Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/doom/' or tags 'forums/doom/q=/tags/forums/doom/&'.

  • 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. 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.
  2. 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.
  3. 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).
  4. 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.
  5. 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.
  6. oDDity

    Lights

    Yes,that's great, It's a pity doom doesn'rt support reflection maps. Or does it?
  7. I have it and I thought it was a good game. Worth plaything, I may say. Though it kinda is better than Doom 3.
  8. 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.
  9. *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...
  10. It's the most tedious, worthless, repetitive game ever made, and that's that. ID are a bunch of lazy fuckers. Look at the bloody so-called editor they give the community, it's basically just code with the most basic and spartan of UI slapped on top. I don't think they could have made working with importing and exporting charcaters any more cryptic or obtuse if they had deliberately tried. The bastards couldn't even be bothered writing a proper plugin for maya to export models, you have to piss around with a dll and the tools built into the doom.exe using the command line. And they wouldn't even think of writing a few tutorials either, considering all the experinmce they had with it over the years, they just leave it up to the community to work it out for themselves and write their own plugins. I've done many characters for Unreal Tournament, and I have to say using UnrealEd and the ActorX plugin was a joy compared to this crap of editing half a dozen text files and hopping in and out of doomedit to type commands into a bloody console. I mean, Christ, it's one of the top three most popular editors in the wolrd, you'd think they'd put at least some effort into getting it fit for public consumption. Still, I wouldn't want you to think I was bitter or anything...
  11. A percentage figure would be misleading. THink of it more like a ball rolling down a hill which gathers mass and speed over time. For example, I'm currently figuring out the best way to implement our characters in Doom, this takes quite a lot of study and testing, but once I'm happy with the best workflow to use, the characters can all be done surprisingly quickly.
  12. Erm...That was a trailer? Besides the fact that I know when it started and what the mod is called, I didn't see anything too great. I was hoping to see a different HUD, or a few models in game or something like that. All I saw was concept art (Like Doom 2 did with the Spider Demon) and a few levels that reminded me vividly of PainKiller (Town and Trainstation levels) Okay, you can make a movie but...Well I spose I'm a purist but I'd prefer to see some real action and completion on a mod before something like a trailer comes out. Because seriously, if a movie made a trailer with a few shots of the movie sets with pictures of the actors that were going to be in it...Who would go and see it?
  13. From what I can tell, doom 3 almost seems to have the 3rd person model tucked away in the background somewhere. Standing in front of a mirror gives you the 3rd person model and turning on player shadow just gives you the shadow from that invisible model. I have my game setup to toggle from 1st to 3rd in D3 as I played around with the files earlier on to see if I could replicate the T3 body awareness...this was back before the sdk came out...and when we were still considering it as an option. If we have to create the full model anyway, some of the fans out there might just add it themselves. Could prove interesting if they did and actually got it working better than in T3. It's funny. The marine in D3 climbs ladders in 3rd person without being sucked into place like in T3. I don't think the arms move, but if they did it would suffice.
  14. How did they pull it off in doom 3 then?
  15. Cool, I try that BT. I was just thinking about lip syncing - are we going to hve it. It's a complete and total pain in the ass tryng to do it with bone animation, and it always looks like shit. With vertex animation it's no problem at all, but of course, Doom only understands bone deformations.
  16. First shot of him in game. Just started texturing, and I haven't got his beard or buckle on yet becasue I haven't worked out how to do alpha transparency in Doom (it's not a matter of just putting an alpha channel in the diffuse image) It looks really cool in-game with th specularity and normal maps, you can't really see it in a still Still I thought I'd post it up just to let you know I'm not slacking.
  17. So for those who don't know, I've just been accepted by pakmannen as one of the musicians here. In Thief, traveling to different areas within a level the music/ambient sound would change, like when going from an outside area to an inside one, or entering a dungeon/basement area. I'm wondering if anyone knows how this can work in the Doom 3 engine, and also how to make the sounds loop endlessly while the player is in a given area?
  18. I think I will give it a try with zbrush. So it’s the tangent space I need for doom I thought as much. What I have done in the past is unwrapped the mesh and imported the uv coordinates into zbrush and then back out after generating the n map / colour map ..you have to remember to press flip vertical on the texture though if you save as a psd / jpeg. Your right about zbrushes native uv mapping fingernail ..its great in zbrush but try and get that working elsewhere it’s a nightmare ! I think zbrush holds great potential for detailing for normal maps as the level of detail is unsurpassed t by any other software. well wish me luck I am going to give it a go
  19. Well, my brother showed me how to partition the new drive, and once I uninstalled the old graphics drivers and reinstalled, the stuttering problem was gone. Over at D3W, zeh told me that the reason my GUI editor wasn't working anymore was because I'd put anti-aliasing on in Doom. Apparently that's a no-no when you're editing. So as of this moment, the only thing I can't explain is why my Photoshop image of the open book suddenly has a weird barcode spashed across it. edit: I have another question though...I have winxp home on my secondary computer, and would like to upgrade it to xp Pro. Can I just install right over top? It's giving me the 'having two operating systems is not recommended' spash screen.
  20. I am sitting on vast, vaaast archives of church textures. I got around 500 new ones. Just gota convert them to Doom 3 format and we should have a-plenty.
  21. BEAUTIFUL WORK!!! So, lwo format works in Doom without conversion?
  22. oDDity

    More Objects

    Why don't you just use the lightwave object in doom?
  23. oDDity

    More Objects

    So your .mtr file looks like this? (with different paths obviously) I don't have any shadowing roblems with that model when I import it to doom.
  24. oDDity

    More Objects

    IO uploaded the fixed object. It probably is the same problem with the chair. If you select an object in a 3d app and copy it then paste it, you end up with two objects sitting on top of each other so perfectly that they look like one object. A real waste of polygons:/ And now we know they don't render correctly in Doom wither.
  25. I was thinking of making a video tutorial of me modeling the latest character I'm going to do - the house guard that springhel posted ysterday. I know some of you have got hold of Lightwave recntly, and maybe I can convert some more of you when I show how easy it is to knock up a character using the male model template I provided (on the FTP) I'm going to use camtasia to shoot the video, so I can also make pop up tool tips to describe all the steps. And I'll show how the normal maps are done and the importing into doom. Good idea, or a fucking waste of time?
×
×
  • Create New...