to display the model in doom 3, etc. ATM whenever i try exportModel with a def file of just 1 model and 1 anim command, it crashes (and fucks up my desktop, what's more. You know, just like when you have doom 3 windowed and the desktop is super bright). It's a maya 6 model and i'm using the maya 6 importer dll.
  12. Just played a little Doom 3 again. After all doing the mod takes most of my time and I'm still at the very beginning. I just came back to mars city. Is the scenery changin in later levels or is it always this underground scifi scenario? I must say that I liked Doom and Doom 2 much more then D3. For all it's flashy graphics it's rather boring. Most of the tension comes not from gameplay but from the fact that you can always expect one monster spawning behind your back. I hate this. That was the single worst feature I hated most in Duke Nukem, despite loving that game for all it's fun, but D3 excells at this. Well, it doesn't really matter because it seems that I bought D3 mostly to play Thief after some time. So it's still worth it's money, even if it is not what the developers may have intended it. Then again, they might, because I think that D3 is not something a gamedesigner could be proud of. So I guess this is just a tech-demo disguised as a game and the designers intended to people mod it after all, or sell it to game developers.
  13. For some reason I just can't find the answer to this anywhere: In Buzz's Doom 3 VTMs their editor has grid units displayed in the viewport (-128, -64, 0, +64, etc). What is the trick to turning them on? The VTMs themselves don't seem to mention it, and I can find no references online.
  14. Will I need the Doom Expansion pack to take full advantage of the Dark Mod??? Is there a benefit to having it??
  15. Has anybody successfully set this up to work yet? I have got Eclipse to compile the D3 SDK code, but for some reason it (or Scons, I don't know which) is not using an incremental build - instead the entire project is rebuilt from scratch even if only a single file has changed. Is there some flag you have to set in either Eclipse or SCons to use an incremental build, or is there some other problem which causes one of the tools to think that an complete rebuild is necessary?
  16. First off I'd like to say great work all around, the screenshots and models look top notch. The new architecture sketches by KFMcCall are absolutely god-like. Now the real question is, why the doom 3 engine? I understand that its dark, which suits the theify mood, but why not use the superior source engine from hl2? The editor seems more user friendly for makign FMs and the physics seem better tuned in general for picking up bodies, distractions etc. Anyways its probably too late now, i just wanted to know. As a suggestion, why not try to allow FM authors to enable co-op of some sort? If it's at all possible i beleive it would make an awesome addition to gameplay.
  17. I was wondering if anyone knew of a way to export some textures out of D3? Like the ancient temple ones with the cool hieroglyphs? I was thinking of trying to get a hold of them for use in Dromed. Also since it would be in a fan mission, does anyone think ID software would care since they seem to be mod friendly?
  18. Apparently der_ton has already written an exporter than can export vertex animaiton from 3ds Max. He says one can be written for any 3d app. Any of you programmers think you could look at his and then write one in mel script for Maya? THis would obviosuly mean superior lip sync and cloth animatons for some of the charcater's clothes, especially the ones wearing long robes/cloaks etc, and curtains.
  19. When I look at oddities character models they are really looking great, as probably everybody agrees. What I wonder though, is as how they will look in-game. Remember BlackThiefs problems with the Zombie skinning? Because the models are mirrored. So I would suggest to start skinning at least on one character from Oddity to see how they turn out when they are ported into D3. I would really hate to loose that great look of them, but we should get some experience with this.
  20. Not sure if you all are interested, but a new version of the D3 SDK was released http://www.3dgamers.com/news/more/1096480321/ It adds support for vehicles! Now, rideable burricks would be cool!
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