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  1. Sounds good to me..... Do you want me to do it or can you handle it easily enough right now? Still working on it.... I can make it shorter if you'd like.... no problem! Oops! Sorry.... got a little excited there.... Ah, I was just messin' around and it sounded sort of neat. I didn't even think we had any creature growls in the game, but thought I'd share.... I'm on it... I'll post when I get that tweaked.... Sorry, wasn't sure if we should design a longer loop or if the sound engine did a lot of the looping. I think T1/T2 did that and used shorter loops that were pieced together... at least that's what it sound slike from the samples I've been studying... whatever you want I'll do! That's what I was hoping for... Glad you like it. I was in the process of fixing the loop problem as you wrote, so I'm getting that fixed.... I'll post it when I've got it done.. I can do more, but I wanted to have different types of wind.... some fast, outside, you-can-really-hear-it wind and some in-the-distance-not-so-easy-to-hear-and-somewhat-creepy wind. How's that for a long filename Yeah, the deep one was an experiment to see what that would sound like. Sometimes experiments just don't go the way they ought to... I'm in the process of making a larger bell for maybe the cathedral/church and some smaller bell sounds for the clocks in the mansion, etc. Thanks for the input!
  2. Actually, I think Tyrot's got the finished/colorized fountain, according to his post over here: http://forums.thedarkmod.com/index.php?showt...indpost&p=13323 However, there are two fountains in that thread. I think (though, don't know) that Tyrot was only going to do the colorized one. I didn't get a chance to finish this one, but maybe there's enough here to work from. The only part of this fountain I didn't finish was the base. Whereas the other one was completely made of stone, I envision this one here having an aged metallic top of some sort (brass? copper?), maybe with some gold accents incorporated throughout the remainder of the fountain? Scratch that, how about the whole fountain being ivory marble with gold accents?:
  3. Hey, wow! That T1/T2 effect sounds pretty cool! See this thread for more info: http://forums.thedarkmod.com/index.php?showtopic=938. Maybe we should be doing the machine types of sounds in stereo rather than mono, to achieve this effect? What do you think we should do, Pak? Here are the above files re-done in this sweet T1/T2 style. Compare them with the original mono files posted above: machine_hum_4-swirltest.ogg machine_hum_3-swirltest.ogg machine_hum_2-swirltest.ogg machine_hum_1-swirltest.ogg Also, Pak, I've made that 'wet finger around a wine glass' sound less pronounced here in this "humamb" file than in my original one, per your request. In doing this, I noticed there was a slight sparkle sound hidden in this file. I liked it, so I brought it out more for us to hear (humamb_1_sparkle.ogg). I could imagine the sparkly one used in a crystal cavern or something. humamb_1.ogg humamb_1_sparkle.ogg And Pak, I've removed the "hiss" from the Harp sounds, per your request. Also added a new one (harp_loud_2.ogg). harp_soft_1.ogg harp_loud_1.ogg harp_loud_2.ogg Additionally, I've created a new Ocean Shore sound. I made this sound as though it's off in the distance rather than really close: ocean_shore_1.ogg Comments are welcome.
  4. Thanks Saxmeister! I'll try this out. PS: FINALLY! Something Sparhawk is not good at or doesn't understand! PPS: Just created some sample files using this cool effect. See the following thread: http://forums.thedarkmod.com/index.php?showt...indpost&p=14256
  5. Just throw in however many joints you think looks right. The model will stretch and shrink in-game, and we can decide how many joints we need for the maximum length to look right. For now, anything will do. Make it 5 or something. Here, please have a read of this http://forums.thedarkmod.com/index.php?showtopic=1052&hl= It describes what the rope will be, in detail.
  6. For now I'm going to spawn the hanging light for the rope, but its going to get in the way, with the huge light fixture at the bottom. It would be really good to have a working rope mesh to work with. We have a lot of aesthetic models, but nothing functional. No weapons or anything. Does anyone else think that the modelling really has to start to focus on the things us programmers are going to have to test with? Modelers will need to go here http://forums.thedarkmod.com/index.php?showt...indpost&p=14120 to see my post on how to find the good tutorials, and learn how to name joints ready for rigging in the game to rag-doll physics, which is what I need for the rope arrow. Well the direct link to the tutorials is here http://www.doom3world.org/phpbb2/viewtopic...3017&highlight= Just remember to follow my tip (in that post I linked to) about scrolling down PAST the video tutorials till you get to the text tutorials. Then scroll down to the modelling section, it has the info you guys should need. (If you see "modelling the plasma tick" then you're in the right section) (Also there is how to get animated models in the game, which you guys will need to know to make the weapons) Well the most pertinent link I could find quickly is this http://www.planetdoom.com/leveled/videotut...ain/index.shtml Which actually has tutorials on animating and rigging. However, they're all video tutes. They are all about 20mb, but you should only need the one that has rigging in it (down the bottom). I'm sure if you search, you'll find some text based tutorials. I found built in stuff for a ROPE in Doom 3 - yes a rope, that has physics applied to it and everything - however you can't climb it, it's just another form of rag doll. What it does mean is that probably the hardest part of the "visual" part of the rope has been done already, but the game is missing a rope mesh. Looks like they half implemented it and didn't make the mesh. So all you guys really need to do is model a rope mesh with the appropriate number of joints, and name them correctly. But I'm going to tell you guys how to look into the parts that links your model to the physics in game. At the very least, you can see where your joint names need to match up with what's listed in the .af (articulated figure) files. Either you'll have to make your own .af files, or at least give us programmers a list of joint names in your model. So here's how to get your hands dirty by looking at .def files. There's no programming in there, its just a bunch of file name associations and settings for individual objects. It's where meshes and animations are linked to the in-game objects. In pak000.pk4, there is a folder called "def". That is where all the def files are. The one with the rope in it is called "env.def". Open it and search for rope. Here you can see it is pointing to mesh files at models/md5/environments/ropemesh.md5mesh and models/md5/environments/ropeanim.md5anim But if you go to the "models" folder (in one of the other pak files, I can't remember which one), you'll see that neither of those files exist. You'll see a line that says "articulatedFigure" "env_rope.af" To get to the env_rope.af file, no need to delve through pak files - in the Doom 3 editor, type "editAFs" in the console tab. It brings up a window where you edit "articulated figure" properties. Choose "env_rope". Now you can see a bunch of settings, but really, I think I will take care of the details there. But you guys should know about it because I THINK that's where you start telling the game what you named your joints when you were modelling. That's pretty much all I can tell you for now. The rest should be found by searching www.doom3world.org or the rest of the web. The link I put up there is still a good place to start.
  7. At the moment the milestone is pretty vague when it comes to map textures. Basically we need to include mansion textures (study, servants quarters, etc) and crypt textures (for the basement). I'd like to make a more comprehensive list to aim for. This isn't set in stone...BT and Ren especially, I'd like your input. Some of these numbers we've already surpassed. My thought was that these would be the numbers that would give FM authors enough variety to map one or two mansion levels without getting repetitive. Indoors, Walls: Wallpaper (10) Wood Panelling (5) Paint/Plaster (5) Wooden boards (2) Indoors, Floor: Marble/Tile (10) Wood (5) Stone/slate (5) Rugs: Area rugs (5) Runners (5) Indoor, Ceiling Wood Panelling (3) Plaster (2) Indoors, Other Door (5) Wooden trim (5) Outdoors Brick/Stone (paths/walls) (5) (could be reused for crypt) Grass (1) Roof Shingles (2) Gravel (1) Lit Windows (5) Unlit Windows (5) Obviously some of these could be used in more than one spot. Outdoor brick would work for a fireplace or a dungeon. A plaster wall texture could be used on a ceiling, etc. (work in progress)
  8. TYROT has a little too much on his plate right now, so he's asked that I assign the lightgem to someone else. Here's what we need: A lightgem model based on the first design on the page: http://forums.thedarkmod.com/index.php?showtopic=703&hl= The design should stay fairly close to this, although there is room for modification. Specifically, the gap between the outer ring and the lightgem isn't necessary. Adding certain design elements from either oDDity's or Atti's model would be fine. The gem and the compass should be modeled separately, even though they should look like one model when on screen. The gem will have 16 different textures (from light to dark). The metal parts should be textured in a dark and rough fashion, like oDDity's version on the page above. Only one spike (the North one) should remain smooth and shiny. The gem itself should be very similar to Oofnish's version, as everyone quite liked this look. Any takers? Now that Spar has the lightgem more or less working, it would be great to have the actual model in-game.
  9. Yes. You can throw punches from different sides and do a counter-attack, which usually leads to death of your enemy I just recently (not a week ago) played the game through. Here're some of my thoughts: What I didn't like about it was the feeling of me running in a tube. The levels were too narrow and pretty straight forward. You never really got any choices to make, saying which road to go. And in a sneaking game that's pretty much the worst thing you can do IMO. I did like the whole Riddick character. Anti-heros are always my thing. And yes, Vin Deasel do rock your socks, and so does the other voice actors. Also liked the 'preying mode'. Kinda succesfull. The HUD is pretty much perfect: when you're just running along without no combat or anything, there's nothing disturping you on the screen. Very well done. (Take a hint Dark Mod team. Oh, and when you were hanging on a rail and moving sides-to-sides the view throwed you in the 3rd person mode. Otherwise it's always 1st person. This system could allow you guys to make the Dark Mod game environment even more usefull, like I've stated in my previous topic -> http://forums.thedarkmod.com/index.php?showtopic=679 This way it wouldn't look bad to make the thief more acrobatic. The drawback is of course can the thief fans take it. Overall it was worth the 36 euros I payed for it, but it could have been A LOT better.
  10. now that's why we dont give access to our forums for any greenpeace activists... btw do i underand correctly that you throw these things together on one day?
  11. Hi guys, Eventually, I will need input on realistic values for sound propagation. In order of priority, here's what I'll need: -Data on the human hearing threshold for impulse sounds -How loud (in dB) is the max volume caused by typical walking footsteps when you're standing right next to them? How about jogging footsteps, sprinting footsteps? How about on different surfaces (carpet, floor)? Then I'll also need values for jumping up and down and dropping stuff. If you have time to do some measurements with a sound meter that resembles the human ear frequency response, that would be awesome. (I realise that a lot of these you guys have already made a lot of these into SFX files. I could simply measure the rms or peak-peak volume from those, but I'm not sure if they're normalized to their real-life volumes. That is, do we make some SFX, like stepping on carpet, louder than it actually is to make sure the player hears it?) -Loss per unit length when going thru various materials (metal door, wood door, etc). I can probably look these up in a table (actually, the reference site I posted in sound programming has values for loss thru materials for a few frequency ranges, so I'll probably just use the mid-range losses and see if it sounds realistic). Finally, I want to make sure I'm using realistic formulae. Doom3 uses quadratic falloff (1/r^2), which I believe models geometric spreading of spherical sound waves in free space. Sound waves confined to a cyllindrical tube falloff as (1/r) if I remember right. Which is more accurate for propagating thru typical indoor spaces (rooms, hallways?). Also, I assume this gives sound in dB, that is : sound( r_0 + r ) [ in dB] = sound( r_0 ) * 1/( |r|^2 ) [in dB] (for free space sound starting at vector r_0 and propagating to vector r). Also, for later on, for a room that absorbs a lot of sound energy upon reflection from the walls/floor/ceiling (eg, a carpeted room). If you had to account for this by multiplying by an additional loss per unit length, [dB / m ] what do you think this value would be for various lossy materials on the floor/wall/ceiling? (eg, carpet, wood panneling, tapestry lined wall). Any help is appreciated, and again there's no hurry, I'm still writing the code framework, and tweaking values to reflect reality will be the last step.
  12. You know you're playing too much Thief when... ..you start making posts on internet forums entitled 'You know you're playing too much Thief when...'
  13. I thought we had an agreement that we keep silent on public forums about the new abillities of Garretts special moves and martial arts capabillities.
  14. Yeah, the requests were the main reason why I started this thread. Maybe we should let the others know about it.... post a link in the other forums, maybe?
  15. I only wanted to discuss it here before I knew you were being added as a contributor Now we can discuss it in the dev forums of course.
  16. Hey guys, feel free to use stuff from our "official response" (thread hidden to the public) and let me know if it needs changing. http://forums.thedarkmod.com/index.php?showt...indpost&p=11426 One of the major selling points for me, is this; http://www.doom3world.org/phpbb2/viewtopic...=asc&highlight= This tutorial shows how any texture can be used just like "stained glass windows", to project a colour image the same way an overhead projector does. This can be used for many dark moody effects, such as dappled moonlight coming through tree branches or windows, and obviously stained glass windows in churches. The effect will fall onto static geometry and moving objects the same, because of Doom 3's dynamic lighting. Try and imagine what someone walking under the coloured image cast by a stained glass window in a church, or under the dappled moonlight through the leaves of a thick tree. Also, the Doom 3 renderer excels at dynamic lighting and lighting quality. The shadows and lighting effects look much better than Half Life 2. The downside is that having many intersecting lights can slow down the renderer more than it's worth, hence, the Doom 3 engine is suited to really cool dark looking levels. Guess what Thief has always been about?
  17. Hi Natureboy, Sorry for the occasionlly abrasive critiques. I know it can be quite frustrating to have people critique work that isn't complete. In the future I think I'll move these kind of posts to PMs. But what Sparhawk said is essentially true. We have so many models right now we're having a difficult time keeping track of them. Our needs fluctuate as people come and go, though, so you could always check back in and see how things are going in a few months. And you can feel free to hang out in the public forums in the meantime. Thanks again,
  18. more or less...the sparse announcements are documented at TTLG forums (there is a Bioshock Anticipation forum there). There's been some discussion of the premise, plot etc. there, and how it is a 'spiritual sequel' to SS2.
  19. Sparhawk, I sent it to New Horizon (because he's in charge of PR, I figured he'd have people's emails ), so that he'd forward it to you and Domarius. If it hasn't reached you that way... [edit - found your email on ttlg forums. I will try sending it directly to there]
  20. ... which would probably need additional sounds. http://forums.thedarkmod.com/index.php?showtopic=864
  21. Thanks Ishtvan...we're discussing these very issues on the dev forums at the moment.
  22. I sent you several mails without response and you never really participated in the forums. From the task that I set you I have seen nothing up until today. So the question is: What exactly do you want to help us now all of a sudden?
  23. Thanks for the input... I'm just trying to get a feel for the overall atmosphere and the input helps tremendously. I've reworked the two samples you heard and tried the music box up an octave and without as much of the scratchiness. I saw a post in the forum after I had started working on this file that said that it would be interesting to hear a sample of this with that "old record" kind of scratchy. I feel like maybe this sound drags on for too long now, maybe??? mansion music box cue rev. 1 I also reworked the underground ambient theme. I wanted to leave it as just the bass but curiousity wouldn't let me. So, I tried it with some sounds in the upper extreme to try and add a touch of creepiness to it. I'll probably wind up taking those sounds out as well later. underground ambient rev. 1 Here's another water drip sfx as well.... water drip fx 02 with reverb And, since we can't use the original "loot pickup" sfx, how about this one possibly? loot pickup lo sfx loot pickup hi sfx Again, thanks for the input! -saxmeister
  24. This is the thread I'm always updating; http://forums.thedarkmod.com/index.php?showtopic=708
  25. I found this post over at ISA (http://forums.ionstorm.com/index.php?showt...ndpost&p=342075). Are there any desires here in DarkMod to make multiple versions of Burricks?
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