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Yes, that was the plan. There is already a flinders folder under junk, but I'm not sure how much it has in it right now. Most flinders can basically be the same shape, just using different textures based on the material type.
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Please also note that in f.i. Germany, the games are quite crippled/self-zensored, which means that you are basically forced to buy your Steam game via some foreign mercchant. (via an proxy in another country as Valve checks the IP!) However, do not try to get a refund for these games when you bought them via your credit card, as this will not only disable the game you bought (AND returned legally), but your entire account: From: http://www.slyck.com/forums/viewtopic.php?f=31&t=37355 So, they can simple turn around and deactivate all your bought games for no reason whatsoever. I think this is the reason why "software-as-a-paid-service" will fall flat on it's nose. Hopefully soon.
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No objections here. On that note, it's very nice seeing how much the prefabs folder is growing. This little mod is truly starting to move into the "building upon building" stages.
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Then the question arises if we have all existing animations in FBX format? Looking at the citywatch folder, there are many Maya Binary (.mb) files, not all of them have FBX counterparts. Is it possible to convert the mb files to fbx without "data loss"?
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I already added the saintlucia folder under fms and the relevant text files, so it *should* work. (Can't start D3 here so I cant test it tho)
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Awesome, thanks joebarnin. Do you have time to look into getting the "Tears of Saint Lucia" map in the "Start Mission" screen? I think it's missing the .txt files in the fms/ folder, and I assume you are faster than me setting this up. Let me know if you can do that, otherwise I'll look into that.
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Been lurking on these forums for about a year now and figured id sign up and offer to help in any way i can. Heres a couple of textures i've been working on, let me know if there any use to you mappers? Preview Download I know theres only 8 but i'll keep working on more if there up to your standards? Also i can model if thats any help, already done a few simple crates and world objects. I don't have any portfolio or anything, but if you wanna assign me a modeling/texturing test, fell free?
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Hey nightshifter, Welcome to the Dark Mod forums I'm glad you enjoyed the vid. Yes, please show us some screenies, I think anyone who had enough patience with Dromed will have more then enough for Dark Radiant
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The original was really only meant for me, but Dram posted it in the forums. There is smaller version available that is 50 megs. Coming soon.
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Uhm, is it just me or is the normal map reversed? the left one (without) has the stones sticking out, the right one looks like all the "stones" are actually depressions: http://forums.thedarkmod.com/index.php?act=a...ost&id=1492 I notice a similiar effect on "sloppy_bricks_red" or something, where the mortar actually sticks out and the bricks are depressed. That should be the other way, as mortar sticking out would be the first thing that gets broken off and weathered down by the elements. (unless the wall was made 2 weeks ago with plenty of mortar quelling out between the bricks
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I was getting low on diskspace for my XP installation and stupidly cut and pasted the entire doom 3 folder to the Vista drive (Logical drive, same physical drive). Now I've uninstalled DarkRadiant several times and reinstalled it, but it always tries to open the last map that I used D:\Doom3\thiefs_den\maps\cath.map, but that is no longer there and it keeps crashing the program. I've looked everywhere and I can't find anywhere where this info is stored. I've looked in the registry but no luck there. I've run Registry Mechanic after uninstalling all copies of DarkRadiant from my computer, but still no luck. I don't want to have to re-install doom 3 and the dark mod and thief's den to get this fixed. I just want to delete the settings saved for DarkRadiant so that when it opens and asks me for the path to Doom3 and I tell it, that it keeps that setting and doesn't keep trying to open the same map which isn't located on the D: drive anymore.
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You can reset DarkRadiant's settings in C:\Documents and Settings\AluminumHaste\Application Data\DarkRadiant\ Just wipe that folder and DarkRadiant starts completely from scratch.
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i've added a new walk and run animation for the builder guard because previous run/walk animations, which i created in motionbuilder, did not match the guard very well causing him to walk on his toes which is hard to fix with all of those baked keys on the joints and it's too much of a hassle to go back and forth between MB and maya to make adjustments. This walk/run matches better and brings the advantage of being able to share these quickly between other characters. Also these new walk and run cycles (although first pass) fit the priest/guard better because the walk looks more casual and less macho then the existing walk of the citywatch so it can also be used on other characters. I replaced the run of the citywatch with the new run because it feels more natural then the previous one which has a more cartoony feel to it and i didn't liked the way it moved anyway. next up are exporting the other idle/misc animations with are made in motionbuilder or with the other animation rig in Maya. I've found some of those are already exported, but then again most of the feet don't have to same idle positions. I'll sync the priest and guard rigs to svn together with a new folder which contains the animations clips that i've created to share animations.
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I was referring to this one: http://forums.thedarkmod.com/index.php?s=&am...st&p=121951
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If what you've listed above is the same as the rgb/color keywords, then it won't really desaturate the colour, it will just move it closer to black (or white if you use an additive blend). It's definitely useful for creating new textures without the need for more files, however. http://forums.thedarkmod.com/index.php?showtopic=6170
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We also have transparent lit and unlit glass. http://forums.thedarkmod.com/index.php?showtopic=6180
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*cough* Yes I know I shouldnt be poking around the content forums - but its eve-online downtime and I'm taking the evening to relax! Could glass not be done in a slightly more fancy way? I mean, sure glass like that is okay for low settings - but wouldnt some pretty water-like shader look a whole lot better? I was thinking a sort of startic water like shader with low and wide bumps. Like impure and old glass you find in ooold houses, nothing too busy so that it looks like the refraction is going everywhere, just a slight curve here and there I think that would be quite damn good looking for display cabinets and stuff. Anyway - donno too much about shaders and the doom3 engine yet, but I will get there Just my 1.99c Serp
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Itches, Glitches & Anything Else...
greebo replied to greebo's topic in DarkRadiant Feedback and Development
Take a look at tdm_damage.def: there are a couple of damage types you can choose as argument of the response effect. For instance, a response effect to STIM_FIRE would take the damage_fire entityDef as argument. Or do you rather intend to define the damage entityDef on the stim itself than on the player? Well yes, I had this already implemented, but it was not accepted. I think it's in a thread somewhere in the Level Editing forum, but I might have to dig it up. edit: Here it is: http://forums.thedarkmod.com/index.php?s=&showtopic=5646 edit2: erm, wrong forum for this? -
Hmmm... very possibly? My login on the TTLG forums was cypher628. Sound familiar?
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Ah... this would be the recent end-of-line indicator change talked about here: http://forums.thedarkmod.com/index.php?showtopic=6633 The files aren't actually broken; they're just using Unix-style line breaks instead of Windows-style. The change was made in order to be more consistent, since with both Windows and Linux users working on the files, we were using both styles. The best way to work around this problem is to use a text editor that isn't Notepad. Most decent text editors can handle Unix-style line breaks. I use and recommend TextPad, but there are lots of other good choices.
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Hey... I'd like to try out some beta-mapping for TDM. I know I'm a new face here... I used to be a member on the TTLG forums (still am, cypher628) and used to work with Dromed on both T1 and T2. I just downloaded the T3ED and am almost done running through Komag's tutorial. It's pretty different from dromed I'm still used to making everything out of brushes... I never got around to publishing much online but I could probably come up with some old screenies. My e-mail is ckahn@videotron.ca or cnetrix@gmail.com. :-D
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Itches, Glitches & Anything Else...
greebo replied to greebo's topic in DarkRadiant Feedback and Development
What's your mod path in the preferences? Did you wipe your user preferences beforehand from the C:\Dokumente und Einstellungen\ folder? -
Itches, Glitches & Anything Else...
greebo replied to greebo's topic in DarkRadiant Feedback and Development
Hm, I can load the map just fine on my end. It shows up, most textures are loaded. The copy-DR-over-old-version issue is a known one. DarkRadiant tries to load all DLLs in the modules/ folder and if there are any old ones they crash the application (they have the same entry point symbol, but the code is referring to old class interfaces). -
Venus: I am using WTV as a simple viewer and the Nvidia convertor. Here's my old post. http://forums.thedarkmod.com/index.php?showt...st&p=120912
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hello, i am new on this board but i am a fan since thief 1. When i see this announce, i was happy to retry experience. i install doom3, patch 1.31, darkmod and copy dll into system32 & doom3 root folder. I do the shorcut and finnaly i launch the game but i have 2 errors if you don't understand last screenshot, it is in French language. Have you got an issue to resolv that ? Best regards. ----- Edit version doom 3 : 1.3.1.1304 Run on windows xp sp2 C2D 6750, 2go, 8800gts