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  1. i'll do the 4 poster bed.. edit: http://forums.thedarkmod.com/index.php?act=ST&f=5&t=613 finished edit: startting on the victorian end table edit: starting a bookshelf edit:_finished edit:starting wardrobe edit: wardrob finsihed edit:starting small desk
  2. I wouldn't go as far as a hand picking up the book...we don't have hands picking up anything else. But my thought was that we would use something like the PDA animation that already exists, and there you do see the hands briefly as it is raised to your eyes. If the world doesn't show around the book, like the original games, then this isn't an issue. But if we decide we want to go with the 'live reading' feature discussed here -- http://forums.thedarkmod.com/index.php?showtopic=325 -- we might need hands on the side. I'll have to see.
  3. I think the only reason we would need to have page turning is if we decided to incorporate body awareness for the campaign. From hovering around on the forums I've noticed that a lot of people truly enjoyed it in other games too, but felt that Thief needed to really work on it. So, if we do get body awareness into the campaign...we could definately go the whole nine yards with picking up the book and such. I think it's fine for now that we stick with keeping it simple and going for the classic Thief style presentation. In many ways it should help us build a stronger foundation by not being overly complicated in the beginning.
  4. No can do on the Mac, we just got a new puter and I hate Apple almost as much as Microshaft. I prefer the flexibility of PCs for upgrading and the fact that Apple video games are generally quite retarded in my experience. Its bad enough that most video games suck, let alone ones that look terrible and suck. Sparhawk, are you saying that with Gentoo I would have to somehow construct a browser? if so, does tht also apply to word processing, media players, and everything else i need? I wouldnt mind learning some new computer skills but I looking at grad school in the fall, a new job, and all the usual curveballs life dishes out. Could you give me a rough estimate, assuming I work at it, to having Gentoo up and running. BTW, the wife found all these missing copies of her writing that had been saved in a folder she had never used. Some were missing 2/3s of the pages, some were formatted so that the text only ran down the left hand column, needless to say she had done none of those things herself. mOdEtWo, i just cheke dthat out, i will download it overnight, thanks! I still want to look into Gentoo but this is promising.
  5. Guest

    Loader Question

    I measured this with fraps and the ingame doom3 fps counter. if the files are in single archieve, then it is the load on the cpu to get each file form archieve (such as a texture) and send it thru system ram to the vid card and if it isnt in an archieve, but in a folder, it loads faster to ram, hence more fps, however it does give more load on the harddrive.
  6. In the hopes of one day getting the texture issues worked out and moving forward, I've gone ahead and used 10% standard compression with PSPro to convert the textures to JPG. They are on the FTP in the textures folder as darkmod_textures_compressed.zip and darkmod_modeltextures_compressed.zip. The archives do not contain the redundant texture folders which still sit in the huge bloated repository (gotta move forward some day - yes it may break some old maps, but are we going to delay and hold off forever?) If we could get the parallel CVS repositories going, it's sure a heck of a lot easier to sync up to 24 Mb than 302 Mb. Hope the effort was worth it, and if not, well better that hoping it gets done by itself.
  7. Nope, this is for everything. I'm going to post and pin a topic for a new baseline standard that Renz and I have agreed on to keep the quality relatively high but also increase performance. A nice compromise. I've tested this out on the models/props/textures folder and decreased the size from 70mb to 30mb. Post coming a bit later.
  8. Like all forums, go to your control center and you can set it to what ever you like. I think most internet savy people would realise this. (that's not a slur on you internet savyness))
  9. Nice to meet you, Tyro. Great stuff. And welcome to The Dark Mod. I am already impressed by your enthusiasm. I'm the Art Division Leader, so we'll be working together, no doubt. Take some time to read through the different developer forums and bring yourself up to date with what we have already done. When you're ready for some assignments, just let me know. (and you'll find the average age here is fairly high...I'm 32)
  10. That's what the IRC channel is there for. Details here: http://forums.thedarkmod.com/index.php?showtopic=450
  11. Eeek, I think there is some confusion here. I've pretty much ripped the guts out of T3 and the gem wasn't 2D. The Gem is a 3D object, just like the compass. It is simply skinned with a 2d texture. The texture will wrap around the gem, and in this way...the gem can be placed in any position we need it and then anchored there while the compass rotates around it. I've checked out the textures oDDity supplied and they should work perfectly. Just a quick shot of the skinned gem model. This is the T3 gem. I used the t3ui.ini to scale it up in size and turn the end towards the player slightly. It's a full 3d model. Just wanted to make sure there was no confusion there. That should help get things moving along. Another shot...angled up and exposing the edge of the gem. Since the t3hud files enabled scaling through the t3ui.ini I'm hoping that there is a similar way for us to do this in doom 3. Having to resize the gem and compass and export it each time we want to try a different size would be time consuming. I've tried the d3world forums but wasn't able to find anything about scaling ingame hud items. I'll send an email to id support.
  12. 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.
  13. The model is shown in this thread a few times: http://forums.thedarkmod.com/index.php?showtopic=292 The actual model itself should be on the ftp site.
  14. You mean the finished game model? A long time I would suspect. Doing the high res model is only 10% of the workflow. I still have to trawl various websites and forums trying to get the information I need to work out how to get characters into the game, and no animations have even been started yet. Heh, I've only just perfected getting characters into UT2K3, and now I have to start all over again for Doom. Still, I've finished a lot of Nightblade work, I've only a couple more models to do for that, so I sould have a decent amount of time to devote to this.
  15. I have no problem with an animated movie as part of the menu. It just means we would have to change the design again. Perhaps I'm misunderstanding, but I thought pak was talking about having a 'live' shot of a map behind the interface...AI wandering around just as they would in a game. Not a pre-recorded movie. Actually, the new design I'm considering DOES include a brief animated movie, kind of like the planet coming into view in the original D3 menu. I'll post more about the idea this weekend, once I get this GUI tutorial under my belt. It's on the Doom3World forums under scripting. Damn, can't remember the title offhand...something like GUI Tutorial #3. I'll post the url later when I can find it. Edit: here it is, NH: http://www.doom3world.org/phpbb2/viewtopic.php?t=3241
  16. check out this thread: http://forums.thedarkmod.com/index.php?showtopic=10 there you can find the ftp-data.
  17. oDDity: http://forums.thedarkmod.com/index.php?showtopic=520
  18. Ok, I've put them both on the ftp in the textures folder: decals.rar
  19. desk chair highlow ready you will find it on ftp in the furnitures folder 460 polys
  20. So, Tom, are you still with us? Haven't seen you post anywhere yet. Are you seeing the developer's forums now?
  21. http://www.tpd.tno.nl/smartsite966.html that's the URL. but I found out that it actually isn't one huge picture. there is also a thread in the TTLG at Communtiy Chat. http://www.ttlg.com/forums/showthread.php?t=91130&page=1
  22. Anyone familiar with this team? I was wondering if we could recruit some people now that they seem like they're nearing completion. http://www.ttlg.com/forums/showthread.php?t=91246
  23. Slow down, NH. See above post. We should be very careful about not letting our own enthusiasm dictate what we show the public. We could post something like this in our own public forums, but I wouldn't make it a public release, UNLESS it was combined with some other things, like mentioned above. In all seriousness, if we had the following: The bedroom map (in-game, with fire going), The ability for objects to vanish when frobbed At the very least, removing the D3 HUD and crosshairs THEN, I think it might be worth releasing a new video. But not until then. IMO, it's better to have people wondering what we're up to than it is to release things that make people (who know nothing about how hard things are) say, "THAT's all you've got so far??"
  24. Hmmm...guess decals slipped my mind. Go ahead and add a decal folder, we need to have one in there anyway.
  25. If you look for some tutorials you can learn the basics in a few hours. It is really hard to learn when you just want to experiement with it, without looking at a manual. Fomr the big apps you can usually do a lot just by clicking around. Not so with Blender. On the other hand, the interface is asboluelty streamlined to support the workflow. If you learn the keys you must use you can do a lot of stuff in a short time once you are used to it. I saw on the blender forums that there are now also video tutorials available. This might be helpfull. Search on D3World for "blender tutorials" and you can find them easily, there is a direct link to these.
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