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  1. We've already used some concave cms successfully. I'm pretty sure we posted that exact quote in another thread. http://forums.thedarkmod.com/index.php?s=&am...st&p=137162
  2. Can you head to the C:\WINDOWS\system32 folder and tell me which version the file dbghelp.dll has on your end? Right-click the file, go to properties and then version. My version is 5.1.2600.2180 which seems to be the most recent one, according to information I found on some forums.
  3. You can, but eventually it would be easiest if you got yourself hooked up with SVN. Then you can download the mod and look at all our assets, as well as upload anything new that you make. Instructions are here: http://forums.thedarkmod.com/index.php?showtopic=5449
  4. The milestone goals for the coding and sound department have been defined and posted to the bugtracker. See also this post in the information forum: http://forums.thedarkmod.com/index.php?showtopic=7262 For the animation department, we just have a vague which might need some redefinition. Does the animation department want to define some goals they want to achieve till June? I believe that clear goals could help to focus on what's important, but ultimately this has to be decided by the people who actually do the work on our characters. Please post here what you think what's wise - I can help you guys putting the stuff in the tracker, if you want me to.
  5. http://forums.thedarkmod.com/index.php?showtopic=6840 The thief fov was off 270 degrees according to Spring so I switched skeletons on the thief so he'd use the city's rig (because the original mesh was facing the z-axis when it should be facing the x-axis). I added player specific animations like crouching (in third person he no longer gets stuck in crouching position because he now has crouch up/down anims) & creeping. The fov now looks fixed. Other issues I fixed were timing the footsteps so no player can tap the movement keys & stay silent. The footsteps are within 2-4 frames within the start of the animation, so if a player taps up/down/left/right, there will be footstep sounds instead of silence. His lower leather tunic thingies still clip into the legs so that's one issue with the mesh. Let me know what you think. As usual I might've forgot to commit something. EDIT: There are leaning animations but there's no support script-wise. Oh yeah, thanks to squill for the new citywatch animation rig. I used them for the player anims model_src on svn has the new source maya animations . . .
  6. There's this one, I think that's the most current one: http://forums.thedarkmod.com/index.php?showtopic=4888
  7. Okay guys 'n' gals. I rerigged the thief & I'm applying the citywatch animations to him, as well as adding player specific anims, because of the 270 degree visual cone (and the model is facing the z-axis when he should be facing the x-axis) as seen here: http://forums.thedarkmod.com/index.php?showtopic=6840 The rig is still being tweaked because his legs are clipping through the lower tunic (or that fancy skirt thingy he's wearing). What's the cvar to see an ai's visual cone?
  8. I have no idea how to fix this, but from reading the forums..it doesn't feel like we have a very good workflow/pipeline or whatever it's called, for animation. It looks like we're on the right track, creating a 'master' rig, but then perhaps things seem to get a little hazy. I'm a bit concerned about that as it could mean having to cover a lot more of the same work over again in the future. Are these new rigs going to add special bones for attachments, like they did in T3? I was following that in another thread, but I'm not sure I understand exactly what was decided there.
  9. Welcome aboard, Tricko. I think your permissions are now set. You've got a lot of reading ahead of you! You should definitely check out our models webpage: http://www.tjoff.com/jens/darkmod/gallery/...m.php?albumID=4 (the password is in http://forums.thedarkmod.com/index.php?showtopic=609) This will give you easy access to models that are completed, so you can check out styles, etc. There is also a master list of models still needed in the model forum. And, as greebo said, don't hesitate to ask.
  10. @Tricko: Once you're setup with the correct permissions, be sure to check out this post. http://forums.thedarkmod.com/index.php?showtopic=6694 I wrote this as some sort of startup guide for Beta Mappers/Contributors, which should cover things like our SVN repository, licensing issues and general notes about our Team "policies" (if this deserves this name). Generally, don't hesitate to ask us if you're running into troubles with anything. Don't silently chew on things - this would be a waste of time.
  11. The sword joint is not going to move. The object will go from being attached to the sword joint to the hand joint. Basically, just animate it as if the sword/weapon doesn't exist. See: http://forums.thedarkmod.com/index.php?s=&am...st&p=142216
  12. squill, can you make these controls for the tweaked rig I post in this thread? http://forums.thedarkmod.com/index.php?showtopic=7259 So we have one standard and to not make skin job on two rigs istead of only one. Its still ascottk's rig, but with model tweaked to more closely match the bones.
  13. The Pope needs a plugin:http://usa.autodesk.com/adsk/servlet/index...&id=6839916 & these settings work for that maya plugin: http://forums.thedarkmod.com/index.php?s=&am...st&p=143138
  14. I have read in that thread about issues with forceware drivers: http://forums.thedarkmod.com/index.php?showtopic=7078 Could this be applicable in your case?
  15. Welcome to the forums! We're badly in need of animators - be sure to send New Horizon a PM, so he can bring you into the Applicants forum.
  16. Yes, you can do that sort of blending with vertex maps, I think it only works with ASE files exported from max. I remember talking about it on the doom3world forums a few years ago, if you ask there you'll get a clearer answer.
  17. I think things look very promising. For now Tricko, I'll set you up as a contributor and also give you access to the beta mapper forums. You'll have contact with actual mappers and be able to take requests for anything we might not have.
  18. In most if not all of your cases it is due to mis-installing the patch. The patch does not properly install into the correct directory. By default it says it will install in some C:/Program Files or something like that. You need to change it to install right into your main Doom 3 directory. So just try to install the patch again, carefully setting the correct directory, and you should all be all set. This same problem has occured over and over again for many people on various forums. I think it really needs to be added to the install directions for the mod on the wiki and elsewhere. It's getting to be a common issue.
  19. Welcome to the forums! Glad to see the demo has stimulated some people to try out mapping for it. There will eventually be a user-friendly objectives editor in DarkRadiant, but right now the only way to enter them in is with spawnargs, and it's not user-friendly at all (although I think maybe easier than DromEd ). I'm also still revising some things in the objectives system, so it's still subject to change. You can take a look at how they were handled in the Thief's den map, by looking for an entity called target_tdm_addobjectives. That's where the objective information is stored, although I think Fidcal also did some tricks with triggers and counters to set up certain objectives. [EDIT: Just saw the video for your mod, it looks very interesting, and looks like it has very different gameplay from Doom3, which is good!]
  20. UPDATE 13-01-08: I have tested doom 3 with the 1.3.x patch and the latest nvidia forceware beta 169.28 and doom3 now works again. But thief2 is still broken, the main menu/cursor is still corrupt and when you try to start a game it crashed to desktop... ORIGINAL 29-12-07: Its been reported that Doom3 is broken under forceware drivers 169.21 and above under WinXp. The game is corrupted in both the menu and in-game, this also effects T2/SS2. I have found multiple instances of this drive breaking upto another dozen games on the nVidia forum http://forums.nvidia.com/index.php?showforum=18 biker
  21. Right so Ive been back for a few days now and finally managed to jump back into it Heres a question: How do I get the renderbump command to reference the objects UV map? Whenever I run the command I get the default 1-sided map (which isnt even registered as a UVmap) O Ive been tinkering a bit and learning more about the engine through various forums so Ive got the model in game, just really the normal maps that are causing the only issues. Ive already got a basic .mtr file that should work fine, soooo.. Hints, tips, tricks? thanks
  22. This is a half life 2 thread but it might help. http://www.halflife2.net/forums/archive/in...hp/t-72866.html
  23. There is usually always somebody around on these forums, so why should this change after the 15th?
  24. There are a sizeable number of us who read the forums daily or nearly daily. I haven't counted but I'd estimate about a dozen(?) So don't worry, there will be support. We can't promise that we'll be able to solve every problem immediately, and we can't promise that we'll be heard over the inevitable frenzied chaos, but we'll be here.
  25. Model Folder Structure I guess I have spent way too much time on your wiki... By the way here are some nice tutorials for lightwave and maya in the context of doom 3 models. Baddcog probably already knows these, cause I saw him post in those forums... Aparently you find no good doom 3 tutorials for 3ds max, so I guess I'll make a transition over to Maya.
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