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  1. dear oDDity I know your honesty is your personal guide. And you told me you were honest with yourself till you get this level of modelling.. And i think you are about to write a book called LW for DOOM3..I mean you are really giving book level information..i have already made NOTES from oDDity document file...Im copying pasting everything you post... I know qemLoss is not that much functional..It needs lotta tweaking..But i was thinking the make the same model with lets say 5 or 4 patch division in modeler... And making everything in hires with this 5 patch division level and making a NORMAL MAP from that division level... and then Freeze the low poly object let say in 2 division..and make the triple later on.. what do you say ... actually i should try first..Because everything is already patch divided (sub patch) the tweaking should be less.. That s why i will model everything with subpatches what do you think? Thanks for reminding the smoothing angle 180... i was really freaking out already. from your posts i understand so many details. because i was getting excited more and more working here, i was pushing Atti to LW side hopefully he can try one day... Honestly, BEST..
  2. IMO as long as you use it for a D3 mod you should be fine. Same as other games. Using it for your own purposes, there is only one answer. Send an email and ask, but don't expect to much. I could understand if they don't like it.
  3. Dear oDDity, Man you were giving me heart attack few days ago..right now you are giving me different heart attacks..Probably i have to find anti-oDDity pills... That s really so kind of you to show all those details..I really watch over and over .It really helped me alot.. I just wanna ask general question...about importing 1- Let say for a decent character what is the maximum number of polygons? 2- Same question but this time for a decent let's say table..or a chest or a bow...or a chair.. what s the maximum number for engine to make things smooth..and ok.. Cuz i really wanna model huge detailed chairs and tables...I got a very huge reference images...So i really wanna keep them in normal level..I dont wanna go berserk like necklace.. and... i can see that you are in good mood..May be i can use it as my personal advantage and post another noblewoman :) for turning you EVILMODE So when you feel so good for people :) and pissed off with it..send me a PM .."ok Tyrot im ready for your punishment " Man...i love this team Best..... (till the next Noblewoman :) )
  4. Hehe, ok, well I look forward to seeing one of you models in the game with a normal map then I'm currently working out all the parameters for material files and shaders (there's a fucking list the length of your arm) and the best use of normal maps and spec maps, and how they relate to the best low poly model design. I'll post any useful info up when I discover any.
  5. I always imagined Garrett's (and by association, the Keeper's) power more of an optical illusion than just hiding in shadows. In other words, Garrett could use the shadows to manipulate what others "see" in that darkness, so that, for example, if a Keeper is standing in a "perfect" shadow, even if there was a huge window behind him with the moonlight peircing through, whoever was peering into (or through) the shadow would just see the window. Maybe that seems farfetched, but I think it explains the theory behind Garrett's ability. If you look at it realistically (and I use that word VERY loosely), you need light to see anything....light has to bounce off of an object and back into your eye for it to register. Even if Garrett is standing in front of the window, if he's cloaked in the darkness, the AI would see only a form, because the light isn't "bouncing" off of him. So, now speaking purely theoretically, it would be much harder for Garrett to manipulate what is seen while standing in the light. But in pitch black (even if it's just a patch of shadow), the eye could be tricked into seeing anything Garrett wanted the eye to see, as long as light does not pierce through the shadow (which would, obviously, dissolve said shadow). I envision a "Predator-esque" kind of camoflague, only using darkness instead of light to create the optical illusion. Might sound stupid, but it eliminates the need for the player to worry about WHERE the shadow is. Hylix.
  6. No. even if your drive has only one partition, spanning the entire drive, it is partitioned then. If it comes fresh from the manufacturer it is not partitioned. Normally when you by a computer complete then all drives are partitioned if you by it with an operating system installed. But considering what you told us about your RAM they might not have bothered with it. Strange company though. Sounds like a problem with your IDE controller. You should do some speedtesting. This often happens when the DMA transfer is not activated, though this would be pretty strange for such a new machine. Of course it can be something totally different. Hard to say from a distance. You should go to a friend who knows about hardware and let him test your machine. I'm not an expert with CPUs but 60 sounds normal to me. But don't rely on me in that case. Either post in some hardware forum on usenet or ask somebody who knows. What you said about your setup, I would trust your deal about as far as I could throw an elephant. Did you buy an entire system or did you upgrade some parts?
  7. "If you like something, you just haven't looked long or hard enough to hate it yet" - Me
  8. Ok, I understand it was off topic...but there are far worse posts filling up the board over there and I clearly told everyone to be kind. So, what I've learned today is that it is ok to flame, degrade, swear, and generally disrespect someone....as long as it's on topic.
  9. Nah, not worth the hassle. LOL He could have moved it instead. Just irks me that so much rude and obnoxious behaviour is allowed to go on, so long as it's in an on topic thread. They need a system like we have here. LOL
  10. There could be some simple checks to cut down on its application, as long as the sillhoetting wasn't the only method determining whether you're visible. For example, if you're in deep shadow, then even if the wall behind you is bright white, it may be that the factor of the sillhouetting would be such that you'd only be at half-lightgem from that side. Therefore, you needn't sillhouette-test anyone further out than the point at which half a lightgem will stop alerting people, similar applies for being brightly lit. Obviously you only have to test for AI who have you in their line of sight, also.
  11. Actually I was thinking of this approach long ago but the problem is that you must do this from all AI that potentially can see the player, which might put some strain on the system.
  12. The way I'd think of doing it would be to take a low-res image from the AI's point of view, and then obtain the contrast at the edges of the thief - between him and anything behind him. If the contrast is very low, then you can lower the value for being seen, if it's high, then raise it. This should probably be factored in on top of the lightgem calculations, otherwise it'd be too difficult to actually hide anywhere. This would mean that hiding in deep shadow would afford some protection, even if you where brightly sillhouetted. Likewise, this could mean that if they are in medium brightness, then (as long as the wall behind them is of a similar colour after lighting) they get a bonus. The problem I foresee is that it will be very difficult to inform the player that, even though their lightgem is pitch black, anyone who looks at them from angle-x will see them perfectly. The other problem is that this will be darn difficult! If you think about your own sight, you can see anyone if they're in deep shadow yet sillhouetted even faintly. If this idea is taken up, it's gonna have to be tested thoroughly to make sure it's not impossible to complete any missions! Perhaps other AI things might have to be taken into account to, to balance the realism of this with other elements, e.g. moving tends to make you extremely visible IRL.
  13. I have done this in Thievery. Works well (against human players), that is, as long as they obey certain "rules" (ie: No running around hitting shadows randomly, ACTUALLY guarding, etc). It works really well, though the maps had to have no ambient lighting (duh! a black coloured dude stands out against a lightly lit wall), it actually improves the mood. Though this is just me, i ghost, and most of the time i prefer to stay in corners like you really would rather then stand like a dick in a hallway in which a guard is almost CERTAINLY going to walk through. I am still working on getting this to work for AI though, but I think it can be done via a trace from the guards POV to the light sources he can see (or bright walls). Hell, you could even do it simply by putting an invisible object thing which if the player is within a radius of, he can be seen (his lightgem stays on 0 though). The only problem is, that this is a ghosting feature (I'd love it) and so people who have played Thief for years may not really like it. So i think if it is done, it should be done through an option.
  14. is it good if i post here my non-furniture progress? anyhow here is a beermug:) do you think that style fits? or i shall make a more ornament one?..maybe from glass?
  15. THe first shot from the thief film i'm doing, A Thief's Path I know a lot of people are confused everytime i bring it up, after i get a few more shots done i'll post up a topic about it.
  16. Good point! I sure wouldn't want Dark Mod to be delayed for this, as long as I know the models will be there eventually. Tool kit first, bells and whistles later is fine. Just don't leave me with no toot and ding!
  17. Just quickly, back on the females - I wouldn't mind not seeing them for a long time, since if they're just going to be extra aesthetics, like oDDity says, it's justifiable to not do them. But I would like to see them available in the dark mod one day. (Ideally I'd like to see them with my alternate female AI settings idea...)
  18. You wouldn't need to make any more models than needed for whatever story line you're going to make, either. As long as a few basic models are included, the FM writers will have the freedom to modify them any way they want. Eventually, the community will be populated with all the variety of AI that we want. We just need a starting point. Lack of female fighter voices in T:DS is limiting my creativity already! If I want a violent female, she has to sound like a thug. (I wasn't even making a fighter, just a female sevant with a broom with a serious attitude toward the cook!) Fifty? FIFTY character models?!? Cool! I mean.. Man! I really feel for you!
  19. Sounds good. No problem I also have no experience in game programming. Apart from that little that I read and played around with, like you did. It's my first big game, so don't worry. That's helpfull with 3D apps. That would also be very welcome. We can use another mapper as well. Obviously you have to register before I can let you in. I thougth you already were. When you have registered post again.
  20. I just wanted to post the same. We need desks with holes in it, with the drawer being a seperate object so that it can slide out. That would be the best solution. Should already be possible with current code (almost). _Atti_ can do this? Create for each table a second version with the drawer being a seperate object?
  21. I agree with oddity - game, to me, are much more fun if they are challenging. I played through T3 before they came out with the difficulty fix. I have no idea how much it would have helped, but it seemed rather easy the first time through. Kind of ruined the experience... Anyhow, winning is much more rewarding if it was enjoyable AND difficult. More strategy, less button clicking. Throw in some rewarding gibbing/exploding/etc to make it even better. Also, another probably useless fact about Drakon, is that I don't care too much about visual quality. I care much more about atmosphere and setting (as long as the graphics aren't bad enough that they take away from the atmosphere) Atmosphere is a great gameply helper... Baldur's Gate and Thief: TDP had great atmosphere. Half-Life had a pretty cool setting, too.
  22. Yes, those bows are super TYROT. We can just export models to max or maya and do the animations there, they both have exporters. Mayybe by the time we actually need it there may be an exporter plugin written for lightwave anyway, but even so, all the charcaters animatons will be done in max anyway I think. Heh, I'm waiting for the next version of FPrime as well, it'll be able to use shaders and post process effects, that means G2, sasquatch, glow, etc!! Though Fprime's motion blur and DOF is far superior to lightwave's anyway. Steve Worley is a fucking genius. Imagine what he'd do if he were working on the lightwave team.
  23. dear Atti Im sorry i couldnt write you an official welcoming message. WELCOME! officially... Im really sorry im so new bee still here...Im really getting lost in other threads..I didnt see your post... and i have checked your all buildings They are sooooo cool so gothic... But My favorite is your SWANBOAT...Fantastic.. What do you listen brother...i mean which bands are your favorite ? Im seeing little gothic metal influences...I mean it s just a guess.. Best....
  24. Thanks! BTW: The model with the lamp raised one question (at least for me). When UV mapping I can load a different texture for different parts of the model and assign it there. Now the problem I have is that in D3 you can only assign one material per model, is that right? So you would have to create a UV mapped texture. Do you know how to do this? In case of the lamp we would need some alpha on the glassy part and with a proper UV texture this should be possible without having seperate models. If you know how to do this can you post some instructions?
  25. I didn't know that. I haven't read that thread. As you keep hitting this problem I assumed you didn't post about that.
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