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  1. I am making more textures... http://www.ttlg.com/forums/showthread.php?...226#post1558226 (Yes, they are 1024s : )
  2. Huh, the personification of the forums appears at last! Happy birthday, dude!
  3. I thought that torch versions of animations were being specified using the animation override functionality I developed. See http://forums.thedarkmod.com/index.php?showtopic=5201 (Edit: The contents of that post are now on the wiki as well, here: http://www.thirdfilms.com/darkwiki/index.p...ttached_objects .) If so, it doesn't really matter whether you use a prefix or a suffix from the POV of coders. Do whichever is more convenient for you. As for different styles of animations for different AIs (peasants etc.), wouldn't you just create a new .def file for the other AI?
  4. I have created a new thread to split off the crash analysis from the texture discussions: http://forums.thedarkmod.com/index.php?showtopic=5344
  5. Keep up with animations from Dom, Squill, Solis, & Doug. http://forums.thedarkmod.com/index.php?showtopic=5342 Dom: http://forums.thedarkmod.com/index.php?showtopic=5203 Doug: http://forums.thedarkmod.com/index.php?showtopic=5339 http://forums.thedarkmod.com/index.php?showtopic=5186&hl= Solis: http://forums.thedarkmod.com/index.php?showtopic=4720 Squill: http://forums.thedarkmod.com/index.php?showtopic=5156 _________ Tweak existing animations. Looking anim is rough. Get elite city up to date. Maybe reorg (adding animations to each def file is a PITA): http://forums.thedarkmod.com/index.php?showtopic=5269 _________ Improve nobleman (& maybe houseguard) & new heads (eyes too big) Nobleman: http://forums.thedarkmod.com/index.php?showtopic=5063 Houseguard: http://forums.thedarkmod.com/index.php?showtopic=1455 Dev Heads (low priority): http://forums.thedarkmod.com/index.php?showtopic=5268 Ask myself what I got myself into once again
  6. I don't have much to add to this except for a small request... Maximius, when you quote someone, please use the quote button (or manually add [ quote ] tags). It gets a bit annoying having to figure out which bits of your post you're quoting and which bits you wrote. Thanks. Carry on.
  7. I'm not sure it's been covered & I did search through the forums. So here's a list of web sites covering human propertions: http://realcolorwheel.com/human.htm http://drawinglab.evansville.edu/proportion.html http://www.portrait-artist.org/misc/proportion.html http://www.angelfire.com/ar/rogerart/measure2.html http://www.animatedbuzz.com/tutorials/proportion.html This one makes more sense to me (since the golden ratio is covered here): http://goldennumber.net/body.htm & more about the golden ratio: http://en.wikipedia.org/wiki/Golden_ratio Maybe we should sticky this for future reference (& since I've seen some weird proportions with the nobleman)
  8. He's using the citywatch's animations but you're in such a rush you tend to overlook things often. He's been using those animations for weeks now. EDIT: http://forums.thedarkmod.com/index.php?s=&am...ost&p=94393
  9. --upload archery range map to CVS. --make inventory icon for lockpicks --now get them set up to display and --tweak position/size --test out ragged banner http://forums.thedarkmod.com/index.php?showtopic=5301&st=0 --done, just upload video -- take a look at priest model -- go through remaining AI and post size modification -- research nobleman skin for proguard -- disable lantern
  10. Pleas read this posting: http://forums.thedarkmod.com/index.php?showtopic=609 As you can see there is a section that explains the ftp and download urls. When you upload to FTP, it is prefereable to post a downloadable URL, instead the FTP URL. I updated your link.
  11. Moving here http://forums.thedarkmod.com/index.php?showtopic=5298
  12. There's about seven pages of it here: http://forums.thedarkmod.com/index.php?showtopic=5099 Starts going off-track about half way down the first page.
  13. I'm looking for people who are able/willing to take on the following tasks: Particle Effects - hand-held torch flame (that moves as AI moves like TDS?) - magic arc-light particle (to go with existing model) - buzzing flies particle effect (for dead bodies, garbage, etc) Improve candle flame particle (flicker needs to be increased) -- http://forums.thedarkmod.com/index.php?showt...hl=candle+flame I know nothing about particle effects and doubt I'll have time to learn any time soon.
  14. Added builder priest: http://forums.thedarkmod.com/index.php?showtopic=5264 Needs some rigging fixes & complete normal maps.
  15. You have now beta mapper status *AAAHHHHHHH*! You should see now the internal forums for beta mappers, so you can download the latest build. *OOOHHHHH* You might consider to wait a few days though. We are planning to release a new build in a few days, we are just waiting for one fix that should go into the release first. I expect by mid of next week that we will upload the new release. Since it is more than a gig, it's probably not worth to start downloading right now.
  16. Hi, just to say that im still around, i came here every day lurking the forums but dont have the time to work on my map, please dont give up me. regards
  17. --Go through the eye-height settings in the AI def files. Scratch that--save until later http://forums.thedarkmod.com/index.php?showt...opid=96927& --check out drumple's loading screen --What's needed to get weapon icons in-game? Check drumple's old hud.gui. - ok, names already in but need to be repositioned - after timedelay, names should transition off - after timedelay, icons should slide down to where text was and/or shrink Go ahead and put some concepts together for this, the code can be touched up later. --http://forums.thedarkmod.com/index.php?showtopic=4966 Actually there's an offset in weapon_arrow.def:
  18. Chi Haotian, are most certainly on drugs? Regardless...I will further address your comments, as wacky as they may be. I'm not sure what you think TDM is, but we ARE a fan mission project of sorts. We're creating a toolset to make fan missions. We have beta mappers and internal test maps. How this would make our project more like TDS...I really have no idea how you would come to that conclusion, it makes no sense. Thief 2 had new people come on board...and that didn't ruin the game. It's just a matter of the companies being different and different leaders. I'm sure the team could have put out a much better game if circumstances had been different. Mods like this would never see the light of day if they didn't advertise for help. There is usually a small core group that sticks around, but then other members come and go. This turn over requires a lot of work to keep the level of productivity up. If we never recruited new members, the project would have been dead within months. We have plenty of people who have not been here from the beginning. It was certainly not a similar thing that ruined Deadly Shadows. Being made by a different company, making the game cross platform, poor management, that is what cursed TDS. We're not only trying to attract players, we need to attract Mappers more than anything, which is why we have beta mappers. There are also many people who have played Thief and have never visited TTLG. Aside from that, it doesn't take a Thief fan to make appropriate looking textures, it doesn't take a Thief fan to model a wooden chair....nor does it take a Thief fan to write the code for menus and much more. What it takes, is someone who is interested and dedicated enough to learn about the Thief series, and then put the time and effort into making these assets work within our design. We don't just accept any Sam or Sally off the street, we have an interview process where we evaluate whether or not their skills/style will work within the mod. I highly doubt it. We're constantly seeing people sign up who have only now heard about Dark Mod. Every person who has ever played Thief doesn't hang around message forums all the time.
  19. But if publicity does attract people willing to help out, wouldn't accepting them make the TDM more like an FM project, or more like TDS? By accepting people thus attracted, TDM team risks getting people who haven't been there from the beginning and haven't grasped the depth of ideas that inspired the project from the start. Wasn't it a similar thing that ruined Thief: Deadly Shadows for so many who do not like it? As for attracting players for when the Mod is finished -- most of them are on TTLG forums, so making an announcement there on the day of release would be enough. As for gaining audience that would let the developers know that their work is appreciated and its results anticipated -- most of it is on these forums.
  20. I just saw this on D3World forums, it's a mod for D3 inspired by Descent (for those who don't know, 6 degree of freedom ship-to-ship combat, but more focussed on enclosed environments than wide-open games like wing commander). Good to know that more D3 mods are still alive, and it's got a public beta for download, too: http://www.chmodoplusr.com/IntoCerberon/
  21. Ah, here's were I explained that already. But I didn't have the part about pose tweaking, so I just added that. It's a stickied tutorial thread in the modelling forum. I should really Wiki-tize that. http://forums.thedarkmod.com/index.php?showtopic=3563
  22. http://forums.thedarkmod.com/index.php?s=&am...ost&p=93484 & download the latest fbx importer. It might be on alias' site.
  23. 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.
  24. 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
  25. 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 ?
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