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  1. xpnsve

    Hello!

    Hi there guys! This is Jim from DoomCast.com. I've been talking to Fingernail and offered him hosting and some space on our forums! Just wanted to say hello and meet the people who are going to bring out this awsome thief mod! I still remember the first time I played thief, lol, getting chased around the first manor and scrambling up a rope to hide hahaha Hopefully this mod turns out great! Anyway, gtg Jim Doomcast
  2. I'm not a part of the Dark Mod team actually, I can't code, do models or textures anyway. Kinda dedicated to Black Cat Games aswell... I'm just hosting the forums for Fingernail and the crew.
  3. Several things: YOu haven't made a specular or heghtmap for the model. This means you're not taking full advantage of the renderer. I made two rudamentary ones from the colour image and put them on the FTP. You'll need to use this shader models/mymodels/nobleman { noselfshadow diffusemap models/mymodels/nobleman_d.tga bumpmap addnormals(models/mymodels/nobleman_local.tga, heightmap( models/mymodels/nobleman_h.tga, 3 ) ) specularmap models/mymodels/nobleman_s.tga } make a folder called mymodels in your models directory and put the lightwave model and textures in it. Also, you don't need to make a qer_editor image or put it in the shader, doom will just use the first image in the shader. You've been painting shadows and highlights on your texture, but you don't need to do that for doom, just paint it flat, and the specualr is produced by doom according to the spec, normal and heightmaps. Also notice the 'noselfshadow' line I put at the start of the shader, you need this to stop the model casting a shaow on itself, which is what your problem was. I had to change the size of the model as well, since it was the height of a child in doom, I'm not sure if that's becasue of the max units you modeled it in. The best way to see it in the game is to add a func_rotating to the map and attach this model to it, setting the speed to about 20.
  4. great work man I hope I get D3 tomorrow in the computer store, where I buy my new computer components. If everything works fine I'll be able to play D3 on highest-details in 2 days BTW: as soon as you've got your ceiling we should post this screen in the ttlg-forums, I think people will be really impressed.
  5. I'll leave categorizing (is that a word?) to you, because the filing will be better if done by one person. Also, feel free to rename any sounds, so they can be identified more easily later on. I've poked around a bit on dotP to see what is needed - mostly SFX so far, I'll have to try on that. I guess the ambients will crop up a little later. Hmm, do you think it would work to introduce a naming convention to the files? I mean stuff like "filename ends with _L if loop-able". Yes, this was intended mainly for pagan ambience - but I think it can do in other situations as well. I realize it's rather long for an ambient. The full version just goes on when the other version drops off - I like the long version better, but if it's too much I can cut it down. I'll drop the bass volume. Oh yeah, before I forget... I always mix my sounds at full volume, as it is adjustable in game - I do not assume anyone will use them at this volume, the benifit from working at full volume is just that you always can turn them more silent - but if I make them too silent, making them louder would make them lossy. Hehe, thanks, I'll see to it. Ah yes, the loot pickup... You're of course right oDDity, nothing can quite replace the good ol' satisfying *shling*. I was aware there already was a loot_frob (by Sax, no?), but my lack of CVS did prevent me from hearing it. That's actually a problem. I'm on a 56k connection, and synchronizing a lot of music files (even compressed) would smother my poor modem with its own guts. I'll have to rely on dotP and Forum information to see what's already been done. But look at it this way - I may do something double, but maybe we can use it otherwise. My loot_frob could make an Ok-ish sound for purchasing items in the loadout, for example. I was rather unsure if it would work - btw, I think sounds that get played a lot in the game should have a good "beta-listen". They may sound good for a view times, but we need to be sure a player enjoys them still after the 624762345th time. I'd suggest to implement them in the game as early as possible, so we can see if the mappers come back to us with bleeding ears, torches and pitchforks after a while. I discussed this a bit on IRC, and we came to the conclusion that it wouldn't work in a level. Right now, I'm keeping it back to try it on a cutscene later. I shall try to make a version sans drums - putting them in the back didn't really work out. I've been trying to make this one loopy, as of yet to no avail. Phased drones are a bitch to loop properly. Delete it from my folder for the time being, I'll post it again if I have it in usable format. Whoops, I missed this one. Hehe. Would it be ok if I keep this thread here so people can feedback, and do a sperate thread over there so you can keep track of things? Also, thanks for the nice words all!
  6. There's nothing wrong with the window, looks perfectly thiefy to me. A moon? Never! No time to modify. Springwheel's stuff's perfect anyway. (Runs away with the artwork to the Imperium forums.)
  7. Guest

    I Want To Help

    Arg. Sorry forgot to include contact info. God_is_my_goldfish@yahoo.com Or PM me in ttlg or ionstorm forums.
  8. Uploaded some things..you can find them in Props/misc folder on the ftp Bathtub,washbasin,and some pots(thatsnotmilestonestuff)
  9. A cool tutorial from the D3W forums about creating new creature models. http://www.doom3world.org/phpbb2/viewtopic.php?t=5133
  10. I've made you an administrator now, Fingernail. Set up the forums how you want it.
  11. Even though I've finally managed to get the models via CVS and I've cleaned up my material files folder to avoid conflicts, I still can't get the revenants and prelates ingame. When I pop them in a map they're just small squares surrounded by gigantic bounding boxes. On a good note all the props and placeables work perfectly now at least.
  12. Since when was Object making not under Art? Yes, more art forums: Objects Concept Art Characters Textures and another forum for levels/test screenshots.
  13. I checked the folder, there's only one texture I think I can use so I'll just forget about it and find something else.
  14. I don't think they'd like you using their textures in other games. Even though they're mod friendly, I could imagine they wouldn't like their assets being spread across the internet for free use. But if you want to try it and get your learn on I'll at least point you in the right direction. Just follow these 3 easy steps: 1. Download and install winrar (if you don't have it already). I recommend using winrar over winzip since it keeps the directory structures intact. With Winzip you're just loaded down with tons of unsorted TGA images. 2. Go to doom3/base, find pak004.pk4 and open it with winrar. 3. Find your texture...most of the heiroglyphs and other ancient civilization textures are in the caves folder. Keep in mind that most Doom 3 textures won't work well in games that don't support normal and specularmaps. You can manage to squeeze by with some, but since D3 textures are actually a mix of 3 or 4 different ones layered on top of each other, their individual pieces usually don't look right by themselves.
  15. I won't be avalible this weekend, just so you know. We can make the arrangements to the forums next week, before we open it to the public.
  16. Check this out It's a wallpaper company, I know. But the samples can easily made into textures and even have nice architectural and interior examples we can check out and compare to. I've already started culling them together into a single folder. Once I'm done I'll upload em to the FTP. Oh yeah, and if anyone is around...get on IRC. It's lonely up in here!
  17. Does anyone object to me starting this as discussed elsewhere? I'm going to create a fresh copy of the darkmod folder, rearrange it and write totally new mtr files, until it all works. Then I'll copy the result over and commit to CVS.
  18. I hope that you don't use your private folder for the stuff you want to put in CVS. I said it a hundred times, this will cause CVS to fuck up without it recognizing it.
  19. I tried to find the posts where it was being asked if the old textures have been removed yet, but haven't had any luck (from a few days ago). So I'll ask here some clarification: are ALL of the new textures, from now and this point forward, going to remain in /textures/darkmod/... ? So then, anything in /textures and NOT in /darkmod can/is to be deleted? I started to synch up yesterday with my "sync" copy (I keep two to try to prevent accidental contamination locally - a 56k measure), but found that the old texture structure is still there. I realize it will currently "break" old maps to delete them, but I'm wondering how long before they go? My other folder is currently 130 Mb of "new" (/textures/darkmod) textures, and 260(!) Mb of "old" (/textures/...). Just don't want to needlessly download 260 Mb across a 56k. I see that other things that started updating (models for instance) have actually been removed locally? Neat, didn't know it could actually do that. And, good thing I do keep a separate copy. Yikes.
  20. here we go then .. a purple hat , its more in keeping with the rest of the costume. i think i am just about done with this one so i need somthing else to model / texture ..do we need anymore buildings / enviroment stuff ? ..i could do another character but fancy somthing a bit differant for a while. i know deep omega did tell me once and i cant find the post ... what is the complete address and what folder do i ftp the model and texture to
  21. Sounds good, although I think we will also need a separate steampunk folder for boilers, metal plating, grills, and other stuff you'd expect to find in a mechanite or builder factory. We wouldn't want that stuff under 'city'. I'll start reorganizing my textures under this layout. Will you replace the old file on ftp?
  22. This is an old model head I found kicking around my models folder, He might do for some pagan god or even make it into a statue or something.
  23. There are still four .ase files that need to be converted to lwo. I only have lightwave installed and I can't find a way to convert them with that. I was wondering if someone could convert these to .lwo for me or give leave instructions on how to do it in Lightwave if possible? Also, the bounding boxes on those coins must be pretty off. Frobbing them is next to impossible, you have to be at impossible angles. Perhaps that is fixed somehow in the conversion. Spring, I'll grab those those painting skins and at least add them to the model textures folder in CVS. asefiles.zip
  24. umm..well I do't know then. Some silly qustions - where did you place the mayaimort.dll - in the doom/base folder? What exactly did you type into doomedit for those files I sent - exportmodels ulrich ? Alos did you set up the destination directory for the md5 files - base/models/md5/guard, I don't know if that's a problem, but it's best to try everything. Where did you get that mayaexport.dll, was it from the latest verison of the SDK?
  25. oDD, how many times have we told you NOT to post your personal porn folder here
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