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  1. --check D3 zombie heads for useability, and for severed head model --fix reversed normals on revenant --add if (gui::ingame) statement to get resume game/quit game buttons functional http://forums.thedarkmod.com/index.php?showt...opid=95934& --fix the textures on the ghoul
  2. You will need to run Doom 3 under Windows, so you may have to buy a copy. Should be pretty cheap now, I picked mine up for $20 Australian dollars (about $15 US dollars). I wouldn't mind seeing whatever code you do have, even if it's nothing particularly special. Just to establish that you can actually code. As for C++/OpenGL books, I don't know any I'm afraid. I usually look stuff up on the internet if I need to. This post may help with regard to OpenGL books: http://forums.thedarkmod.com/index.php?s=&am...ost&p=94636
  3. #1. An interior factory scene. Boilers, gears, molten metal being poured from huge tubs, etc. Perhaps some huge gears and clockwork machinery in the background. #2. An exterior of a grand cathedral, with tall towers, stained glass windows and metal buttresses. It should incorporate the builder hammer symbol (second post down) . The perspective should be looking up from near ground level. http://forums.thedarkmod.com/index.php?showt...=3118&st=75 #3. An exterior castle scene. Fairly close and looking up, something like this: http://www.thief-thecircle.com/thief3/show...castle_high.jpg It is easier to position them if there isn't an obvious border at the edges--more like the one in the example I posted above (though I know that may not always work).
  4. I adjusted the feet (try to keep them stationary while the rest of the body moves) according to the origin's movement. Don't you mean the fbik "character" (humanIK, fbik controllers?)? I parented the fbik to the origin for a reason:http://forums.thedarkmod.com/index.php?s=&am...ost&p=94761 If the fbik is unparented from the origin then the whole body will not move if you need AI to move in a walk cycle. They'll walk in place if the origin doesn't move. Stationary animations won't be affected if you want stationary animations (idling, sitting, etc.). What I did in maya, is delete all the keyframes relating to the hips, then moving the origin along the x axis (if you're going forwards or backwards, z axis if you are going sideways).
  5. It doesn't seem that hard to add a step that tags triangles as transparent--to specifically be ordered from back to front. For the most part, modern engines order polygons front-to-back for culling purposes, although a lot (and I am beginning to suspect D3E) just throw the whole mess at the graphics card for it to work out. By the ways, that picture is fugly--c'mon, ordering isn't that hard, nor is it that resource/time consuming! Every damn frame has to be ordered one way or the other before it can be rendered! Graphics cards order everything front-to-back for culling purposes, and they reorder everything back-to-front (or rather, that which remains) for texturing! It can't be that fucking hard! Edit: As for shadows, probably the best performing way to get a reasonable facsimile of shadowing would be to use a projected texture of the surface, with the alpha map acting as a measure of intensity (transparent for full light, and opaque for none). Well implemented, I don't think that it would look any worse, that is, less realistic, than Doom 3's lighting. I'm a bit fuzzy on how stencil shadows are any different than projected shadows (with the notable exception of the stencil itself), so I don't know how compatible projected textures are with volumetric shadows. Anyways, you can turn off shadowing on the triangles that have that have alpha. Either I'm missing something important, or Carmack is bitching over something that would take a week at most to implement and makes for so much better usability.
  6. Here's some tweaks I did to the model: I thought the legs looked too skinny so I resized the thighs and the lower leg coming out of the boot. (Oops, the legs are clipping out of his tunic . . . ) Don't pay attention to the textures since this is a cheap maya render. Here's the original mesh before the tweaks: http://forums.thedarkmod.com/index.php?act=A...ost&id=1195
  7. Keep track of new AIs to put into game: big thug, diego thug, & houseguard. Diego's thug (needs textures): http://forums.thedarkmod.com/index.php?showtopic=5146 Houseguard (on cvs): http://forums.thedarkmod.com/index.php?showtopic=1455 Big thug (major setback, I deleted his textures ): http://forums.thedarkmod.com/index.php?showtopic=5123
  8. ascottk

    Big Thug

    What do you mean? I posted the uv map in the above post:http://forums.thedarkmod.com/index.php?s=&am...ost&p=95122 Long tunic
  9. We already said that limited save is a playstyle option- So it doesn't really make sense to warm up this silly old argument yet again, but hey that's the internet. Forums memories are short term, so there are bound to have some threads coming back ever again and the argument is always as hot as if it everybody is surprised to see this topic for the very first time.
  10. Springheel

    Big Thug

    Yeah, it was Diego--I found the thread. It was actually in much better condition than I remembered. http://forums.thedarkmod.com/index.php?showt...=1035&st=25 I think I may even have it on FTP somewhere. It actually looks quite good and would be very handy to use for generic townsfolk. One thing I'm confused about, however...if it's possible to take a T3 character and the nobleman and give them the same joints as the other AI so they can share our animations, does that mean it's also possible to do that for the thug and the houseguard? Both of those models are better done than the nobleman, and it would be a shame to waste them.
  11. Hello, i havent posted in a long time but that doesnt mean that i havent been keeping tabs on this game. you guys are doing everything i wish eidos would have done with Thief 3. cant wait till i get my hands on some of this game play. Btw the AI look's amazing, i didnt expect you to create such a versital AI system. Have you guys played might and magic, DM. its similer to Thief in few gamplay aspects. it would be vary easy for a mod group to edit the game to suit the thief world. theres no way in hell you guys should do that cause ive alwas perfured the Doom3 engine to the source engine but there is a posiblitly and few of my moding buddys have been talking about it. now my question's yeaaa i alwas have to stupidest shit to say lol. 1. Have you created models for Mech and pagins yet? honestly i was alwas extremaly adicted to thief 1 for the reason that the game revolved around the hammers amd keepers. thos where the main cultures in the game, vary midevil like, not to technoligly advanced. set a vary good Mid evil feel to the game. lock it in to an eara in the thief world. 2. Release... for the past 5 months i havent posted anything on the forums her but i have been working on the DM3 editor in my spair time. i realy cant wait to load up thief like objects and charicters in to my level's. they seem to just be walls and room's w/ no textures. im not asking for an exact date or anything, im asking when to expect it. maybe this summer, when. 3. beta mappers. are you still accepting beta mappers on the project. id love to apply some of the stuff you guys have done to my maps.
  12. @Maximus: It's harder than you think to just build up realism by adding "little bits" of realism. I'm generally for more realism with customizable options, since different people obiously have different ideas about what's fun vs frustrating, but I disagree with your statement. Working on the mod, I've found that when you increase the realism of one aspect of a model, it often necessitates increasing the realism of a different apect of the model, otherwise the whole model will break down and be less realistic than you started with. An example we've seen on the public forums is a demand that the AI have different vision parameters in their peripheral vision than their central vision. Right now guards have equal detection probability across their entire field of view. The claim is that they should have different light/movement detection abilities in their peripheral vision. Sounds innocent enough, right? But if you were to just implement that by itself, calculating peripheral vision based on the direction their head is facing, you'd have a situation where their corneas are alway physically straight forward in their head. Within their FOV, you'd get predictable and abrupt changes in their vision reactions based on where you were standing relative to their head facing, which is not what happens in real life. Real people on guard are constantly scanning their eyes over the field of view allowed by their head. By just adding the peripheral/central difference without adding eye scanning movement, we made the system less realistic than it was before. To un-break the model, we would have to do a lot more work and make an eye scanning algorithm independent of the head turning algorithm, and take into account psychological factors like how wary they are, fixing their eyes on something suspicious or moving across it, etc. The net result after all that work is: An idle guard who's moving their eyes around randomly would have an equal time-averaged detection-probability across their entire field of view. That's the same result as what we started with, after a lot of hypothetical work. Making just one small thing more realistic did not improve things, instead it broke the model and necessitated making other things more realistic, and in the end it effectively didn't accomplish anything.
  13. Welcome to the Forums! I'm looking forward to hearing your visions about Radiant and your project. Ah, that surprises me a bit, but then again, I haven't been observing the GtkRadiant community a lot. Weren't there two more developers working on GtkRadiant lately? What about Shaderman? Wow, that sucks. I'm surprised that GtkRadiant 1.5 was even released under the GPL when no one seems to really care about the project. Not that I'd object... Sounds cool, I'm looking forward to hearing those. Well, that's nice! I actively started coding last September (after reading some tutorials), so there's a lot to learn for me, especially when it comes to OpenGL.
  14. Sounds like there's a lot of things we can help each other with, even if our interests aren't completely identical. Hey, I've seen STiFU around... I think he's even on these forums occasionally. I'm supposedly part of The Cabal but I mostly just lurk nowadays. The Dark Mod has stolen me. Actually there's a bit of cross-pollination there - ascottk (who is currently our most prolific animator by far) made some AI models for The Cabal. We Thief fans are a tight-knit bunch. Glad to have you around!
  15. Can someone point me to some good tutorials for drawing and rendering vegetation transparencies? I'd like to start working on the hedgerows idea I mentioned but I can't find much about making 2D plant images for LW8. BTW here is a cool link that was posted in the forums a long while back, its a great breakdown of LightWaves tool and some other links to plug ins and stuff. Thanks to oDDIty IIRC. http://www.suture.net/tutorials/modeling/index.php
  16. Fix for sword joint distorting mesh: http://forums.thedarkmod.com/index.php?s=&am...ost&p=94397 original thread: http://forums.thedarkmod.com/index.php?s=&showtopic=5109
  17. I can't speak for anyone else, but I did look at the win32 program, and commented to that effect. I didn't elaborate because there's not much to elaborate on. The code looks fine to me. (Didn't test it.) I didn't look at the other one very much because I'm not familiar with the game or its plugin interface. As for testing your changes... I understand it's difficult without CVS access. The problem is that the team has been burned before by a "contributor" joining up, gaining access to all of the resources, and then stealing copies, leaving without actually contributing anything, and posting the files on the internet. So now it's a matter of policy that contributors don't get full access until they've submitted something. Nothing personal. This is why I suggested a scripting task to start off with, since you don't need CVS access for that - you can just use the beta mapper's alpha. Doing SDK work without CVS access is a bit of a pain. The beta mapper's alpha is here if you're interested, though it won't help you with the SDK since it contains no code apart from scripts: http://forums.thedarkmod.com/index.php?act=a...p;f=31&id=7 (I think you should be able to access that forum?) Still, you should be able to test this in vanilla D3. Make a simple room in the Doom 3 editor (there are a bunch of tutorials around on the internet - doom3world.org is a good place to start) with a really high roof. Start it up, press Ctrl-Alt-~ to display the console, type noclip, and toggle the console off again. Then fly up to the ceiling. Spawn a zombie (using the console, see http://au.gamespot.com/pc/action/doom3/hints.html for instructions) so that he falls down to the ground below. In vanilla D3, he will land there without taking damage. Your task is then to modify the SDK so that he dies if he falls from a great height. BTW, as for using your compiling SDK: I find that the easiest way is to take your compiled gamex86.dll file (should be in the releasedll or debugdll folder) and copy it to the root D3 directory (where DOOM3.EXE is). That way it overrides the DLL for *all* mods you have installed, so be sure to delete it if you install a mod - the Dark Mod, or any other mod.
  18. Crispy

    Irc

    The public forums are slow, sure - but the private ones are a buzz of activity, so there are people around. Personally I don't use IRC. I know from experience that if I do enter a chatroom, my productivity immediately drops to zero and stays there. Same with instant messaging. It's a distraction which I can't afford. Forums suck up a lot of my time too, but at least they don't interrupt!
  19. Noblewoman: Female mitten hands New legs New AF http://forums.thedarkmod.com/index.php?showtopic=5050 Citywatch: Legs rigs fixed (not on cvs yet) - the lower legs needed to be weighted into the upper legs in the back.
  20. Just as a note, here is a link to a website trying to create a bank of common creative license sound effects. We may qualify for usage of some of the sounds. Also, the creators are attributed so we could track them down. Also, the forums have tons of discussions on the issues we are talking about here, with input from copyright attorneys etc... http://freesound.iua.upf.edu/
  21. Having worked for companies that have seen patent and trademark lawsuits, this is not a small deal. If anyone with a lawyer thinks they can convince a jury in the US that their copyright was infringed, they will bring a suit to garnish wages from whomever of us have jobs. There are district courts in Texas that are very amenable to such cases, and they will be filed there. Note that all they have to do is convince a jury that their revenues may have been diminished... not that the party breaking copyright actually made any revenue. Also keep in mind that if any materials or planning related to copyright infringement were hosted on a service, such as these forums, they could go after them as well, so long as the country they are in has a copyright treaty with the US, which most countries do. Basically they will go after whomever has the deepest pockets. Please be careful about this as I don't want to have to drop off of the project for legal reasons. Yes, usually this just begins as a cease and desist letter, but you never know where it will go from there. What I would reccommend doing is using the collections of sounds as a basis for getting ideas on what types of things can be recorded. Sometimes you can listen to a sound effect and say.. ah, they are hitting a slinky with a ruler! (not that the sound is good if you do that). Also, as many of the people here do, I've got considerable experience with making sounds using combinations of synthesizers, trackers, filters, and effects in Buzz. If there are particular sounds we want, I may be able to make some using some simple samples and a bunch of effects.
  22. I was chatting with namespace and Shaderman last night on IRC, I think they are basically Doom 3 which is good. We are so far ahead of GtkR for Doom 3 support that I don't think there will be much code worth merging, although namespace has written a new version of the OBJ export plugin which might be of interest. Shaderman also has an interesting feature which allows tagging of textures, so you can search for "all of the red textures" irrespective of how they are organised in the VFS tree (provided you have added the correct tags, there is no automated identification). I didn't ask what the precise political issues were, particularly in a public GtkRadiant channel, but I am fairly sure we will learn sooner or later.
  23. You may want to look at this thread: http://forums.thedarkmod.com/index.php?showtopic=5035 There are new rigs for animations with heads & weapons for Maya & Motion Builder. Full body IK too.
  24. All of the current AI now have full body ik for animation purposes. Included in the rar archive are files for maya (mb) and motion builder (fbx). There's a maya binary with no ik for fbx importing. Each character has their own folder with 3 files each. Original files: http://208.49.149.118/TheDarkMod/models/In...ask_animref.rar Updated citywatch (stand alone): http://208.49.149.118/TheDarkMod/models/In...tch_AnimRef.rar Files (AnimRef_idles are posed in the idle position): AnimRef_idle.mb (maya binary with full body ik - fbik) AnimRef_idle.fbx (motion builder with ik ready for animation) fbx_import.mb (af_posed ready for fbx importing with no ik) All character have their weapons & heads attached via parent constraints. The Maya version with fbik has floor contacts for the feet. Known Issues: When importing an fbx, the origin might be resized. Follow these directions in Maya: http://forums.thedarkmod.com/index.php?s=&am...ost&p=93477 The head & sword mesh might be off their original position in Motion Builder if exported from Maya. In Motion Builder use the Navigator window & double click the constraints. Uncheck "Active" then click the "Snap" button: This will align the mesh to their proper position. The head & sword mesh might be off in Maya. Delete the parent constraints in Maya, reposition meshes then reconstrain. You may also want to look at oDDity's Motion Builder tutorial: http://www.pixelwerks.be/pictures/MB_tut_01.avi The full body ik (humanIK1) in Maya is parented under the skeleton so if we need to move the origin for walking/running then the fbik will move with the whole thing:
  25. I just received a PM on TTLG from namespace, one of the GtkRadiant developers, who said that they have some issues (of the political variety) with the administration of the project and that he and a couple of other developers (Topsun and Shaderman) are going to be leaving. Namespace was very positive about the development (and documentation) of DarkRadiant and expressed an interest in working together to continue the Radiant legacy. I suggested that he register on these forums, and could perhaps get set up with permissions to view this forum so that discussion and cooperation could take place. What form such cooperation will take remains to be seen -- although namespace wishes to support older games, including a personal project, I mentioned our goals for modularising DarkRadiant so that other games could be supported via different plugins (rather than different code paths in the main executable).
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