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  1. Looks like the anonymous developer has struck again. This time, all the source files for the Thief 1 and 2 objects have been released. http://ttlg.com/forums/showthread.php?p=1487761#post1487761
  2. Sorry for being unclear. Here's a screenshot someone else posted on the TTLG forums http://www.directupload.net/show/d/781/IDTMArUx.jpg Just click the "digg it" link and that's it Thanks everyone for your support!!!! We're up to 35 diggs!
  3. Largest Thief fan forum on the internet? Exactly how many Thief community forums are there on the internet? Not many, so being the biggest one is a worthless claim. Aside fom that, Thief is a dead franchise, and I'm happy about that, I don't want to be playing Thief 12 when I'm 50. They should have left it at 2. A bunch of weirdos sitting around talking endlessly about an ancient computer game is pretty embarassing. WHen TDM is released, there will be no reason to have a Thief forum at all. I dont' know who'd still be making FMs in that prehistoric and entiely static engine when they can use this one.
  4. *comes out of off-topic lurk* Actually, this IS a TTLG slagging thread. But fairly justified. There IS going to be a rift between forums. Komag, I think there's a lesson to be learned there though - stay out of off topic chat. Works for me
  5. I don't want to cause any problem or rift between forums or anything. But for my full story and point of view on this whole deal, anyone can now read it all at Metal and Gold
  6. I have no problem with forums being moderated with a slightly heavy hand, but it would be nice if some of the bombastic, offensive morons who post there could be dealt with as swiftly. Instead, they roam around...insulting, offending, and just downright annoying everyone. I place a higher value on the well being of others over the absolute administration of 'rules'.
  7. Then feel free to start your own LGS forum... Since TTLG is their forum, they can be as hypocritical or tyrannical as they like. And people can always choose to avoid their forums. Of course, it's a great shame if the admins behave that way...
  8. Exactly. Still, one Thief model is pretty much like any other, so I can see the confusion. I've made several Thief models over the last few years. That one posted did actually start out on the Ion Storm forums as a model I was making of Garrett. THis was before the informaiton balckout on TDS was lifted, so I had no idea what the TDS Garrett was going to look like. It was mainly based on Thief 1&2 concept art. I made it for this TDS wallpaper, which I thought would be nice in the absense of any real TDS media. It was actually the first character I ever made. I later modified it and made it low poly for Nightblade.
  9. It seems a group of fans over at TTLG have already put together the beginnings of a development team--some of which are already beginning work--to renovate/create these missions. They seem pretty dedicated, and want to stay true to Thief 2. Mission briefings, voice acting, and accurate storyline integration are on the agenda. http://www.ttlg.com/forums/showthread.php?t=108073
  10. We have a lot of items that could and should be moveable, but aren't quite set up yet. Chairs, crates, etc. It would be great if a modeler/mapper could go thru and do this. What we need is: For each model we have that could be turned into a moveable item: Step 0. Make sure the model is solid when viewed from all directions, since we don't know how it will rotate when it's moving. Some of our models for small, moveable objects have missing faces (on the bottom of the chalice, for example), so this will need to be fixed in a modeling app. Step 1. Make the collision model for the moveable following this tutorial: http://forums.thedarkmod.com/index.php?showt...opid=74416& (Note that for moveables with very simple visual models, like a crate we can skip this step, because it will be used automatically) Step 2. Add the moveable to the def file /defs/tdm_moveables.def Make sure you put in the correct: -name ( It should be named atdm:moveable_<name of the moveable> ) -model name -mass Regarding the mass: Do NOT worry about setting the mass, friction, density, etc, so it behaves correct right now. This will be a final tweaking task. However, DO guesstimate the mass in the follwoing cases: Some of our models have names like candle1 and candle2. One of these is a smaller candle than the other. We can't tell immediately which one is which from the model name. So, when you are putting it in to the def file, remember which is which, and assign a smaller mass to the smaller object. Now we know which is which when we tweak the def file later. Step 3. - Testing Make a note of the new moveable names you added. 3.a Launch TDM and go to some wide open, well lit map ( I was using test_water ). 3.b Noclip up until you're high off the floor. 3.c Open up the console and type "spawn atdm:moveable_<your moveable name>" 3.d You should now see the moveable spawn in its default orientation. Go back to the ground, exit noclip, and push the moveable over. Pick it up and throw/drop it, shoot it with arrows etc, making sure that the clipmodel prevents it from falling thru the floor and also that it fits well. Don't worry about the other physics properties for now (it might be too light/heavy, too bouncy, not enough friction when sliding along the floor, etc). NOTE: If you don't go high enough off the floor before you spawn something, it can sometimes spawn partially inside the ground, and then it will clip thru the ground when you push it. This is not a problem with the clipmodel, it's just what happens when you spawn things inside of other things, so make sure you noclip up high enough off the ground before you spawn it. Anyway, that's it. It would be really helpful if someone could do this.
  11. Cool, thanks for posting. I rarely go to the ttlg.com forums. I like this screen: Dram - Maybe use this as inspiration for the map you're working on? *hint hint*
  12. Dram

    Vampire Gurl

    Hi and welcome to the forums Just a quick reminder, please post off topic threads in off topic otherwise we'll all have a messy forum
  13. Welcome. May have been better to put this in GD. Are you on the TTLG forums too?
  14. Not to stir controversy, or anything... but if I didn't happen to mention fading frobs in our internal forums and support / re-iterate the beauty of them, it might've been ignored. And Zylon & I would be left without our beautiful, fading frobs forever (or at least until release). The majority of the programmers who could actually code the fades were initially pretty against it and would've liked to see the idea die a certain death.
  15. No, the texures don't show up without manual editing of the .md5mesh file in a text editor to point each object to the correct shader (in a .mtr file), which, if they don't exist, have to also be created. Yes the sword is parented to the hand because you used the sword drawing animation. Look at the Motion Builder tutorial video made by oDDity to find out how to change this. http://forums.thedarkmod.com/index.php?showtopic=3563 (If the info isn't in there then I will have to track it down when I get home.)
  16. http://forums.thedarkmod.com/index.php?showt...amp;#entry78432 This thread has all the stuff you need, I finally uploaded it to our FTP - that needed doing ages ago, but I forgot about it.
  17. Man, no way is this the low poly version of the Thief. Each stitch on the black jack is fully modeled round and taking up polys. This guy isn't finished. Also, why does the Bow need to be removed? Because of the nature of the 3 letter word "bow", I can't really search for this on the forums... >
  18. Well, good news. I tried the "RightHips_Dummy" joint, and didn't have to do much tweaking to get the objects in the same position. Better still, this joint barely moves during the walk cycle. I'm hoping it will work as a default 'belt attachment' area. I've uploaded all the relevant files and a test map. http://forums.thedarkmod.com/index.php?act=S...st=0#entry78347
  19. Well, yes and no. The system does support multiple attachments, so the mapper can add as many as they want and call them def_attach_<whatever>. However, that's just a name, it won't determine a joint or anyything. Due to how Id's system works, we'll have to make entityDefs for each attachment, because that's where it's stored what joint they attach to, what orientation they should have and what offset they should have. So right now you can't just put in a joint to attach to and an entity to attach in the AI spawnArgs, you have to make a separate entityDef that contains the thing to attach (via the "inherit" keyword) and the attachment information (joint, origin, angles). Maybe we'll change that system later because it is a bit inconvenient, I don't know. Btw, people were asking how to set the frob distance lower for a specific item, so you have to be closer to pickpocket. This documentation thread should cover that (and everything else about frobbing): http://forums.thedarkmod.com/index.php?showtopic=4205
  20. Heh, I wasn't too clear in my first post really. What i mean was, we know you guys are busy doing what you do, a search on the doom3world forums gives quite a few clues to how things are going I was merely appealing to non group members who are interested in using the tools upon release... to hear their ideas
  21. Doh, there it is - trying to do too many things at once If you can help me with this http://forums.thedarkmod.com/index.php?showt...amp;#entry78064 then I can get started right away...
  22. If your parents read this and it helps, then I'm putting my 2c in even though I said I wouldn't post in the off-topic forums; 1. Playing a female character is no different than playing an orc character or a horse character, or a skeleton character - it's just variety. 2. The main reason I choose a female character in a game is to look at her. Like Spar, given the choice of what I'm going to be looking at on screen, I like to choose the attractive female. Let's face it. Pretty much every single playable female video game character is designed to look attractive.
  23. Oh, nevermind, I didn't see the materials for them earlier, and just saw them in gleeful.mtr. Like I said, I have no idea what I'm doing. As for ASE vs LWO, I don't know but I just saw a thread where New Horizon said we should use LWO. Something about can't have multiple materials on an ASE? I guess the first thing would be getting the target and wall models up. Someone will probably correct me, but these would be the tentative places I'd put them in the CVS directory structure if I had to choose: justice wall model: /models/darkmod/architecture/ target model: /darkmod/models/darkmod/props/misc ?? Actually, just found a thread that explains this stuff (for models at least) : http://forums.thedarkmod.com/index.php?showtopic=1559 It looks like you should make a separate material file for each model. Also in the material files for the models, make sure to put the surface type in so that arrows stick in the targets, either wood for wood, or surftype15 description "straw" for straw. (Also you can put whatever you want after straw in the description, as long as it's separated by a space). As for non-model textures, and in particular textures specific to the map like the yardage markings on the ground, I'm not sure where those should go. You might want to ask Gildoran since he's the texturing lead. Sorry I can't be more helpful, but maybe someone from modeling/textures can explain it better.
  24. Fire elementals -- http://forums.thedarkmod.com/index.php?act=S...st=0#entry77767 stuck trying to identify the last mesh to set to nodraw Handed it off to scripters to make it take damage from water and to fly.
  25. I usually stay out of discussions like this, mostly because they keep coming up every month or so. However, this time I feel I have to add my two cents. First, the irony of this thread is hilarious. People keep on discussing how long it can take to discuss a simple feature. Perfect. Now, please, you know we're still mixing the dough, no use to ramble on about the decoration of the cake yet.We're well aware things will need ironing out, and if ZylonBane mentions something like how the frob highlight fades in and out in the Thief games for example, we don't just ignore it. We care as much about these details as anyone else, we're fanboys too, after all. We care in fact so much about these little things, that we decided it would enhance productivity to push them aside for the time being and revisit them later - do you honestly believe we wouldn't be eager to put all the fun stuff in there right now? I tell you it's fucking hard to hold back with the storyline, blingbling, decorations, enhancements, improvements, and new ideas. Basic functionality of the Thief games is our event horizon. New lands lie beyond there - I believe I can say that everybody on the team eagerly awaits that we reach this line so we can start with the FUN stuff. Ok, now I'll say a bit about the Wiki Dark Mod Universe blurb. As you know, a toolset should be something versatile that allows for the most freedom in productivity for its user. The amount of "but if someone wants to..." posts in the team forums is insane - I almost pitty the people (especially the coding department), because every time they announce they're done, somebody thinks of a possibilty not covered by the functionality. And they go back to work. (Ishtvan even turned somewhat masochistic lately by challenging people to come up with things the Objective system can't cover) My point is: Even if we try to create a "neutral point of view" toolset, there is a minimum of guidance we need for the developement process. Think artistic consitency, for example. It's either that or you people get unskinned AI, objects, no textures and no sound - to exeggerate a bit. That's what this setting is for. We will indulge in happy hours - nay, days - of squabbling about stuff like faction names and story when the time for this has come. One more. The Thief fan community is a beacon for smart and observant, but unfortunaly also incredibly thick-headed and pedantic people. Put those characters together on a team, and you'll have to agree that a consensus to cover the basics and then go into the war about details is the only way of getting things done. I guess the *ahem* touchy reaction by some people is due to the fact that they would love nothing more than to put in all the little trinkets right now, but have to cope with the self imposed ban. It's like discussing sex infront of a monk who knows sometime, sometime he'll bang through the entire choir eternal. End rant.
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