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  1. I don't hate HL2 or steam, ist just that you can't change editor right away. And i think doom3 is more like a zombie game. HEHE! but me and rgun really talked for it about a week, and i can really see the posebilityes of using source, becouse that really blow him away and got some really nice ideas for the mod and the missions. witch i ofcourse can't speak of here. And our streets in doom3 became laggy when we put some models in and even we made viportals it couldn't work So now i can't make medieval strugtures any more.HEH. Well..... nothing to do about it. HAMMER SUCKS!
  2. Well if those are to be the final gem textures as seen in-game then they'll have to be brighter than that. I thought the gem would be rendered in a 3d app first where the luminosity could be controled, and then 16 bitmaps of it would be taken and used. I'll render them again.
  3. I do all my art digitally now, except for the occasional landscape piece in oil just for fun. You know, I can't think of a 3d game that has characters with cloaks in it. Anyone know one?
  4. Yay! Another woo Vs the Mechs debate! I'm a T2 guy myself, I played it first and it's still in my top three favourite games. THe amount of woo and other nonsense in T1 really put me off the game. I have to say though, the Cradle mission from T3 was excellent, so woo can be done well. My favoutie mission types are generally the normal mansion/bank/warehouse/museum jobs, the sort of thing a thief would actually do, not those silly save-the-world-superhero or ghostbuster missions
  5. I just tested it. The model is so tiny that I can barely see it. Only a few pixels big. I created the files in the FTP directory of your lightgem, so you can load them ingame. Take a look at them and resize it. You can copy the directories directly in your darkmod folder and then load the mod and a map and you should see our hud. Another problem is the textures of the gem. You must render them as they are to be seen from the player because they will be displayed exactly as you render them. There will be no transformations applied to them. So what you should do is to position the camera in such a way as if you are the player looking at the game screen, and then render the 16 images. I think the colour ramp should be probably a little bit brighter. The dark end is good as it is, but the the brightest one should be brighter. You can find my version of the lightgem colours in the guis/asset/... folder. You can take a look at it there. Of course the colours you should take from your own, but just look at the brightness level. And please rename the textures to the names that I already use.
  6. Fair enough, but that still means that you will frequently be unable to see the part of the gem that you need to see without having to adjust your POV. I would guess about a 30-40 degree range up and down would be unusable. I don't want to have to change what I'm doing *in-game* to get a good look at the HUD. Too obtrusive, and for too little benefit. If people are worried about losing their sense of perspective, then just include a 'straight ahead view' key.
  7. That's not a problem of the game it's a problem of the level layout.
  8. It has to be lit from a non-game source, otherwise you wouldn't be able to read it in the dark. I'm not exactly sure how this is done. Perhaps it will be lit with a fullbright shader or something. I don't know. How are the little inventory items and healthbars going to be lit? I don't quite know what you mean. Do you mean for the turning of the compass? I suppose it could be done that way, as long as it isn't too jerky. You'll have to talk to Sparhawk about how that would work best. It depends on how he plans to code it.
  9. No, no part of the lightgem is affected by in-game lighting...it's part of the HUD only. If you want to make it affected by the gem's light, like in your example, that's cool.
  10. We will only see the model at one angle...the second of the two pictures I posted above. That's pretty much how we want it to look in-game. As for whether that's done with a model or bitmaps, I'm pretty sure the compass-ring has to be a model for it to move around, but I'm not sure what the plan is for the gem. That's Sparhawk's domain.
  11. In terms of the textures, that's perfect. And Sparhawk will be able to use this for his tests no problem. In the actual game though, we want to use the lightgem oofnish did (or a replica, if his model is no good). The second one has the north spike as a slightly different colour, so we can tell them apart. edit: Maybe I misunderstood the post above...is that just a gif example, or did you make a model like that?
  12. I did my textures manually in about one hour. It only took s o long because I didn't know how to do it better. Now I learned to animate and it should take less then 10 minutes to do this. Should be pretty simple. Just model the gem and then make a render in 16 steps with animating the material brightness for the gem. I guess that LW can do this and copy each render to a seperate image. Blender can do this as well, and I think this is pretty basic functionality for most 3D animation packages. The gem should be rendered against a black background with Alpha included so that the background will be removed when imported in-game.
  13. Yeah. But still somebody must do this. Maybe it is just the importer for Blender or it happened because of the triangulation and/or poly reduction. The model that I looked at is complete crap for in-game purposes. So it would have to be redone. I only looked at the lowest poly version and this has vertices all over the place. And it has some flaws which oofnish probably didn't knew about when he did it, but which can't be used. Like this single-poly circle aorund the gem. And of course we didn't really knew the constraints for the gem itself. Now we know. So I don't know if we can use this gem as it is. I really like the look of the gem, so it should probably be used as a template.
  14. Problem is, LW doesn't have a version that most people can afford. Hell, only reason I can afford 3DS is because of student pricing. Maya has the PLE, but I'm not sure how that would apply here. And I've tried using Blender and Milkshape, and I absolutely hate the interfaces for them. Edit: Isn't it the same methodology, regardless of format, to get a mesh in-game? Go ahead and post it anyway.
  15. Well, I've long been pestering everyone to convert to LW...and t would help if we all used the same app right, then we'd all be talking the same language) I'll write it up in the documentaion section then. Now I think I'll get cracking with a bunch of static mesh models that need to be done for the mansion pack, and actually get them in the game. I'm getting really bored doing characters now, so I need the change- I must have done about a dozen in the last six months.
  16. I managed to get it sorted out, I didn't need any .def file actually, just wrote a material shader. I got the lightwave normal map plugin working (I just needed to get the LW8 version) so I didn't have to bother pissing about with renderbump. I can tell you now how to get a complete textured, normaled, speced static mesh into Doom using Lightwave, but since no one else here uses LW, there isn't much point As for getiing animated characters into the game, I'll cross that bridge when I come to it...
  17. It is a pretty good program. Until two years ago (I think) it was proprietary. The company went down and the developer collected money to buy the source free from the company owners (or partners or whatever). So now it is fully GPL open sourced without the game engine. This couldn't be released but it is reprogrammed I think and now it is available again. IMO it is a VERY good program and you can do serious stuff with it. And it has been much improved since it went open source.
  18. samething with me. I love mansions - it's just an incredible feeling to sneak through a highly guarded palace and grab all you can. But I also like zombie-missions like in T1 - I remember the first time I ever played thief, walked into Cragsleft and saw this rotten body on the floor. I didn't care about it, cauze I was looking for the way up to the prison, but suddenly there was a noise right behind me, I turned around and it scared the hell out of me ! I think everyone made similar experiences, while playing thief - it's just the best game ever and I appreciate EVERY mission - OMs and FMs. another thing was this undercover mission in T1 (don't know, how it's called in the english version). I really loved it.
  19. One other thing about the Builder models, oDDity. One visual 'theme' applied to that group is the widow's peak on their helmets (which I'm pretty sure comes from T1/2). Would it be possible to make his a little more prominent, more like what you did for the priest? Spar: I don't think they should be uploaded before they are done being modelled, but they can be uploaded after that without worrying about being 'in-game' ready.
  20. Yes, that's what I'm talking about. Of course it has to be quick to load, but such a small level should not mean any problems in that area. And regarding text that's not an issue either, since we place them were we want to. Another cool thing would be that when you click on "load game" for instance, the camera could move forward a bit, pherhaps inside a nearby house or something like that. (But it shouldn't take more than 2-3 seconds, or people would be annoyed). And I wouldn't like a street crowded with people. Just a sort of abandoned alley, pherhaps a guard patrolling in the distance. Some birds taking of from a roof. Small things like that. Also, I seriously doubt you'll be blown away by the avi. I did mention I suck at video compression, didn't I?
  21. Well, people will return to the main menu fairly regularly, so it needs to be something that will load quickly. And when your text is directly over top of the image, you want to be aware of what colour is going to be behind it. You have less control over how readable things are with a moving in-game shot. I don't hate the idea...I just don't know the benefit is worth the cost. But I'll take a look at that .AVI tonight. Maybe I'll be blown away.
  22. I haven't seen the HL2 menu, but I'm not sure I like the idea of an in-game shot...it could wind up just distracting from the interface. A few pre-chosen animations (like flickering torches or something) should suffice. Actually, as I'm reading up on GUI coding, I'm starting to get some new ideas. I'll have to see if I have time this weekend to put any together.
  23. Crystal and Broadhead Arrows are up on the FTP - includes two .ASE files, 2 UV guides, and 2 shading guides (basically, I burned some light onto a 50% gray texture, so you can use this to make the diffuse map), and 1 incomplete normal map. For the normal map, fill all gray areas with RGB of 127 127 255, and it should work fine. Feel free to not use it if you'd rather. No screenies, as the model itself is not at all different from what I've already done - but now it can get in game (hypothetically). 280 polys for the broadhead, less for the crystal.
  24. sparhawk

    Goblet

    I know what you mean. I also can't sleep when I'm on the SDK. If you texture this stuff do you know how to get it in-game? I know how to do this, but I don't know how to apply the normalmaps, so I usually do only the colour map.
  25. The SDK has been out one day and that decision is made? I wonder what the motivation was. For me personally, if all of the garbage about steam is true and unavoidable, I won't be playing HL2 in it's current state. Sad thing is, that just enough people (Just enough? Almost the entire gaming population, more likely) will buy it and support this model, resulting in the highest yields for a game ever by far, and we will soon see most games adopting this means. Thanks, Valve, for your insight. Perhaps a merger with Microsoft soon?
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