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  1. Is there a way to make checkboxes get checked off in realtime by an external script? I would like to have a list of melee combat drills that the player has completed successfully. It doesn't have to be a frobable readable, it can just be a large GUI that the player can read from afar, like a board on the wall. I just want it to display GUI text and a check box that gets checked off. I know we can have a menu gui with boxes that get checked off, but how hard is it to do with an ingame GUI with an external script telling it when to check off the boxes? Is there any guide I can read to learn how to set this up? We had that one experiment with an ingame objectives list... I can't remember if that was checked off in real time or not?
  2. I'd like to create a classic trap where you step on a pressure plate and a spiked ball on a chain comes swinging down at you. I've already made the ragdoll chain, attached the spiked ball model, and have the damage stim set up so the player is hurt when they touch the ball. What I'd like help with is how to get the ball suspended in the air until the player steps on the right spot. What would people suggest?
  3. Just returned from a 7 day holiday, opened up this forum, had at least 4 pages of "new content". Made it past page 2 (to about June 03), and then had to take care of a few things here. When I came back, the forum had logged me out (timeout?), and when you log out, it forgets all "new content". So you log in, and it says "there is nothing new for you". Great, now I never know what I missed between May 30th and June 03.... grrrrrrrrr With email, you would still have all unread messages *sigh* Is there a way to change this behaviour? It has annoyed me in the past, but not as much as this time.. Edit: It's even worse, there is "no new content", but when I go f.i. into the "off topic" sub-forum, it still shows me threads as unread that I definitely already did read an hour ago. So I can't even just look at all the "unread" threads. Oh boy...
  4. Announcement: http://forums.thedarkmod.com/index.php?showtopic=8900 Please post any comments, bug notices, etc in this thread. If you have any issues with the new forums, please try to refresh/remove your Internet browser cache. Thanks ~m2
  5. This site got me thinking. Since you guys have slaved away at this mod for quite some years now, I was wondering how you could go about making money from the Dark Mod. Obviously you couldn't sell the game, because you don't have the rights to the engine. But is there anything stopping you selling all the 3D models, textures and whatnot you've created? Presumably these would work with any game and engine, and are all of very high quality. Don't know how you'd split the money between you though.
  6. I've just completed the upgrade from IPB 2.2.x to 2.3.6, the newest official release of IPB. This was done to stay ahead on the IPB version 3 that is currently in the beta stages. Please post any comments, bug notices, etc in this thread. PS: If you have any issues with the new forums, please try to refresh/remove your Internet browser cache. Thanks, ~m2
  7. Firstly, making a moveable in the editor from the moveable base entity works but the model doesn't show in the editor. I'm trying to make a collision model for decorative/statues/statuette_priest_torso.lwo. Its origin is at the centre of its base so I did likewise with the brush template entity's origin. A rough outline is a vertical flattened block, 24 high, 20 wide, and 10 deep but the result in-game is always 'turned on its back' (apparently as I can only guess using seta g_showCollisionModels 1 it looks that way.) so it looks about 24 x 20 by 10 high. I've done a pyramid shape successfully before for a candlestick. Another cabinet I wanted to be able to push to one side I finished up walking through it but I didn't think to check what its cm looked like - might be a similar problem. Maybe the cm has to have a square plan view? Below is the current statuette cm. Perhaps it can be manually changed? CM "1.00" 0 collisionModel "models/darkmod/decorative/statues/statuette_priest_torso.lwo" { vertices { /* numVertices = */ 8 /* 0 */ ( 10 -4 24 ) /* 1 */ ( -10 -4 24 ) /* 2 */ ( -10 6 24 ) /* 3 */ ( 10 6 24 ) /* 4 */ ( 10 6 0 ) /* 5 */ ( -10 6 0 ) /* 6 */ ( 10 -4 0 ) /* 7 */ ( -10 -4 0 ) } edges { /* numEdges = */ 13 /* 0 */ ( 0 0 ) 0 0 /* 1 */ ( 0 1 ) 0 2 /* 2 */ ( 1 2 ) 0 2 /* 3 */ ( 2 3 ) 0 2 /* 4 */ ( 3 0 ) 0 2 /* 5 */ ( 4 3 ) 0 2 /* 6 */ ( 2 5 ) 0 2 /* 7 */ ( 5 4 ) 0 2 /* 8 */ ( 6 0 ) 0 2 /* 9 */ ( 4 6 ) 0 2 /* 10 */ ( 7 6 ) 0 2 /* 11 */ ( 5 7 ) 0 2 /* 12 */ ( 7 1 ) 0 2 } nodes { ( -1 0 ) } polygons { 4 ( 1 2 3 4 ) ( 0 0 1 ) 24 ( -10 -4 24 ) ( 10 6 24 ) "textures/common/collision" 4 ( 5 -3 6 7 ) ( 0 1 0 ) 6 ( -10 6 0 ) ( 10 6 24 ) "textures/common/collision" 4 ( 8 -4 -5 9 ) ( 1 0 0 ) 10 ( 10 -4 0 ) ( 10 6 24 ) "textures/common/collision" 4 ( 10 -9 -7 11 ) ( 0 0 -1 ) 0 ( -10 -4 0 ) ( 10 6 0 ) "textures/common/collision" 4 ( -1 -8 -10 12 ) ( 0 -1 0 ) 4 ( -10 -4 0 ) ( 10 -4 24 ) "textures/common/collision" 4 ( -6 -2 -12 -11 ) ( -1 0 0 ) 10 ( -10 -4 0 ) ( -10 6 24 ) "textures/common/collision" } brushes /* brushMemory = */ 140 { 6 { ( 0 0 1 ) 24 ( 0 1 0 ) 6 ( 1 0 0 ) 10 ( 0 0 -1 ) 0 ( 0 -1 0 ) 4 ( -1 0 0 ) 10 } ( -10 -4 0 ) ( 10 6 24 ) "solid" } }
  8. Would it be possible to make my own things to give off a noise to alert nearby npcs? For example, In one of my maps, I'd put a bunch of wine bottles around the ground, and when you step on them, you knock them over, maybe break a few, and this makes a loud noise and the npc will come hither to inspect.
  9. Hi. I've been trying to make a scroll, that activates something when the player pickes it up. The target property seems to do nothing however. Also, is it possible to make the player start reading the scroll as soon as he/she pickes it up? Thanks in advance. Jesps
  10. FYI, a 'Making of TDS' interview with null. http://www.rockpapershotgun.com/?p=297
  11. The dark mod has come along way. with dark radiant released and many Thief FM makers out there along with the hype about this mod in the thief community maybe You guys should add in some new parts of the forums. For editor Discusion, and just general mapping. along with coding and stuff. so there is help here for the mappers that are at work learning and using the D3 editor. just a thought it would be a good move to create a really good base of DM editors for the release. it would help us solve the problems we are having and get better as we talk about it and learn the editor. also maybe a FM concepts forum to. to talk about ideas for good maps and for ppl to req mappers and coders for DM projects... i think its the right move. it would also bring a lot of new people interested in the mod's comunity on a daily bases. maybe we can steel some of the fm makers from the first two thiefs haha. hopefully. theres alot of amazing FM's out there for the first 2.
  12. I will upgrade the DarkMod forums this Friday to the newest IPB version. This will hopefully help us stop the spammers from signing up so we can get rid of the manual authentication process. The forums will be unavailable for some time, and the skin might not look normal after the upgrade. Just a heads up. Cheers, ~m2
  13. Im trying to model a three dimensional cloud, not really a cloud its going to be a bunch of tree foliage but it will look like a cloud before I texture it. I tried taking a 3D sphere and warping and dragging it around with the Magnet function but this produced limited success. So my two questions are: How can I change the size of the sphere of attraction of the Magnet, I tried setting it in Numerics but I get confusing results. Secondly, is there a better way to change the surface of this sphere than with Magnet? Thanks in advance!
  14. Hey guys. The forums have been successfully upgraded, although it took longer than I thought due to some extensive mysql queries that had to be run. This version of IPB is the newest, and it includes changes, new features and more. Please have a look around! IMPORTANT: Since a lot of the client-script files have been updated it is mandatory to empty your cached files from this forum. You can either empty your browser cache if you want to (check the settings), or you can do a hard refresh (this is usually done by holding the Ctrl-button while you hit 'Refresh'). Yes, the skin is currently toe default IPB skin, but this will be changed ASAP. It takes some time to update the changes in the original darkmod-skin, so please be patient. If you spot anything out of order (e.g. bugs) or you have suggestions or general feedback, please use this thread. Because of a new CAPTCHA (Completely Automatic Public Turing Test to Tell Computers and Humans Apart) system introduced in this version, I have now disabled the manual validation process of new members. Cheers, ~m2
  15. I always wondered about that. Since we have some guys doing movies here maybe they can answer my questions. First of all. When you see a movie in the cinema they are usually atmospheric and feel realistic. On the other hand, if you watch the 'Making off' of some movies and you see the real takes while they act it, often these shots look just like amateurish as my own shots. So there has to be some magic thing that happens that transforms the footage into the atmospheric stuff you can see on screen afterwards. Don't know how to explain this well. I happen to take some shots with my video camera and once I accidently got a few seconds where the atmosphere was as good. Since I didn't know how this happened I can't really repeat this. So I wonder how this is done. Is this pure post porcessing? Somehow I don't believe that this is all done by post processing. I think a big part of it is also the proper lighting and such. One other thing that I also wonder about is how to maintain the colour and feeling of the movie. What I mean is - when I take shots i.e indoors and then go outside they look totally different, because of the different lighting conditions. When you look at a professional movie, then the coulour theme is consistent and there is no difference between indoor and outdoor or different daytimes. Everything fits together. How is this best to be achieved? Actually that is also one thing that was well done in drewb50's zombie flick, because the overall theme was consistent, which mkaes all the difference between the typical amateur home video and this one.
  16. Alright, the forum has successfully been upgraded to IPB version 2.2.2. If you have any comments, bug reports, suggestion or general feedback, post it here. IMPORTANT: Since a lot of the client-script files have been updated it is mandatory to empty your cached files from this forum. You can either empty your browser cache if you want to (check the settings), or you can do a hard refresh (this is usually done by holding the Ctrl-button while you hit 'Refresh'). Cheers, ~m2
  17. Composer to composer forum @ finalemusic: http://acf.finalemusic.com/ This fairly new & isn't very busy at all. http://www.music-web.org/forum/index.php Better organized & a lot busier. So this would be a great place to introduce ourselves It has music theory, composition showcase, music encyclopedia, & more.
  18. cool i knew brown barn spiders are worth something.
  19. I've tried programs like Terragen, but never really got into them, so to speak. I think my understanding of how erosion and stuff works is pretty limited. Also I have no tablet so drawing heightmaps is rather clumsy. So basically I'm wondering if anyone here is sufficiently proficient in any such program to be able to make me a landscape or two? I basically just need highpoly model + texture, I can make a lowpoly one pretty easily myself, and normalmap it, but the high detail just fails me somewhat. I want a valley primarily, with a river at the bottom and high hills either side, in which a city sits. The river should lead out to sea, which should be not too far away from the city, which should be overall in the centre. In fact, it doesn't need to be that large, because you won't see all of it anyway. It will be viewed from about halfway up one of the hills on one side, with most of the city below in front, and the sea over to the right, with more land to the left. And no, no city will actually be required, unless you're feeling incredibly generous. So, just wondering if anyone's up for that. Otherwise I'll do it myself and I just can't imagine how that would turn out. Just to stress: THIS IS NOT AN OFFICIAL POSITION, IT WOULD NOT ENTITLE TEAM MEMBERSHIP OR CONTRIBUTER STATUS, THIS IS MERELY A PERSONAL REQUEST, although if anyone does do it they'd be duly credited and probably invited to contribute more if they so wish. It's for my FM.
  20. I'm sorry this took so long, but I've just restored the forums from a backup I took on saturday. The forums were 'hacked' by a script-kiddie yesterday. I saw in the admin logs that he logged in with one of the admin accounts (probably after 'guessing' the password with some brute force script). He then edited all of the admin accounts and removed their access to the admin control panel (acp). Then he edited the forum description and wrote a text saying we would get acp access back for the total amount of $100. Right. Anyway, since I had to restore a backup of the database, some posts/threads/PM's and new users were wiped, but I couldn't do anything with that. I don't think this guy did anything other than removing the admin powers and editing the forum description when he was in the acp (all operations in the acp is logged), and he had no access to download the database. But just in case I urge you to change your password on this forum, and other sites where you've got the same account name and password. It's better to be safe than sorry. All admins are instructed to change their passwords to a hard-to-guess one. The password should; not contain any words found in a dictionary contain atleast 8 characters or more consist of characters, numbers and signs in a good mix consist of both lower- and uppercase characters/signs Also, always LOG OUT after you're done in the admin cp, and don't click on links in threads when logged into the admin cp. If an intruder fetches your cookie, he can access the admin cp. All admins have lost their acp access. They will get it back once they have changed their password. Please PM Fingernail when you have changed your password. Also, the acp is .htaccess protected with a username/password, and I've given the login info to Fingernail.
  21. How will this be implemented in the Dark Mod? I use TOW to make my objectives in my T2 FM's, will there be something similar in this mod so making various objectives is a simple process?
  22. always nice to see productive thief-fans out there: http://www.worldofgothic.de/index.php?go=s...ws_id=521&_sid= for those of you whose german is rusty, it basically says that a guy called AndiNo has mostly finished the coding for a thief-like gothic mod and is now looking for mappers and texture-artists to bring the project life. kind regards gleeful
  23. 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?!
  24. 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!
  25. I've spent today reading up on shaders and normalmaps in a quest to improve the quality of my work. So far everything I've done has been okay, but they've been simple surfaces...sooner or later I'm gonna have to work with more complicated textures. I figured the best way to do this would be to work in Max and base my normals off of what I render there. Now the question is..how complicated is this to do and are there any good tutorials out there that could help me get the hang of doing this fairly quickly? I can do basic shapes in max already, but detailing, which is what I need to worry about the most, is still a bit above me. DeepO, Oddity, anyone...if you have a few hints and tips to share with me I'm all ears. Anything you can impart on my behalf will be greatly appreciated.
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