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  1. AKA, like the ones in T2 - Could we use the cacodemon or one of the floating skulls from D3..? or would we need to create a new Ai entity or custom entity..? thanks biker.
  2. I just had a PM over at TTLG from forum member AndrosTheOxen. If you need a voice actor for your future FM's feel free to take him up on his offer to help!
  3. Hello everybody! My name is Momo The Momoderator, and I'd like to help out with 3D stuff. I love the Thief series and The Dark Mod, and it would be a honour to contribute. Here's some of my past work(in chronological order): https://skfb.ly/6oO6r https://skfb.ly/67MJO https://skfb.ly/6rAFT http://steamcommunity.com/sharedfiles/filedetails/?id=934510200 https://skfb.ly/68Txx https://skfb.ly/6sJUB Here are some more images: I mainly use Blender for the modeling, and GIMP for texture work. Currently, I'm learning to use the Substance Painter and Designer tools.
  4. Obsttorte and I are trying to create a scissor gate for an elevator I am building, and I thought it can't hurt to ask for help. The issue making each part move, but have them anchored to each other. One way would be to have the verticle part as sliders and the diagonal the same but with custome rotations and slide values - the issue with that is if the prefab is then rotated all the values wont apply and would have to be tweaed - which would be a right PITA. So what I think we what ideally is - each diagonal part to be a proper moving entity with two achor pointseach vertical part be a sliding entity scissor_gate.pfb.txt
  5. the help button on some rotate doesn't make any sense. on a atdm:switch_flip its - Defines the rotation angle the mover should use. This values will be multiplied by 1 or -1 depending on whether the mover should be opened or closed. what are the rotate 0 0 0 on the atdm:switch_flip are they x y z or like on the door y z x on a atdm:mover_door its - Set Y Z X rotation axes (world for brush door, origin if model), eg, 0 90 0 rotates 90 clockwise (default) 0 -90 0 rotates 90 anti-clockwise. this needs anti-clockwise/counter-clockwise. on a atdm:mover_door_sliding translate is - Defines the translation vector applied to the origin of the mover, from start state to end state. This vector moves the mover on (t)he axis as specified. If you want to have a sliding mover only, with no rotation, you must set rotate to 0 0 0 as the default is to rotate it 90 degree. what the reference to rotate for, the default is 0 0 0 on rotate on this entity, and its a translating door what do the 0 0 0 represent in the translation is it x y z or like on rotating door is it y z x assuming that someone knows the answer for values that exist as 0 0 0 for x y z or z x y or y z x on a help button is no help what so ever.
  6. Hello everyone. I'm from Doom 3-side of modding. I'm working on a project with some people. And we're having problems for quite some time exporting animations from Maya to MD5. Exporters don't seem to work, and the animator has recently tried this guide: http://wiki.thedarkmod.com/index.php?title=Getting_Characters_and_their_Anims_into_Doom But with no luck. Is anyone who actually managed to Export from Maya kind enough to help us exporting those files as MD5 ? Thanks
  7. Is it just me or does the TDM Forums favicon look whack?

    1. Show previous comments  1 more
    2. SeriousToni

      SeriousToni

      Yes I was annoyed by that, too!

    3. Epifire

      Epifire

      Glad I wasn't the only one noticing that.

    4. Bikerdude

      Bikerdude

      Will drop Taaaki a message.

  8. Hi all, me again Now that I've learned how to take screenies on DM (thanks to Aluminumhaste) I wanted to post one that I took but I got an error saying that the image ext that I used was not allowed in these forums, It was .jpg so I changed it to .png and I got the same error again. They're on Photobucket.
  9. I want to introduce an concept artist I personally know. (He can also make 2d and 3d Art. And created the Logo for my fm.) He have seen TDM and loves steampunk atmosphere. He would like to know your opinions are about his art And if he can help with TDM. Portfolio. https://issuu.com/generatingcreativity https://www.facebook.com/yokal.s.vanboeckelportfolio Direct links: GC 3D volume 1 Dragon's in Ljubljana Slovenia For the pictures on facebook, you have to loggin at facebook. what are your opinions?
  10. Hi folks. I have limited skills but an an idea for a game that I want to materialize. I'm good with writing but I'm not good enough with animation and programming skills required. I was wondering if there are people here who could help me create a small 1 episode mission. If not then, can I join a team to build my competence and learn more? Thank you. I have reasonably good voice acting skills as well and am eager to get involved in a project.
  11. Hello guys i decided to mess with the fhDoom engine, to learn how to code on c++ and perhaps use it for a game, first i most say i'm only starting to learn how to mess with Visual studio, so be gentle ;P, i use the 2015 version btw, i'm pretty sure that i'm missing something basic, i can compile the project just fine but i just can't debug any code, here is what happening, every time i try to debug a file it complains about being unable to find ALL_BUILD on the home project \Debug, but the build doesn't save the .exe/pdb files on that directory, but on the bin\Debug directory, if i attach a running instance of the fhdoom .exe and use DEBUG->WINDOWS->MODULES, i see that it complains about being unable to find symbols or .pdb files for a bunch of microsoft DLL's, including a Avast antivirus dll?!, is this whats preventing me from debugging?
  12. Evening Melan and Myself are going start work on finishing up 'Mission 1 of CoO', so like I did with 'Mission 0: Behind Closed Doors' I am requesting some extra hands. Mission 1 is much much further along than BCD was when I asked for help with that, so with a few people working on it we should be able to make short work of it. So what we need help with is as follows - Ai conversation entity placement - I have already place and linked the first batch including recording place holder audio lines. there are a handfull of other location that need the same treatmentAi conversations - recording of final lines, it would be better if we could have the original actors who recorded the lines for the existing guards but appreciate this may not be possible.RITS - there are a few locations where we want to place RITS (Random interesting things, its where Ai will follow a non-regular patrol route)Scripted sequence - wont go into too much detail as it will spoil the plot.Readables - Melan is doing a bunch of these, but more can't hurt.Additional Cutscene - Obsttorte did you do the last one for us? or was it Goldwell..?And finally some Alpha testing.
  13. Im thinking sorta like SageThumbs, but for audio files. I found AudioShell but it dosent list salient details like channels, bit rate, tag data inside windows explorer.
  14. Wanting to help out on a git project... Is it just me or is Git a lot more complicated than SVN? I don't remember this much trouble contributing to Darkmod. (Of course it doesn't help that this new project I have to build on a Linux virtual machine.)

    1. Show previous comments  1 more
    2. demagogue

      demagogue

      Haha, yeah, basically just follow directions by rote. I'm never entirely sure what I'm actually doing and crossing my fingers I'm not overwriting something, whereas on SVN you're pushing buttons that are more or less transparent about what they'll do.

    3. AluminumHaste

      AluminumHaste

      I had the same problem when going from SVN for TDM, to GIT for DarkRadiant, whenever it didn't just work, I had no idea what do to. Usually just running it again would make it work.

    4. SeriousToni

      SeriousToni

      I also dislike Git. We have to use it at work and I ever fear it most, when you manually have to merge stuff. A pain in the *** every single time :D

  15. Working on a deusex themed mission for TDM. Looking for people who want to help. http://forums.thedarkmod.com/topic/18512-deus-ex-mod-like-dark-mod-is-to-thief/

  16. Working on a deusex themed mission for TDM. Looking for people who want to help. http://forums.thedarkmod.com/topic/18512-deus-ex-mod-like-dark-mod-is-to-thief/

  17. Hi! I'm new to this forum and The Dark Mod mapping community. I mapped for Counter-Strike since Source, after finding out that Dark Radiant was extremely similar, I jumped right in. My first project is to rebuild and make a hybrid of the Unexpected Guest & Life of the Party. Of course the loot, patrol patterns, additional secrets & locations will be added as well, to the greatest (I personally think) map ever made in the thief series. I would say that the map is generally 65-70 percent complete, that's not counting possible re-textures, added details depending on area/location performance, AI, adding in conversations etc. I have however, ran into an issue that's giving me some headaches. I can't for the life of me figure out how to make glass 'breakable'. I've searched the wiki/forums with no luck. This seems like such a trivial thing, but I'm surprised on how many hours it's burned on me trying to find out how. The other question I have is: Can you make an AI choose a random path_corner? I'm wanting to randomize the patrol patterns, I believe that will give the map more challenge, and give it immense replayability. Any help will be appreciated!
  18. Got the following pack from Cbeam thats been sitting on my hard-drive for a long while now, In a nutshell I would like someone to help me create this pack or better still take over from me (as I have numerous other projects to be getting on with) https://www.youtube.com/watch?v=uco5WHa0aTQ The list of tasks that need to be done and I will update this as we go are - Create correct folder structure as per TDM norms. Create good hi-res normals. Create DX1/3 .DDS files. Create material defs.
  19. Hey guys! Sorry if this isn't in the appropriate place, but I don't see a coding-specific forum here (is it hidden?). So after my not terribly great first FM, I was interested in making a level centered around a couple of new systems the player could use, so that I could get more level design experience, as well as some experience working in a game engine with C++. My idea was to make a new type of arrow, so I started looking around TDM's codebase to find an "arrow" class or something similar that I could extend off of. Looking around the project, though, I started to realize that this class definition might not exist, or that arrows are implemented in some way I didn't anticipate. Would someone be able to point me in the right direction, please? Thank you very much!
  20. We currently have no Linux devs on the team and we need help getting the linux package tested & fixed for 2.05 so we can release it in the new year.
    1. nbohr1more

      nbohr1more

      I've got a little drool thing going on now... Sperry is one of those authors.

    2. Bikerdude

      Bikerdude

      Exactly..!! He is the one who inspired the Like's of Melan and Skacky!

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