Jump to content
The Dark Mod Forums

Search the Community

Showing results for '/tags/forums/folder paths/'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. http://forums.thedarkmod.com/index.php?s=&am...ost&p=93484 & download the latest fbx importer. It might be on alias' site.
  2. Now that the search animation is relative to the origin bone, I have a problem with foot slipping, that I've been trying to sort out for 3 hours... The foot makes contact with the ground. You put a key frame on it. You want it to stay there while the body moves forward. So when the hips move forward (taking the foot with it, since it's a child) you move it back where it made contact with the ground, and put a key frame on it. So it should stay on the ground in the same spot whilst the body moves forward, right? Fucking NO. It does some weird arse slide forward and backward again between the two points, still starting and finishing in the same spot, but with a wierd slip forward and backwards in between... Adding "correctional" key frames to keep it still, winds up with you pretty much putting a key frame on every frame, and yet it still seems to wobble unsteadily, and this is a brutal, hacky, messy solution, that will be a nightmare to edit if I ever want to change the animation. Opening the FCurves window to see if the bezier curves are causing some problems doesn't seem to help. I've set those keyframes to be flat (no curves for the movement, for translation and rotation) and they still do it! There has got to be an easy solution to get feet to stop slipping. I've been reading about some arcane solution involving override clips or something, that I can't quite understand yet... surely there's some easy way to say "between these two keyframes, keep the foot HERE no matter what"? I'm going to post on CG Talk... *edit* http://forums.cgsociety.org/showthread.php...472#post4141472 I also posted links to example anims there.
  3. We'll need the source Maya binaries or fbx files when you're done with an animation so we can share those animations between characters. Maya + the Doom 3 importer is finicky & includes/excludes unintentional joints of the meshes/animations so we may need to customize the def file export options according to what Doom 3 spits out. Instead of ftp, we're using svn now: http://forums.thedarkmod.com/index.php?showtopic=5623
  4. I have finished the mouse handler for now at least - See relevant thread for info http://forums.thedarkmod.com/index.php?showtopic=5006 I would like to do the keyboard handler the same way but wait and see what everyone thinks of the mouse first. Then if no one objects I will do the same. I have already coded 90% or more of what would be needed to do that just in case. We will have to do something eventually anyway if we want to be portable to anything other then windows. Speaking of which what is the pipe code for ?
  5. Here's the source Maya & Motion Builder files (along with the def file) for the citywatch: http://208.49.149.118/TheDarkMod/models/In...tch_AnimRef.rar I normally have the folders set up as: models/ask/*MBs In this case it'd be: models/ask/citywatchMBs of course you know where the def file goes & if he can read the modeling & animation forum, I'd like it if he could read this: http://forums.thedarkmod.com/index.php?showtopic=5035 (also we're using Maya 7.0.1). I think Springheel knows what we'll need better than I do (I mainly experiment & if the animation is useful then I commit it ).
  6. There was a final update to 1.1 or something like that. I played on the highest difficulty level and I died a few times anyway Unfortunate they only did the first episode. That was the one that came with the shareware version I believe. I still have it on CD somewhere with all of the episodes if I dont mind installing win98 on a machine to play it again. I have automated the insertion of the dll into the pakfile if anyone is interested I can send you the program and build steps I use. The program is free and I have the source if desired as well. You would have to adjust your paths from mine though. Could be made relative also I would imagine but I didnt bother works for me as is.
  7. --check D3 zombie heads for useability, and for severed head model --fix reversed normals on revenant --add if (gui::ingame) statement to get resume game/quit game buttons functional http://forums.thedarkmod.com/index.php?showt...opid=95934& --fix the textures on the ghoul
  8. You will need to run Doom 3 under Windows, so you may have to buy a copy. Should be pretty cheap now, I picked mine up for $20 Australian dollars (about $15 US dollars). I wouldn't mind seeing whatever code you do have, even if it's nothing particularly special. Just to establish that you can actually code. As for C++/OpenGL books, I don't know any I'm afraid. I usually look stuff up on the internet if I need to. This post may help with regard to OpenGL books: http://forums.thedarkmod.com/index.php?s=&am...ost&p=94636
  9. Whoopsie, this should be the problem. I edited the paths via find/replace, and as the path names can be very long, I didn't notice that the trailing quotes were missing. Obviously it doesn't harm the Doom3 importer, which made me believe everything was fine with the model... However, thanks for finding this out!
  10. #1. An interior factory scene. Boilers, gears, molten metal being poured from huge tubs, etc. Perhaps some huge gears and clockwork machinery in the background. #2. An exterior of a grand cathedral, with tall towers, stained glass windows and metal buttresses. It should incorporate the builder hammer symbol (second post down) . The perspective should be looking up from near ground level. http://forums.thedarkmod.com/index.php?showt...=3118&st=75 #3. An exterior castle scene. Fairly close and looking up, something like this: http://www.thief-thecircle.com/thief3/show...castle_high.jpg It is easier to position them if there isn't an obvious border at the edges--more like the one in the example I posted above (though I know that may not always work).
  11. I adjusted the feet (try to keep them stationary while the rest of the body moves) according to the origin's movement. Don't you mean the fbik "character" (humanIK, fbik controllers?)? I parented the fbik to the origin for a reason:http://forums.thedarkmod.com/index.php?s=&am...ost&p=94761 If the fbik is unparented from the origin then the whole body will not move if you need AI to move in a walk cycle. They'll walk in place if the origin doesn't move. Stationary animations won't be affected if you want stationary animations (idling, sitting, etc.). What I did in maya, is delete all the keyframes relating to the hips, then moving the origin along the x axis (if you're going forwards or backwards, z axis if you are going sideways).
  12. 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.
  13. 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.
  14. 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
  15. 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
  16. 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
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. @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.
  24. 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.
  25. 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.
×
×
  • Create New...