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  1. There's also a dedicated external converter app for changing fbx files between the different versions. FbxConverterUI.exe It should be in your 7.5/bin folder. You can batch convert them.
  2. It doesn't seem that hard to add a step that tags triangles as transparent--to specifically be ordered from back to front. For the most part, modern engines order polygons front-to-back for culling purposes, although a lot (and I am beginning to suspect D3E) just throw the whole mess at the graphics card for it to work out. By the ways, that picture is fugly--c'mon, ordering isn't that hard, nor is it that resource/time consuming! Every damn frame has to be ordered one way or the other before it can be rendered! Graphics cards order everything front-to-back for culling purposes, and they reorder everything back-to-front (or rather, that which remains) for texturing! It can't be that fucking hard! Edit: As for shadows, probably the best performing way to get a reasonable facsimile of shadowing would be to use a projected texture of the surface, with the alpha map acting as a measure of intensity (transparent for full light, and opaque for none). Well implemented, I don't think that it would look any worse, that is, less realistic, than Doom 3's lighting. I'm a bit fuzzy on how stencil shadows are any different than projected shadows (with the notable exception of the stencil itself), so I don't know how compatible projected textures are with volumetric shadows. Anyways, you can turn off shadowing on the triangles that have that have alpha. Either I'm missing something important, or Carmack is bitching over something that would take a week at most to implement and makes for so much better usability.
  3. Here's some tweaks I did to the model: I thought the legs looked too skinny so I resized the thighs and the lower leg coming out of the boot. (Oops, the legs are clipping out of his tunic . . . ) Don't pay attention to the textures since this is a cheap maya render. Here's the original mesh before the tweaks: http://forums.thedarkmod.com/index.php?act=A...ost&id=1195
  4. Keep track of new AIs to put into game: big thug, diego thug, & houseguard. Diego's thug (needs textures): http://forums.thedarkmod.com/index.php?showtopic=5146 Houseguard (on cvs): http://forums.thedarkmod.com/index.php?showtopic=1455 Big thug (major setback, I deleted his textures ): http://forums.thedarkmod.com/index.php?showtopic=5123
  5. ascottk

    Big Thug

    What do you mean? I posted the uv map in the above post:http://forums.thedarkmod.com/index.php?s=&am...ost&p=95122 Long tunic
  6. Springheel

    Big Thug

    I found only two thug files on the FTP. thug.max and thug.3DS, both in the models folder. I don't know what they are.
  7. We already said that limited save is a playstyle option- So it doesn't really make sense to warm up this silly old argument yet again, but hey that's the internet. Forums memories are short term, so there are bound to have some threads coming back ever again and the argument is always as hot as if it everybody is surprised to see this topic for the very first time.
  8. Springheel

    Big Thug

    Yeah, it was Diego--I found the thread. It was actually in much better condition than I remembered. http://forums.thedarkmod.com/index.php?showt...=1035&st=25 I think I may even have it on FTP somewhere. It actually looks quite good and would be very handy to use for generic townsfolk. One thing I'm confused about, however...if it's possible to take a T3 character and the nobleman and give them the same joints as the other AI so they can share our animations, does that mean it's also possible to do that for the thug and the houseguard? Both of those models are better done than the nobleman, and it would be a shame to waste them.
  9. That's exactly what it's used for -- storing a map of VFS paths to GtkTreeIter structures while populating the tree. It is, however, only temporary and only used once per session, which may have an impact. I guess the thing to do would be to switch to std::map and see if there is a noticeable performance drop.
  10. As far as I know std::map uses red-black trees, which have a O(log2n) performance for search, insert and delete. Good hashing should be O(1). I doubt that we will deal with data that is big enough to create a feelable difference between the two (maybe when you want to precache all paths in the vfs etc). Hashing does require more memory so I wouldn't recommend it for containers which will only store a few elements.
  11. Hello, i havent posted in a long time but that doesnt mean that i havent been keeping tabs on this game. you guys are doing everything i wish eidos would have done with Thief 3. cant wait till i get my hands on some of this game play. Btw the AI look's amazing, i didnt expect you to create such a versital AI system. Have you guys played might and magic, DM. its similer to Thief in few gamplay aspects. it would be vary easy for a mod group to edit the game to suit the thief world. theres no way in hell you guys should do that cause ive alwas perfured the Doom3 engine to the source engine but there is a posiblitly and few of my moding buddys have been talking about it. now my question's yeaaa i alwas have to stupidest shit to say lol. 1. Have you created models for Mech and pagins yet? honestly i was alwas extremaly adicted to thief 1 for the reason that the game revolved around the hammers amd keepers. thos where the main cultures in the game, vary midevil like, not to technoligly advanced. set a vary good Mid evil feel to the game. lock it in to an eara in the thief world. 2. Release... for the past 5 months i havent posted anything on the forums her but i have been working on the DM3 editor in my spair time. i realy cant wait to load up thief like objects and charicters in to my level's. they seem to just be walls and room's w/ no textures. im not asking for an exact date or anything, im asking when to expect it. maybe this summer, when. 3. beta mappers. are you still accepting beta mappers on the project. id love to apply some of the stuff you guys have done to my maps.
  12. @Maximus: It's harder than you think to just build up realism by adding "little bits" of realism. I'm generally for more realism with customizable options, since different people obiously have different ideas about what's fun vs frustrating, but I disagree with your statement. Working on the mod, I've found that when you increase the realism of one aspect of a model, it often necessitates increasing the realism of a different apect of the model, otherwise the whole model will break down and be less realistic than you started with. An example we've seen on the public forums is a demand that the AI have different vision parameters in their peripheral vision than their central vision. Right now guards have equal detection probability across their entire field of view. The claim is that they should have different light/movement detection abilities in their peripheral vision. Sounds innocent enough, right? But if you were to just implement that by itself, calculating peripheral vision based on the direction their head is facing, you'd have a situation where their corneas are alway physically straight forward in their head. Within their FOV, you'd get predictable and abrupt changes in their vision reactions based on where you were standing relative to their head facing, which is not what happens in real life. Real people on guard are constantly scanning their eyes over the field of view allowed by their head. By just adding the peripheral/central difference without adding eye scanning movement, we made the system less realistic than it was before. To un-break the model, we would have to do a lot more work and make an eye scanning algorithm independent of the head turning algorithm, and take into account psychological factors like how wary they are, fixing their eyes on something suspicious or moving across it, etc. The net result after all that work is: An idle guard who's moving their eyes around randomly would have an equal time-averaged detection-probability across their entire field of view. That's the same result as what we started with, after a lot of hypothetical work. Making just one small thing more realistic did not improve things, instead it broke the model and necessitated making other things more realistic, and in the end it effectively didn't accomplish anything.
  13. It's not an equal comparison. Chess is a purely conceptual game with clearly defined and rigid rules. I know chess is often compared to life, but it's not an allegory for life, it's just takes some natural concepts and tenants from life and reduces them to their purest intellectual form. The dark mod and other games seek to directly simulate both the unpredictable nature of reality, and the logical consequences of it. Therefore, it's pointless to clamour for more realism and more difficulty when all paths lead to the ultimate unreality. We need a new paradigm. The current one is a contradiction of purpose. The idea that you're pretending to be a real person in a real world populated with other real people in life and death situations, but with absolutely no risk involved at all, is ridiculous, the idea that you should be having 'fun' in these pretend and toothless life and death situations is even more ridiculous, and this whole charade of having the player 'die' is a joke, yet it pervades every game.
  14. Welcome to the Forums! I'm looking forward to hearing your visions about Radiant and your project. Ah, that surprises me a bit, but then again, I haven't been observing the GtkRadiant community a lot. Weren't there two more developers working on GtkRadiant lately? What about Shaderman? Wow, that sucks. I'm surprised that GtkRadiant 1.5 was even released under the GPL when no one seems to really care about the project. Not that I'd object... Sounds cool, I'm looking forward to hearing those. Well, that's nice! I actively started coding last September (after reading some tutorials), so there's a lot to learn for me, especially when it comes to OpenGL.
  15. Sounds like there's a lot of things we can help each other with, even if our interests aren't completely identical. Hey, I've seen STiFU around... I think he's even on these forums occasionally. I'm supposedly part of The Cabal but I mostly just lurk nowadays. The Dark Mod has stolen me. Actually there's a bit of cross-pollination there - ascottk (who is currently our most prolific animator by far) made some AI models for The Cabal. We Thief fans are a tight-knit bunch. Glad to have you around!
  16. Can someone point me to some good tutorials for drawing and rendering vegetation transparencies? I'd like to start working on the hedgerows idea I mentioned but I can't find much about making 2D plant images for LW8. BTW here is a cool link that was posted in the forums a long while back, its a great breakdown of LightWaves tool and some other links to plug ins and stuff. Thanks to oDDIty IIRC. http://www.suture.net/tutorials/modeling/index.php
  17. Oh, I overlooked your post, but I deleted them already anyway. I doubled some of them in architecture folder by accident cause sometime it resets the destination folder field while uploading. --- The Hammers are in the gallery as well. Currently I'm improving boar head model and making variation to model and skin: we will have black boar with closed snout also. (the skin matches both models)
  18. Fix for sword joint distorting mesh: http://forums.thedarkmod.com/index.php?s=&am...ost&p=94397 original thread: http://forums.thedarkmod.com/index.php?s=&showtopic=5109
  19. I can't speak for anyone else, but I did look at the win32 program, and commented to that effect. I didn't elaborate because there's not much to elaborate on. The code looks fine to me. (Didn't test it.) I didn't look at the other one very much because I'm not familiar with the game or its plugin interface. As for testing your changes... I understand it's difficult without CVS access. The problem is that the team has been burned before by a "contributor" joining up, gaining access to all of the resources, and then stealing copies, leaving without actually contributing anything, and posting the files on the internet. So now it's a matter of policy that contributors don't get full access until they've submitted something. Nothing personal. This is why I suggested a scripting task to start off with, since you don't need CVS access for that - you can just use the beta mapper's alpha. Doing SDK work without CVS access is a bit of a pain. The beta mapper's alpha is here if you're interested, though it won't help you with the SDK since it contains no code apart from scripts: http://forums.thedarkmod.com/index.php?act=a...p;f=31&id=7 (I think you should be able to access that forum?) Still, you should be able to test this in vanilla D3. Make a simple room in the Doom 3 editor (there are a bunch of tutorials around on the internet - doom3world.org is a good place to start) with a really high roof. Start it up, press Ctrl-Alt-~ to display the console, type noclip, and toggle the console off again. Then fly up to the ceiling. Spawn a zombie (using the console, see http://au.gamespot.com/pc/action/doom3/hints.html for instructions) so that he falls down to the ground below. In vanilla D3, he will land there without taking damage. Your task is then to modify the SDK so that he dies if he falls from a great height. BTW, as for using your compiling SDK: I find that the easiest way is to take your compiled gamex86.dll file (should be in the releasedll or debugdll folder) and copy it to the root D3 directory (where DOOM3.EXE is). That way it overrides the DLL for *all* mods you have installed, so be sure to delete it if you install a mod - the Dark Mod, or any other mod.
  20. Be sure to clean your install/modules/ folder to remove any legacy .dll/.so files before rebuilding.
  21. I haven't touched that code, so perhaps there is something else broken? I had this problem a while ago when creating AI, which was caused by an old module object (.dll/.so) left in the modules/ folder. Are you compiling under Linux?
  22. Thanks Pink...are those images in the architecture folder there by accident?
  23. Thanks for suggestion, I'll see if I need it. ----- Spring - graveyard folder in The Gallery is already updated. Tommorrow I'll do The Hammers.
  24. Crispy

    Irc

    The public forums are slow, sure - but the private ones are a buzz of activity, so there are people around. Personally I don't use IRC. I know from experience that if I do enter a chatroom, my productivity immediately drops to zero and stays there. Same with instant messaging. It's a distraction which I can't afford. Forums suck up a lot of my time too, but at least they don't interrupt!
  25. Well, they still don't work... Although now DR recognize them and adds them to the list but some of them don't do anything... Here's my skin file: skin The_Big_Hammer_metal { model models/darkmod/props/decorative/decorative_oversized/The_Hammer_big.lwo tdm_thehammer_big_stone tdm_thehammer_big_metal } skin The_Big_Hammer_rusted { model models/darkmod/props/decorative/decorative_oversized/The_Hammer_big.lwo tdm_gear_big_metal tdm_gear_big_rusted tdm_thehammer_big_stone tdm_thehammer_big_rusted } skin The_Big_Hammer_ruined { model models/darkmod/props/decorative/decorative_oversized/The_Hammer_big.lwo model models/darkmod/props/decorative/decorative_oversized/The_Hammer_big_ruined.lwo tdm_Gear_big_metal tdm_Gear_big_rusted tdm_thehammer_big_stone tdm_thehammer_big_ruined } skin The_Medium_Hammer_metal { model models/darkmod/props/decorative/decorative_oversized/The_Hammer_medium1.lwo tdm_thehammer_medium_stone tdm_thehammer_medium_metal } skin The_Medium_Hammer_darkstone { model models/darkmod/props/decorative/decorative_oversized/The_Hammer_medium1.lwo tdm_thehammer_medium_stone tdm_thehammer_medium_stone_dark } When I had swaped the lines with pairs of materials in skin The_Big_Hammer_rusted, so the declarations look like this: (gear in second line instead of first one) skin The_Big_Hammer_rusted { model models/darkmod/props/decorative/decorative_oversized/The_Hammer_big.lwo tdm_thehammer_big_stone tdm_thehammer_big_rusted tdm_gear_big_metal tdm_gear_big_rusted } then rusted texture appeared but gear texture stayed unchanged. It looks like that gear material is problematic, but its name is correct... and all textures are at right folder... I really don't know what to do... well, I'll check if they work as default materials...
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