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  1. There's this one, I think that's the most current one: http://forums.thedarkmod.com/index.php?showtopic=4888
  2. Okay guys 'n' gals. I rerigged the thief & I'm applying the citywatch animations to him, as well as adding player specific anims, because of the 270 degree visual cone (and the model is facing the z-axis when he should be facing the x-axis) as seen here: http://forums.thedarkmod.com/index.php?showtopic=6840 The rig is still being tweaked because his legs are clipping through the lower tunic (or that fancy skirt thingy he's wearing). What's the cvar to see an ai's visual cone?
  3. I have no idea how to fix this, but from reading the forums..it doesn't feel like we have a very good workflow/pipeline or whatever it's called, for animation. It looks like we're on the right track, creating a 'master' rig, but then perhaps things seem to get a little hazy. I'm a bit concerned about that as it could mean having to cover a lot more of the same work over again in the future. Are these new rigs going to add special bones for attachments, like they did in T3? I was following that in another thread, but I'm not sure I understand exactly what was decided there.
  4. Welcome aboard, Tricko. I think your permissions are now set. You've got a lot of reading ahead of you! You should definitely check out our models webpage: http://www.tjoff.com/jens/darkmod/gallery/...m.php?albumID=4 (the password is in http://forums.thedarkmod.com/index.php?showtopic=609) This will give you easy access to models that are completed, so you can check out styles, etc. There is also a master list of models still needed in the model forum. And, as greebo said, don't hesitate to ask.
  5. @Tricko: Once you're setup with the correct permissions, be sure to check out this post. http://forums.thedarkmod.com/index.php?showtopic=6694 I wrote this as some sort of startup guide for Beta Mappers/Contributors, which should cover things like our SVN repository, licensing issues and general notes about our Team "policies" (if this deserves this name). Generally, don't hesitate to ask us if you're running into troubles with anything. Don't silently chew on things - this would be a waste of time.
  6. The sword joint is not going to move. The object will go from being attached to the sword joint to the hand joint. Basically, just animate it as if the sword/weapon doesn't exist. See: http://forums.thedarkmod.com/index.php?s=&am...st&p=142216
  7. You're right, I don't think I could export 8.5 files. But I'm not sure how to convert .fbx to .mb either, so if Squill could do that, or you could export your animations to the three animation folders, that would be great. I've been using: options -sourcedir models/model_src/citywatch_mb -destdir models/md5/chars/animations_medium -scale .90 addoptions -keep Hips LeftHips_Dummy LeftUpLeg LeftUpLegRoll LeftLeg LeftLegRoll LeftFoot LeftToeBase LeftToe_end joint3 joint4 RightHips_Dummy RightUpLeg RightUpLegRoll RightLeg RightUpLegRoll RightLegRoll RightFoot RightToeBase joint5 joint6 Spine_Dummy Spine Spine1 Spine2 LeftShoulder_Dummy LeftShoulder LeftArm_Dummy LeftArm LeftArmRoll LeftForeArm LeftHand LeftHandIndex1 LeftHandIndex2 LeftHandIndex3 LeftHandRing1 LeftHandRing2 LeftHandRing3 LeftHandRing4 LeftHandThumb1 LeftHandThumb2 LeftHandThumb3 Neck Head RightShoulder_Dummy RightShoulder RightArm_Dummy RightArm RightArmRoll RightForeArm RightForeArmRoll RightHand RightHandIndex1 RightHandIndex2 RightHandIndex3 RightHandMiddle1 RightHandMiddle2 RightHandMiddle3 RightHandThumb1 RightHandThumb2 RightHandThumb3 joint8 joint9 leftpad rightpad joint7 sword -scale .90 With scale values of .85 for animations_short, .9 for animations_medium and .95 for animations_tall. To be honest, I'd rather have a complete list of .mb files in the models_src folder, in case I ever want to modify the sizes or add another character size or something.
  8. squill, can you make these controls for the tweaked rig I post in this thread? http://forums.thedarkmod.com/index.php?showtopic=7259 So we have one standard and to not make skin job on two rigs istead of only one. Its still ascottk's rig, but with model tweaked to more closely match the bones.
  9. You already have Dark Mod, it's just in the Thief's Den folder with limited assets. Doom 3 has to be run with the Thiefs Den shortcut. You have to start doom 3 with fs_game set to thiefs den instead of dark mod.
  10. The Pope needs a plugin:http://usa.autodesk.com/adsk/servlet/index...&id=6839916 & these settings work for that maya plugin: http://forums.thedarkmod.com/index.php?s=&am...st&p=143138
  11. All the material shaders are listed in the materials folder. You can easily pick and choose until you find one you like. That's fine, it doesn't have to be you. I'm just saying it's quite easy to do. I'm going to have my hands full with rigging AI for the forseeable future, so I doubt I'll have much time to do skins unless they're needed immediately for the release map or something.
  12. So I should rename thiefs_den to darkmod, then unpack PK4 with Thief's Den .MAP file, and then copy .MAP file to maps folder in doom3\darkmod, right? I did this and there's still lots of SHADER NOT FOUND textures when I load Thief's Den map in DR. (I guess these are not textures per se, but some water/rain effects. Am I right?) (Uuuu, it's not pleasant to be noob again!)
  13. Dmap does something, but it's still not compiling properly. New brushes and lights won't update when change my map. So the error when I hit compile map (and have doom running) is: "Doom 3/DarkMod process not running". I thought it might be a directory problem. I now have thiefs_den as my fs_ game mod directory, but changing it to darkmod and renaming the thiefs_den map in my doom folder to darkmod gives the same error.
  14. I have read in that thread about issues with forceware drivers: http://forums.thedarkmod.com/index.php?showtopic=7078 Could this be applicable in your case?
  15. Welcome to the forums! We're badly in need of animators - be sure to send New Horizon a PM, so he can bring you into the Applicants forum.
  16. Okay, I'll upload it tomorrow under the jdude folder (maps/jdude/wipcity.map) I have another suggestion as well. How about having a slider to adjust the length that far-clip cuts off in the 3d view.
  17. to make some sence i've renamed rename idle_idle_00.mb to idle which is the standard idle. idle2.mb is the second (less movement) which is exported as idle_02. fbx files (native motion builder) need to be imported into maya and saved as .mb/.ma to be able to export. But i believe most of them if not all when i look at the citywatch_mb folder have been made into mb files. i have also an export list which i've updated with all the current md5anim's and the attached mb's for the citywatch... export list
  18. Yes, you can do that sort of blending with vertex maps, I think it only works with ASE files exported from max. I remember talking about it on the doom3world forums a few years ago, if you ask there you'll get a clearer answer.
  19. I think things look very promising. For now Tricko, I'll set you up as a contributor and also give you access to the beta mapper forums. You'll have contact with actual mappers and be able to take requests for anything we might not have.
  20. In most if not all of your cases it is due to mis-installing the patch. The patch does not properly install into the correct directory. By default it says it will install in some C:/Program Files or something like that. You need to change it to install right into your main Doom 3 directory. So just try to install the patch again, carefully setting the correct directory, and you should all be all set. This same problem has occured over and over again for many people on various forums. I think it really needs to be added to the install directions for the mod on the wiki and elsewhere. It's getting to be a common issue.
  21. Welcome to the forums! Glad to see the demo has stimulated some people to try out mapping for it. There will eventually be a user-friendly objectives editor in DarkRadiant, but right now the only way to enter them in is with spawnargs, and it's not user-friendly at all (although I think maybe easier than DromEd ). I'm also still revising some things in the objectives system, so it's still subject to change. You can take a look at how they were handled in the Thief's den map, by looking for an entity called target_tdm_addobjectives. That's where the objective information is stored, although I think Fidcal also did some tricks with triggers and counters to set up certain objectives. [EDIT: Just saw the video for your mod, it looks very interesting, and looks like it has very different gameplay from Doom3, which is good!]
  22. UPDATE 13-01-08: I have tested doom 3 with the 1.3.x patch and the latest nvidia forceware beta 169.28 and doom3 now works again. But thief2 is still broken, the main menu/cursor is still corrupt and when you try to start a game it crashed to desktop... ORIGINAL 29-12-07: Its been reported that Doom3 is broken under forceware drivers 169.21 and above under WinXp. The game is corrupted in both the menu and in-game, this also effects T2/SS2. I have found multiple instances of this drive breaking upto another dozen games on the nVidia forum http://forums.nvidia.com/index.php?showforum=18 biker
  23. Right so Ive been back for a few days now and finally managed to jump back into it Heres a question: How do I get the renderbump command to reference the objects UV map? Whenever I run the command I get the default 1-sided map (which isnt even registered as a UVmap) O Ive been tinkering a bit and learning more about the engine through various forums so Ive got the model in game, just really the normal maps that are causing the only issues. Ive already got a basic .mtr file that should work fine, soooo.. Hints, tips, tricks? thanks
  24. This is a half life 2 thread but it might help. http://www.halflife2.net/forums/archive/in...hp/t-72866.html
  25. There is usually always somebody around on these forums, so why should this change after the 15th?
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