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  1. I was having a conversation in the Mutual Assistance forums and someone mentioned this: Might be something to look in to for our characters if we find we need to optimize.
  2. http://forums.thedarkmod.com/index.php?s=&am...ost&p=81081
  3. I'm pretty sure that our current walk/run cycles that Oddity used were from motion capture. I know some animators have a problem using them, but as I see it, the more basic animations we can get already made, the more time is freed up to create our more unique ones, or to add variety to the ones that exist. That said, any idea where Oddity was getting them from? Remember the animation from the bottom of this page? I know he didn't make that one from scratch. http://forums.thedarkmod.com/index.php?showtopic=284&st=25
  4. jdude

    Doom4 Hyrra

    The only problems with this engine are: Lack of gradient / alpha support with lighting | Lack of texture blend | light calculations VS performance | small physics issues Everything else is perfect :]
  5. I get the "cannot load collision model" error for candle_holder.lwo. How many faces does the CM that you put in have? It should conform to the faces/edges/verts limits outlined in this thread: http://forums.thedarkmod.com/index.php?showtopic=3968 The candle itself loads okay, but I have some comments on it: 1. It has no bottom, which is okay for this particular application, but if people wanted to also use that model for a free-standing candle that can get knocked around, which is pretty likely, it should have a bottom. 2. It seems to have that smoothing problem we've seen with other ASE models in the past. Not sure what you modeling guys usually do about this:
  6. Thank you and there's a new password - just in case you didn't know. http://forums.thedarkmod.com/index.php?showtopic=609 Glad you like them!
  7. There is, vBulletin introduced multi-quote abilities in the 3.6 version that was released a week ago or so. I'm about to upgrade the Black Cat Forums, but not sure when TTLG will do it.
  8. Hope you like them! I put all of them on the FTP-Server in a file called walls_gleeful.pk4 this morning. Feel free to use as many or as little as you like. Kind Regards gleeful Be sure to check out my floor-texture update right here: http://forums.thedarkmod.com/index.php?showt...amp;#entry80316
  9. UPDATED! I put the following textures on the FTP-Server in a file called floors_gleeful.pk4 this morning: Hope you like them! Kind Regards gleeful Be sure to check out my collection of walls right here: http://forums.thedarkmod.com/index.php?showt...amp;#entry80319
  10. See if you can change the misplaced origins on some of the models. http://forums.thedarkmod.com/index.php?showtopic=4273
  11. I just commited a bunch of changes to the moveables: * moved the ones for kitchen, junk and food to their own files * added some base classes to make maintainance easier * cleaned up some double needless spawnargs * added a ton of new movable definitions The new ones miss some collision models and might have wrong mass or other problems - I did the work on the train with my laptoand cannot build DR or TDm on it, so I couldn't test it. Will have a go later on my main PC and fix stuff up. Also, I might have missed a few moveables from the list posted here as I had no net access and forgot to save it. Will fix this, too. TODO: * remove static loot * fix CMs, sounds and mass and generally check stuff * make more (all!) moveables breakable Speaking of the last point, doing "broken" models for all things we have will be a lot of work, so I think it would be a good idea if we have some generic flinders for common materials like "wood", "stone", "ceramic", "glass" etc. Then I can set it up so that the moveables just spawn a bunch of flinders. This means, you could for instance, crush not only a bottle, but anything with a heavy crate. (or a heavy temple door).
  12. Have you all seen this little post over at TTLG? http://www.ttlg.com/forums/showthread.php?t=108070
  13. Well, neither this thread...nor recent events have anything to do with the mod...they have to do with 'opinion' and I would certainly hope that any seasoned vets would use their better judgement to differentiate between the mod and personal opinion. Regardless of whether or not we agree with the inner workings of TTLG is irrelevant, we have huge disagreements within our own private forums...yet the mod survives and is actually stronger because we work harder to get through those tough times. If the community is ready to look aside because of silly disagreements, then there isn't much hope for the future...is there?
  14. it always will probably be more work to then you might think it will be, but i'm definitely seeing the benefits of having a clean setup, because we are now running against more problems. I'm not familiar with rigging in Motion Builder other then animating with it. How do see this new rig being setup.. because my own rigging knowledge only applies to Maya, which is not that advanced but sufficied enough to build a simple rig. Maya is my choice of package when it comes to animating and rigging. Will this base skeleton be usuable in Maya or did you mean to do rigging and animation in MB? I'd rather keep the animation workflow in one package. If we do this do we build the rig from scratch? or do we take the current joint setup as a base but without all the extra joints. That was my first idea to create a new joint structure based on the old joint structure.
  15. Well not from scratch, I have alot of code to work with. Yea objectives aughta to be implemented soon. I'm starting on Main Menus now. I was working 12-16 hour days so I wasn't exactly around to do stuff, but I'm OK again. Also the forum hasn't really been dead so much as we just used to texture forums for so long.
  16. I can help with it as well, and also remodel the characters in way that's better for animation, since some of the animation problems are stemming from the models themselves as well as the rigging and weighting. Where are all the files relating to this anyway? All the fbx files and maya files etc.
  17. You'd just need to setup the base skeleton in motionbuilder and apply any animations to it there. Even if there are animaitons which only exist in maya they can be exported to motionbuilder and applied to the rigs there. Yes ,the weightmaps would have to be redone, but there are a lot of problems with them anyway, and it's an easier task with a simpler skeleton and refined models, which it may be a good idea to do also. I'm not happy with a lot of these models now anyway so it would also be an opportunity to update them. I guess this is all stuff that should have been done a long time ago, which ascotk was redoing things instead of sticking with the old system. The question is do you just continue to stick with it forever or make a decision to clean things up now, because obviously the more stuff you do with this system the more work there will be in changing it.
  18. This has nothing to do with TDM and just because I happen to be on this mod, doesn't mean that each and every posting on other forums are related to TDM. The only one who had to drag TDM into it was Sneaksie for god knows what reason.
  19. Spar, I really don't care what you say on our forums, but for the sake of the mod...could you not alienate the people at TTLG? It certainly doesn't help us if you hijack a thread and piss off the very people that we would like to eventually come help us. As a senior member, I would expect you to handle yourself more fittingly. It wouldn't have been so bad if you had just made your point in a single post, but instead you continued to prattle on and derail the entire mood of the thread. Quite frankly, It's an embarrassment. This thread on our own soil was more than adequate for any venting we wanted to do and it was far more respectable. There is no need for any of us to be logging into TTLG and tossing bricks at them. You don't agree with the moderating choices...well, neither do I sometimes...but don't don't go destroying any potential good that might have been done through our work, our updates and the trailers.
  20. that's one of the things i found out. The Maya rig file i use to animate has an extra head joint (head_end) while fbx_export has not. Also the model sizes and joint positions (especially head & neck joints) are different, probably the cause of the head sinking into the collar. it should be, but i had some problems with his head. After importing anims only the head with be 90 degrees rotated so it was facing down, that's why i created builder_guard_fbx_import.mb
  21. Heh, there I go, running straight into problems. I've got a "different # of joints" error when trying to run an animation for the builderguard. When opening the existing builderguardmesh.md5mesh in a text editor (latest SVN), I can see 68 joints. Then I import my use_righthand animation into squill's builder_guard_fbx_import.mb and save it as use_righthand.mb, run exportmodels and D3 creates my use_righthand.md5anim. Opening that file, I can see 67 joints. Looking at the citywatch md5anims, I can also see 67 joints, so I guess that's to be expected and ok. But squill, how did you get the new run animation for the builderguard to work, when the number of joints is different for these two meshes? I see that you've got 68 joints in run.md5anim too, but how did you do that? Is the fbx_import file the right one to use here when importing from FBX files?
  22. I'm going to stop pushing your buttons because clearly your mood has worsened since this happened: http://www.ttlg.com/forums/showthread.php?p=1488121
  23. Ahhh, it's fun to see how things disintigrate into a complete slagfest. My initial post was meant to set a different tone than this. This has just turned into a black and white...mods vs. posters thread. If people are just going to say mean things about the mods at TTLG, then there is no point in continuing the thread. I don't dislike or hate any of the mods on TTLG, they're all pretty damn cool guys. I do disagree with some of their moderating practices and I think they could do far better if they weren't so inconsistent. Hopefully the forums here will be a more pleasant experience.
  24. I completely agree with Schatten. The TTLG forums are their private property. While I think the mods "should" treat people fairly (and I'll likely start avoiding TTLG as a result of recent events), they have the right not to do so. And you have the right complain about it, but not necessarily the right to complain about it in their forum.
  25. http://forums.thedarkmod.com/index.php?showtopic=4269 bob_arctor's stuff is looking better and better, and while our current batch of beta mappers is apparently doing nothing, he's doing plenty. Since he doesn't have our scant textures yet, he's even making his own. Seems he would have a lot to contribute.
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