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  1. How do you add stuff to CVS then? I can upload the WIP models (they're very usable; all that needs updating is the textures really, which are all there, just not entirely perfect) today if you like. Then I can update the textures later and they will just look better They're almost done, texturing still needs quite a lot of work though...however all the rough and ready maps are in place... The broken pipe models are a bit behind, though... Hopefully we can help Renz get started on a map...weird problems he's having. And you want a journal sub-forum in programming? Like Animation is to 3D Models?
  2. My cousin is a lawyer. I'll try to get hold of him and ask him a few questions. As long as we're not using their models I don't see any problems coming up. Especially if they are not exact replicas and are just inspired by the original, as yours was. While Thievery was indeed multiplayer it is still possible to get pretty thiefy in it. Especially when you see some of the textures they have ingame...if they're not the original textures, then by george they're great recreations.
  3. Hey BT, I don't know if this will be of any use to you, but I did a quick(ish) throw together of basics on the hallway. It doesn't have the doorway or the window, or a lot of the detail, but it might help to show you areas that are lacking or get ideas for new stuff or whatever. Now if I could just figure out why my patches are going all screwy in-game. Anyway, here's a screenshot. Edit: For the arch part itself, yep the patches are good stuff. But what I have problems with is the... how would you call it. The trim around an arch. Know what I mean? Like, if it were an arched stone doorway, it wouldn't just be a cutout - that would be okay, but wouldn't look great. It would need offset arch stones and a keystone. But how to fill that front and back face, without getting into tons of brush complexity? That's what I'm hoping to avoid.
  4. ASE has no issue with the bounding boxes. Or is there one? We must define the bouding boxes anyway. Or can the boxes/collisionmodels already be defined with Lightwave itself? That would be a great advantage then. IMO the reason to use LWO is simply because we had some problems converting back and forth. If everybody uses the same app we will have no such problem.
  5. Ok, we need to get this cleared up once and for all. I agree with what oDDity has said above. As I see it, we have basically two issues here. 1. Should the compass tilt. 2. Should the compass be combined with the lightgem on the HUD like T3, or should it be an inventory object like T1/2. We seem to have about four people against tilting and three or four in favour of it, with at least three people who would like the compass to be an inventory object. I personally don't like the tilting on the main HUD, though if we made the compass an inventory object, then I wouldn't care whether it tilted like T1/2. So how do we decide this? It's a bit of a mess at the moment, and voting for Oofnish's lightgem doesn't solve any of these problems...in fact it becomes pointless until we get this sorted out. I think we've pretty much heard all the arguments for and against, so unless anyone has a totally new idea, here's what I suggest: We vote first of all on the tilting issue. Then, once we get that out of the way, we can vote on whether or not to keep the lightgem separate or not. Then, we never ever visit the subject again.
  6. ok it's ingame now - unfortunately it looks like shit there're two problems: 1. - the glass should really be transparent - it turns out pretty odd ingame. (don't know why it looked so much better in blender) 2. there're still black lines all around the glass (you can see it on the screen). they already appeared in blender, but I thought they are either a display issue caused by blender, or small edges that weren't textured.
  7. Hi it´s me Murmel. Sorry for signing in a second time but I had some problems with my email-account. Sure, I´m working on an english version. I´m using a very good translation programm so the work is easier because I only have to correct the sentences without searching the right vocabularies . Of course we have an english corrector.
  8. Hi I was wondering if there was anyway I could help with testing or programming I haven't done much in the way of prgramming in visual C ++ but I had created a couple of different calculators for another game system in VB. I have little programming background but I learn fast and I can find problems most wouldn't think of. well if you need help don't hesitate to PM me. Morian
  9. w00t. Good luck on the real thing... I can now get models into D3 from Lightwave first time, no problems !
  10. oh...if a machine needs X space than it needs that... i dont think any Fm makers wuold have problems with that.. however we could include around 3 variations with longer/shorter pipes.. or..a better idea..lets make the machines with its room as one object..
  11. Well, they're done and in ASE format, but I can't log into the FTP. Internet Explorer, fireFTP and WinSCP all fail to work. =P Here's a screenshot to inspire someone to fix the damn FTP problems - it seems like once a week, another program is dropped from the list of programs that can log into it. (Note that the cutlery has a temporary texture - not at all a final texture, but really, how much detail does cutlery need?)
  12. Got em! Goooood stuff. Can I make a texture request/suggestion? I'm not sure where to post this, but if this isn't a good spot, shout at me and I'll move it to whereever. A basic plain rug (collection). That's it! For instance, something just like the newest wallpapers -a single color texture, with a nice bumpmap over it for detail (in fact, I'm *very* tempted to use the flat red wallpaper as a rug - they are sweet!). And of course in variety of colors. Red, blue, green, grey, whatever. Makes it very easy to lay down a simple non-descript, repeatable texture and do the whole floor quick without having to spend tons of time on sizing, fitting, adjusting, making extra brushes, etc. Can set the entire mood for a room (picture red versus grey). Alternately, heck maybe I will just use wallpaper on the floor. Will that cause surface problems, or will wallpaper = rug as far as properties go?
  13. But if the Northern tip is obscured by the light gem you know by process of elimination, where North is. I see where the theory of such problems are, but once in practice I think it will work. The compass is going to be in motion. When the player is standing and looking straight ahead, the compass will be tilted towards him like this / now if the player were to look straight up the compass would tilt accordingly --- and lie flat. Chances are, the player is not going to run around looking straight up. Give it a shot before we shoot it down. If it doesn't work, we just anchor the compass at the default angle. No worries.
  14. Problem is, if the compass tilts, the gem HAS to be round, or else it will be totally obscured by the compass when it tilts. Are we all understanding what we mean by 'tilt'? Because the compass in T3 did NOT tilt. By 'tilt', we mean moving up and down on a z axis as the player looks up or down. If people are really concerned about losing their z-axis orientation, why not just include a "look center" key, like T1/2 had? It's easier than butchering the lightgem. Let me just post again the list of problems I see with tilting: 1) At certain orientations, the compass will obscure the lightgem. 2) At other orientations, the lightgem will obscure the compass arm that's pointing the direction you are facing. Example: From this orientation, the compass is useless, and you can barely see the lightgem (if it weren't so round, you couldn't see it at all. There are LOTS of angles where this would happen. 3) The compass must be high enough on the screen so that when it is tilted totally forward (looking straight down on it) there is room for the arms, meaning it has to be given more room than it would otherwise. 1 and 2 are especially important. A player should NEVER have to readjust his orientation in order to get a good look at the lightgem.
  15. Is this image of you constructed of two seperate objects? If so I guess it still is a sphere. Would it look the same if you render the sphere onto a plane and then do the rotation? I guess this will cause visual problems then.
  16. No. The bitmap is for the gem only. I never meant to make the WHOLE thing a bitmap, only the gem itself. And the compass is a seperate object wich can rotate aorund it. But there are some problems with this anyway. Even if the two were combined, we still would only need 16 bitmaps because the skinning is always the same and the rotation is done by the engine. The seperate objects only makes sense if we replace the gem with only a flat texture. But then the rotation wouldn't work becuase it could penetrate the gem on some angles. when it is rotating. I have to test this with a 3D app to see how it works.
  17. It's not a banknote by chance? The best way is to delete the old harddisk and create a new partition from scratch. That's the fastest way. Of coure it depends on your system setup. If you have everything on a single partition C: then you are scrwed. Many non-developers partition their jarddrive this way, but this is the crappiest way to setup your system. So if you setup a complete new installation I suggest that you create bootpartition for your XP (mine is 4GB which is more then enough) and install all apps on another partition. This way you can easily recover after a system crash or when you need to setup your OS, which happens frequently with Windows. but to answer your question. Normally it should be possible to install over an existing system. But it could be that you have old files intermingled with new files which CAN cause problems.
  18. ok, I can do that. I'm also waiting for some further replies to my thread at D3world.org, cauze I want to know exactly what's the problem with yours and my models. strange thing is, that I didn't had any problems with the bookshelf, eventhough I did exactly the same, as with the desk. I imnported it into blender, did the diffuse map and some minor changes to the UV-map.
  19. dear Atti, It looks so cool man...You are working like IKEA!!!! but gothic version of IKEA I dont believe any other team will reach that much mesh quantity in their game...Im so excited...And every object im seeing from the game engine giving me heart attack..I dont think i will survive ....after seeing the first level.... Yesterday i was suffered with the sexual climax problems, today im getting so emotional ..... tomorrow... i dont wanna guess it.. Best..
  20. Sure you could do this. But if you do this, then we would loose a great character modeler for the team because your model really looks good to me. I don't think that you should stop this. Your model looks fine and if it has some problems then you should learn which ones and fix them, instead of running away. I don't think that there are many mods that have such good modellers and that's not only oDDity I mean. I'm really suprised about the high-quality team that we managed to get together, because when I see some FMs I often think that they are rather amateurish. So far I haven't seen anything on our mod where I had to think this (except my models of course ). It's not bad modelling, but maybe you should really focus on one thing and finish this first? I know what you are doing and this is really a lot. And I don't want for you to burn out because you are taking on everything.
  21. TYROT

    Noblewoman Wip

    dear oDDity:) I ll try to fix the face.. Of course i was more like architectural and mechanical modeller for years... I think i should stick with making just furniture and stuff like that for this mod and keep my time trying to fix things.....I mean of course i can change, add so many other props to your base model but really it doesnt do anything good for my skills which im really trying to improve. I was making cartoon 3d characters for TVs but not that much humanoid characters. And for some time (springheel knows the reason) i may have some anatomical problems.. I think it s better for me not to try anymore on character models... Because really this team has the best.... so the best must create the final characters...I mean we should not give away the quality... So i think .I m not gonna try to make character for this mod again... and I even do not put any kind of picture on LW modellers background. Not even a logo. I mean i force myself to not copy the actual stuff..So for me it s not even an option to put a model and change it...I mean it may take months for me to make a good proportional model or a face but it s ok really i dont have rush After many occupations in this visual art fields i started to focus on modelling mmm couple of months ago.. So i think im still so amateur... i was focusing on so many other things when i was making that woman. i mean my mind was divided in three things as i was making it....It was really so hard for me to work in 3 different PCs on 3 different stuff.... but this is not an excuse... of a bad modelling ... And i admire your work...It s not a good thing for me to mess with it best (with us)
  22. My major problem with "body awareness" is, that it's plain stupdi from a real world point of view. At least in many cases. Seeing hands when walking around? Why? When I go I never see my hands and I'm not aware of them. Even running I barely are aware of them, so why would I have a constant reminder that I have hands to use? I know that I have hands and so does the character in the game. Pickupanimations are ok, but they tend to slow down an action and look most of the time simply ridiculous. The lockpicking was not so bad in T3 because the hands were in a quite limited position (hence the suck in) and looked more or less ok. But having a pickup animations means that either the character has to be in a proper position or the animation will look wrong. Either because the hands will have to be extended in order to reach the object properly, they will have to be bended in an unrealistic way, or they look realistic but will touch air instead. If we want realistic moving handanimations, then the player has to be in a position where it makes sense. This means, he has either to be sucked in (which I hate) or he has to move in the proper position himself (which could become frustrating). The major problem with body awareness is IMO that you never will have the amount of control over a computer character as you have over your body. Simply because the only things to control the character is the mouse and the keyboard. And this is exactly the reason why you either have to force the model into an animation or the player has to learn complex control mechanisms. A good example is the slight delay when the palyer is looking in another direction then the body is aligned of. The delay is not realistic, simply because in RL you never have this issue. You can move your head independently of your body (to some extent ). So looking in one direction and going in another is never an issue with a real body, but it is with a computer controled character because usually you can either control the body or the head but not both. And these are similar problems for all other body parts to. I can control my hand while simoutlanously moving my head and also my feet in totally different directions. I can even read while walking and I do this all the time when I'm on the street. So to me body awareness is something that is much overhyped and expresses more a lack of phantasy than anything else. I have no problem seeing no body and still knowing that it's ME that is running around in the castle steeling things. Yes. That's also my opinion.
  23. There is no problem with that. I think the reason for putting it in the middle are twofold. 1.) Because of 3rd person view, the have to position the model in such a way that it looks believable from 3rd person view as well as from first person. That's also why you had to be sucked into position. Placing it on the sides would cause unneccessary problems, because it can either be on the left or right and there has to be enough place so that the model doesn't either dissolve into the building or might be collisioned and can't get into the proper position. 2.) Probably handles on the sides could be harder to see because of lighting conditions. Considering the XBox it might be much worse on a TV screen. When the object is placed in the middle the light is probalby better there. Just pure speculation of course.
  24. YEs. I'm sure it ;ooks even better in game, with the real time specularity. Just on the subject of doors - does anyone know what the reason for the central doorhandles/locks in T3 was? Will there be any problems putting door handles and locks on the right/left side of the door like normal?
  25. Hey Sparhawk, I think you misunderstood the post I made over at moddb. It wasn't the textures that we were having problems with, we actually had a very large set of them already made. The problem was with creating custom models that would react as a physic object. I think I pretty much sum it up on the news post at moddb. Basically, we just have a lot more options with HL2, especially for the medieval setting. It is easier to do large outdoor environments with amazing looking water and foliage. The whole idea, now, will be to incorporate the world into the playing experience. With all of the physics props available we can make for some very interesting and unique ways around certain obstacles. If a group of zombies is coming at you up a hill, just grab some barrels and roll them over instead of wasting a clip of ammo. Anyways, I am glad you guys over here at Dark Mod cared about the mod; it's nice to know that somebody was paying attention. Cheers, r.gun
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