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  1. actually, check for a darkmod folder too, and a DevIL.dll in windows/system32/
  2. Don't talk to us about future server plans right now; it's too far away to consider. As for the darkmod testing - well, there needs to be a darkmod.pk4 file in the Doom 3 folder.
  3. Fingernail, a thought just occured to me there, how would the loader know if the dark mod was actually installed? Is there some defining/essential filename that would be located in the darkmod folder or in the doom2 root. The reason I ask is that I have set GarrettLoader up to record doom3 pathname by the person using it selecting the doom3.exe, however that does not mean that the Dark Mod is installed, it could just be plain Doom3 installed.I would still do this however I would need to do a secondary scan to make sure that the Dark Mod is installed by finding a specific file (rather than a foldername). One other thing slightly off topic (slighty), is that GarrettLoader has a FM scoring system in it (basic at the mo) with an aim to have the ability to download community scores for the FM's and indeed upload your own to a server somewhere. Just wondered if you would a) be intersted in it for The Dark Mod, want to host the scoring pages (by that I mean the pages that would accept the posted score (hidden within GarrettLoader, located on the server), and the pages to return the scores back to GL or simply display via a normal browser).
  4. Greetings Everyone! I wanted to start this thread on behalf of the DarkMod team to help keep our guests informed on our progress; to let them know there's DarkMod life in the project even when it may seem there is none -- and to keep them updated as such. There won't be a set schedule as to when this thread will be updated, but maybe check back from time to time. Anyone can post here and I'm sure you'll hear from other team members here in the future. Although many visitors might already have http://www.mindplaces.com/darkmod/index.htm bookmarked to see updates on screenshots and concept artwork, etc., some don't have it bookmarked and may not know about it. Other forums actually point to our site here and I figured there might be some benefit to providing occasional updates here via this forum, too. As an update for our guests out there, I can say that I've seen a LOT of activity from our team members behind-the-scenes on this DarkMod project. There are many discussions going on and a lot of concepts being worked on. As a team member with a primary focus on artwork, I've personally created a few concept drawings and have seen fellow artists showcase some very nice concepts. Our programmers, 3-D modellers, audio experts, etc. are also very active in these early stages of the project. I want to assure our guests that there's a lot of DarkMod life behind-the-scenes that you might not otherwise see from the outside. We have a long road ahead of us, but we have an enthusiastic group working on this and I'm confident you'll be happy with our DarkMod work once complete. Stay tuned, as I'm sure there will be many more updates in the future! Until then, may shadows continue to guide your journeys. Darkness_Falls
  5. Cheers for that, downloaded it and had a look. Just one more question.... The doom3/base folder is presumably empty before unzipping a FM? (not having the game yet I don't know), if not would the files inside need backing up in any way?
  6. Or register here at the forums, so you can see the rest of the boards.
  7. http://forums.thedarkmod.com/index.php?showtopic=159 The second post in this thread is the important one. The aim of this thread is to collect all information about what we want to do on a more detailed level but not TO detailed. So discussion about conecpt art should be here, but the information that this beast should be done shouild be posted there as well. You should also look through the document and add items in the lists, if you think that they should be included and I forgot them. For example: I listed a number texture themes and what each theme must provide for. If you notice that a theme, or a texture for a theme is missing, the list it, there so we can keep track of it. You don't need to be specific, but specific enough that we know what you are talking about. Of course even if you are an artist, that doesn't mean that you may not look through the other sections to check if we forgot something. If you decide here that you want to do a belcher but the coders don't know about this, you can not animate your model afterwards.
  8. If you agree or decide something like that, then you should post it in my project definition thread, so we can include/remove it there. Not everybody is following all the threads, but we should all know about these things. That's why I started this thread. http://forums.thedarkmod.com/index.php?showtopic=159 Usually I don't look much into the Art threads, because I'm not an artist and can not contribute much there. So most of the time, when I look at these threads, I just look at the pictures and hope that the first mod is appearing fast because of the great graphics. But I don't read all the postings here. I guess there are others as well and we shouldn't rely on this when deciding what we want and what not. Especially since a thread has only a limited time and after that only few remeber it and what has been decided. Don't forget. If you decide something here, then the coders will also have to know about it, to give it life.
  9. Indeed, now before there are hundreds. And if so, also a good time to eliminate the redundant textures that reside outside of the /darkmod folder. Had to slip that in.
  10. I'll work on these. PS: I just posted a sample environmental scene in the Art section: http://forums.thedarkmod.com/index.php?showt...findpost&p=1795
  11. lol, man..if they were such simple questions why haven't you figured them out yourself by now? Pretty pathetic you say? More like PRETTY FUCKING RUDE TO ME! OMG! Anyway, I'm in a cheery mood right now so I'll go ahead and throw you a bone anyway. At the very least it might help someone out that isn't gonna come in here and front a 'tude. I haven't used GTK Rad with Doom 3 yet, but I'm assuming that it isn't finding all your assets because you haven't led it to the D3 install folder. What did you do when you first installed it?
  12. LOL, ummmmmmm.......someone has my login I think -- or the forum's trippin'. I didn't write this. Considering this other thread that's going on (http://forums.thedarkmod.com/index.php?showt...st=0entry1247), I'd say something's amiss with the forum.. or someone's playin' gamez.
  13. We've had this discussion already. Check out: http://forums.thedarkmod.com/index.php?showt...%20dagger&st=50
  14. Whoa, can we shrink that image down a bit? Images should be kept at a reasonable size on the forums...if they absolutely need to be bigger than 800x600, then we should use a link. The cathedral doesn't look bad, but that tower really looks familiar. Is it based on something? I originally thought of Orthanc, but I know it isn't the movie version.
  15. ok I'm now completely "back"! this morning I was quite busy and sorted out my darkmod and CVS folders. ATM I'm putting all my skinned objects out of my models/test folder, writing new materials and testing them in the modelmap - and will do the samething with all my textures -> out of textures/test and into the fitting categories. --> expect a huge CVS update tonight - I guess it'll be around 7 objects and more than 10 textures! I know that all this should've been done at May 1st but I simply didn't had the time to sort everything out yet.
  16. Mmm, that's a yummy stone tile. I like it. Hmm, don't we have a miscelaneous folder for those?
  17. How do we decide which folder to put multi-purpose textures like this in?
  18. UglyEd got in touch with us through BlackThief and I've been conversing with him. He doesn't have time to be a full member but I suggested to him that he could be a part time contributor and that we can tell him what types of textures we need and he can hand them in as he finishes them. Some samples of Ed's work are on the ftp under the Textures folder in a zip called ED_textures.zip. Take a look at them and then post here if there are any objections to making Ed a part time contributor. N.H.
  19. Fingernail

    Programs

    If you want to stay free, use Blender (someone wrote an exporter for D3).... You could learn Lightwave and I'm sure it's great, but I think there has been an exporter written for 3DSMax also. Not sure though...check the D3W forums.
  20. I think perhaps I'll have to pick up Blender to carry us over our lack of 3D team....that is, only one modeller. Adverts have gone on D3W, ttlg & polycount: any of you advertise on any other suitable forums too.
  21. The face sketch is here: http://forums.thedarkmod.com/index.php?act=S...3&st=0#entry796 I wasn't sure whether a side view was necessary...if you'd like one just let me know.
  22. I placed a few sound samples from my keyboard over in the Art > Sound > Sound Effects/Music > "Sound Effects, Ambience, Music" thread. Please check out that post: http://forums.thedarkmod.com/index.php?act=S...=findpost&p=779
  23. Hmm, something does look familiar about it to me. Maybe it was only used in certain books or certain notes lying around? Here's the post I got it from: http://forums.ionstorm.com/index.php?showt...ndpost&p=355674
  24. Hello, I offered my help on the coding side on the old forums. Until the SDK comes out, a lot of the stuff I'd like to get started on will have to wait. As a result, I was only periodically checking the old boards, and only just now saw the message regarding this move. I'm still more than willing to offer my help on the coding side. I'm mostly interested in helping with AI, and movement code (Mantling, run/walk/sneak/crouch modifications). I'm also willing to help anywhere else that requires it. Even Art. Sorry for not posting anything for a while, but until the SDK comes out, a large number of things are simply speculation at this point. -oofnish
  25. Doom 3 comes packaged with the level editor in the executable. All you have to do to access it is rightclick on the Doom 3 shortcut, click on properties, and add "com_allowConsole 1 +set r_fullscreen 0 +editor" in the target box after the quotation marks. But if you mean how we've made all the test maps, well...we've got lots of stuff down in the (currently?) hidden sections of the forums that go through it all step by step. It's a long process that'll probably bore the hell out of everyone not interested in the technical side of the mod. And yeah, the SDK will be free. As for the Garrett model...I think DeepOmega has been doing it in 3DSMax, not too sure though.
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