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  1. Updated. Everything you need to play it ingame is in the folder, just fire it up from the console.
  2. I received a PM from Mog and he said that he uploaded some Castle Wall textures for us in our Dark Mod folder on the FTP. Did he message anyone else about it? The zip is around 30 megs I think and it's called CastleWalls05FromMog.zip Just checking it out now.
  3. This had got quite out of hand, with people shoving stuff in "Props" directory etc. with no real order. So, we decided based on a logical progression of how the textures are organised, to sort the models into themes, that is "Mansion", "Cathedral", "Crypt", "City" etc. This doesn't impact on generic models, such as "Loot", which will have it's own folder. It just makes sense, considering both textures and SFX are being organised in this way. So, as an example, there'd be Mansion/Furniture/Chairs/Chair1 or Cathedral/Furniture/Pews/Pew1 but Loot/Plates/SilverPlate1 and Plants/Trees/LargeOakTree1
  4. Models work in the editor like everything else, Spar. It'll bring up a list and it'll show it in a little 3D preview window when it's highlighted...once it's in the editor it'll show up like it should once you go into render mode. Mappers have lived with FAR less in the past, back when Q3 and Vampire were out all your props would show up as boxes no matter what. The way D3 is set up is perfectly fine for someone wanting to select a model since they can preview it beforehand quite easily. And Sneaksie, the more I think about adding the /darkmod folder to the directory structure the more it makes sense. What if someone wants to mod the mod for instance, and wants to keep all our assets in the same place while he works with his own stuff seperately? That's just one of many reasons why we should go ahead and make the switch back to the old setup.
  5. ... but anyway here´s my current portfolio: keeper haunt enforcer profile badass mofo head detail zombie I´m also at the Hammerite Imperium team, but my artworks are mostly useless there (but that doesn´t mean I want to leave, there´s enough other work). That´s why I want to join also the DM team, where my concepts actually can be made into models. I could also eventually skin AIs and maybe objects, I did some retexturing for the HI. No experience with Doom 3 specs yet. These artworks are the latest ones and at this time I prefer BW, which you might not like as concept art, but that can be easily changed. If you´re interested in more various stuff, just have a look at my folder at the Imperium FTP. Oh and there´s one more thing: I have some major exams in may and june and at that time I probably won´t be able to do much. So that you know.
  6. It doesn't make sense to put models in a folder named mansion. People look for tables, lights and such stuff and not mansion or crypt. That may be usefull for very specific models, but not for the majority. So models should be grouped on their usage and not where they usually are put. For textures this makes sense, because textures are used for a specific theme. I also wonder who is "we" who have decided this, because I haven't seen any mentioning of this.
  7. lol, log on the FTP and download it from the screenshots folder then.
  8. Whoa, swanky. Upload it to the FTP and put em in their own folder for easy grabbing...call it DeepOnormals or something like that. Oh yeah, I'm about to be hitting you up for some Max 7 help here soon, so prepare yourself.
  9. check Ftp darkmod/misc folder Thiefybeat.mp3 btw if everything goes fine i will be able to return to normal working speed from next week:)
  10. I uploaded the classic gem to the mics. folder on the FTP. I think a setting of 150, 30 in the GUI is right, t makes it about the sie of the T3 gem. I also upload the basic compass LWO and textures.
  11. THe FTP seems to have speeded up again so I uploaded the numbered and the unnumbered ones to the miscellanious folder.
  12. Always glad to download things for Thief2, Alexius . This is on my waiting list (along with Thief2x ). LOL, just looked, and my Thief2 folder takes up 5.5 GB :lol: . --Dram
  13. Though Spar, it's important to note that Valve was bit in the ass by their own program, cos all of the warez versions of HL2 were downloaded through the Steam servers (or most). So that will make them take 1 of 2 courses of action: 1: They say stuff this crap, and go back to normal, or 2: Shit! They hacked us! Ok people, I think we need to tighten the grip. Either way, I still think that it is in fact very cruel to the loyal customers that actually DO buy the game and are so inconvenienced by Steam, cos the people that don't pay a cent for it get much more pleasure out of it cos they don't need to update the motherf***er. In fact, here are some points on steam: *Steam chucks all valve games into a single folder *Everytime you startup, steam starts and (most of the time) updates itself) *Steam runs in "silent" mode (meaning that it will not show up in task manager) *If Steam detects a CounterStrike Source cheat or trainer on your pc, it automatically disables your CD-Key, hence preventing you from playing HL2 or CSS *It has happened to 2 or 3 people that their CD-Key was invalid when they bought HL2 cos someone else had downloaded a CD-Key generator and (unluckily enough) got that CD-Key *The last point (and the most important one) is that Steam is the gayest-piece-of-shit that came into this world, and it's creators shot be lined up and shot.....well........spanked. So there you have it folks, why Steam is gay. Last thing: The most effective way to reduce piracy is to reduce the price . Though you'll always get pirates (in fact, in Asia, 93% of games are pirated), and there is nothing that can ever prevent it. But on the lines of Steam Spar, I'm with you 100%
  14. It's all working fine for me now. Just removed them from my darkmod folder and updated again.
  15. Nah, I think it's likely because I had the files in my folder, for testing purposes, and neglected to remove them before I did an update with CVS. I'll just have to clear them out and let cvs update them again.
  16. I just discovered the oddest thing. I had saved these textures off of Tyrot's site and forgot to convert them from jpeg to tga before I popped them in their approrpiate folder. They're listed as tga in the material file, but the game is actually displaying a jpeg texture ingame...odd.
  17. Many ar3 7331 haxx0rz caus3 1h3y'r3 s0 c00l 1ha1 1h3y ab50lu13ly mu51 haxx0r any gam3 c0mp31ing wi1h 1h3ir dumb 101ally-7331-haxx0rz-ub3r-gam3 HL2. (lets off a feral snarl when thinking of the 7331-haxx0rz in CS) They'll get thier own. Oh wait! They did! You know that hackers used the steam servers to download HL2 (five-finger discount too) ? D00MZ3 3ngin3 4 3va!!! ANYWAY, I played HL2. I borrowed it from my friend, played it (though I Downloaded a crack so that stupid mother-*(too profane to say)* steam would'nt move all my sierra games to the gay steam folder) and it was ok, though it was more scripted then Doom3 and apart from some.......anoying bits (stay here team you tell them "ok, we'll wait here" they say....2 seconds pass...."Follow Freeman!!!" -- AAAAAAAARRRRRRGGGHHHH!!!!!!!! makes you resort to genocide) but without steam it's more enjoyable. Never in my whole life would I pay a single cent for that game (don't want any 7331 steam f***ing around with my comp, had enough viruses already). Why do I comment on this? Cos steam is such a bad design decision that I can absolutely not believe they spent money to make playing a game as hard as trying to take out a security van. I think everyone knows by now that if steam so much as smells a CS cheat on your computer it wil take a piss into your case and eat your cd-key. You might say I'm taking this a bit personally (and I agree ) but my friend payed money for his game only to find that some 7331 haxx0rz had already used his cd-key on the net, thus preventing him from playing CSS online. So it is quite personal unfortunately. Valve is so kind to it's inmates, oh sorry! customers... Anyway, my friend returned the game now so it's all good .
  18. Don't know why I haven't responded to this earlier. Well the reason it, if you look at the naming scheme, that all things you frob have the "frob" prefix. Like this: "frob_door_metal_open", "frob_door_wood_close", "frob_food_apple", frob_food_deerleg", "frob_instrument_harp" and now then: "frob_instrument_victrola" and "frob_instrument_musicbox". It's a much smarter system than the one which was used in Thief 1/2 (if you even can call it a system, they just threw everything inside one folder and named it stuff like "DOORS1C" "dronelp", "FAKEWIND5" etc.) And of course you can use it in a cutscene if you wish, but the main purpose of the sound is to be played when the player frob a musicbox. Oh, and I'll make the names as long as I want to!
  19. by the way, for some reason dream weaver (i used to send the files) created a folder named frank for two of the videos
  20. Just uploaded some ambients to my audio folder (/audio/unfinished/muze) on the FTP. 44.1, 160kbps, stereo. They're thematic in nature: mb_hum3_LP.ogg mb_hum3_musicbox_LP.ogg mb_hum1_creepypiano_strings_LP.ogg mb_hum1_bell_banging_LP.ogg mb_hum1_intro.ogg mb_hum1_LP.ogg mb_hum1_LP.ogg and mb_hum3_LP.ogg are some basic ambient hums and can be looped indefinitely if necessary in between the layers I've created with them (i.e. mb_hum1_bell_banging_LP.ogg with mb_hum1_LP.ogg). There will be more hums and layers and what not as I go. Any intros I create will start off a hum and seamlessly go into it's respective loop. As per our naming convention LP means loopable. The mb is so I know which ones I worked on. I guess the piano and bell ones fit somewhere in The Scary Place and there was a need for a music box so I've done that. It's also on the creepy side, I can't seem to not make creepy music right now But I'll also create a less creepy one as there is a need for 2 in the tasks list.
  21. i've uploaded the .obj fo you onto Fps models/lights folder.. i tried mapping it but that class part and the alpha's confused me totally about how should i have done it...
  22. I've only done a few yet, I didn't want to do more until I was certain of the workflow to Doom. I'm not sure how to show them to you inside doom. Can you record moives in doom or something? Using a screen capture program just gives you a stuttering mess. I put one on the FTP, I made an Animations folder, I can split it up into smaller animations, the looking from side to side after hearing a noise etc. It's quicktime format - anyone with sense should have the free QT alternative codec. If we don't need a character now, or no one's for writing an AI script there's not much point in doing more animations at this point.
  23. Since we already have now the problem that modelers did double work, which even looked remarkable similar) I guess there should be a better way of controlling what is doing which models. I would suggest to create a website with small thumbnails from EVERY model that is already finished. If a modeler starts on a new piece he should upload a concept BEFORE he starts working on it, so that we have an easy overview of what models are already done. This means that the system should be somehow managable, so that models can add their models fast without a long delay of contacting somebody who can add the model. If we don't have such a system, we can also use the CVS for that. We just need to create a folder where all the screenshots are stored (only small pics, so they don't take much space) and for each major section one HTML page where they screenshots are listed. This way they can easily be synced and we wont have the problem that modelers are doing the same work twice. And it also has the advantage that we have an easy overview of how much is done already.
  24. Also, a question - what main folders should we have in the textures folder at this point? I know there's been some rearranging done, and I'm wondering what is no longer used. I have: /textures/crypt /textures/mansion /textures/misc /textures/miscellaneous The last two, particularly, are my concern. Everyone should have those if they sync'd with the CVS, because that's where I got 'em. And should we delete custom.mtr? A shame the CVS doesn't have some kind of remove function. Edit: Damn! And a third question (I always forget): are we going to have the folders be among all D3 textures as current, or will they be together in a single DarkMod group in the editor? What I mean is, instead of seeing /hell /death /fire /mansion /mame /destroy /castle will we instead see, /hell /death /blood /DarkMod /evisceration /decapitate /disney Either way should be fine, I was just putting it out there in case it wasn't spoken about yet.
  25. .obj uploaded to the furnitures folder on Ftp
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