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  1. That's fine. It's probably a good practice for people to post when they make changes to files they don't usually work on, so that other people know what has been changed.
  2. Go ahead, you don't need to ask to PM anyone. It would rather defeat the point of PMs if you had to ask on the forum for permission first all the time, wouldn't it? I don't see anything necessarily wrong with making the high-poly model by using the low-poly one (just make sure you keep the low-poly one around!). I dunno whether it would be easiest way to go (depends on the model perhaps), but as long as the end result looks good, you can do what you like! This is art, not science. As for UV maps, if it looks good (minimal stretching), I doubt anyone's going to be complaining. A good way of checking for stretching is to apply a checkerboard texture to your UV-mapped object. If the squares look square, then you're good; if any of them are stretched and skewed then that's bad, so you should try to avoid that. The checkerboard texture trick also gives you an idea of the resolution that you're using for each part of the model; some parts of models can deserve higher resolution than others. For example, faces are sometimes made disproportionately large in the UV map, so that you can put a lot of detail on them. But for most objects you should try and give all the pieces the same resolution, so that it's easier to get the same level of bumpiness etc. on all of the pieces. I've never used Lightwave, so I can't answer your questions about endomorphs / atlas maps / surface baker (not knowing what they are!). Sorry.
  3. I haven't actually removed any key shortcuts to my knowledge, but these might be additions to GTK since the start of DarkRadiant. It may be possible to merge these features into the codebase if they are upstream. The idea is that all of the keys mappers need to use will be in the tree list (this mirrors the Dromed and T3Ed methods, and is more user-friendly than requiring mappers to memorise key names). There are a lot of keys still to be added which is why you need to use the All Properties dialog, but this is not the intention in the long run. You shouldn't have to deselect a key before using the Add button however, this may be a bug.
  4. I did ready your post properly. My point was, that we asked here some questions, which apparently never got answered. I know that she can model. You may have noticed that I even answered on one of her models so I already knew that part. A team member is not only expected to be able to do his stuff, we would also like to know how much time he can contribute and if he can do other things as well.
  5. Most of us anyway Spar didn't read my post properly I guess. What can she do? Modelling. Thought that was obvious And I said, I just told her I would post for her earlier than she was going to otherwise. Not that she didn't want to speak. She'll get back to you guys in a day or so. (She's sick today)
  6. I personally think '80s movies rock; they're always so stupid ... like the one about the journalism girl that dresses like a guy for a story and another girl gets a crush on her and she gets a crush on a guy; the guy that sells his telescope for one freaking date with the popular girl (Can't Buy me Love?); the Last Starfighter ... man, they are all pretty dumb like your post, but in a Mystery Science Theatre 3000 way you can laugh at. And D&D we had good times with, because it was one game that was all about personal interaction, uh, sort of anyway. Where it goes overboard is those people in Society for Creative Anachronism, which literally dress up in chainmail, get nurf-swords, meet on a field and different factions go to war with each other. By the way, I did something like renaissance faires as an actor in college; we put on an annual dinner theatre and I was always the dashing young prince - never the villian (not that I didn't try; I was just so type-cast with my blonde hair and baby blue eyes.) So I sort of have the whole D&D mindset in my blood.
  7. There aren't spoiler tags here... .... ... Mauritz Cornelis Escher's "Ascending and Descending" I mostly knew because just a few weeks ago I spend an hour or two staring at this: http://www.voidgamers.com/channel/HirstArt....356.r.386.html
  8. What we need is something documented and agreed on, the actual convention itself isn't so important. I'm trying to update the wiki with this info right now. Discussing standards is a worthwhile effort. I think the reason people are complaining about it recently is because it needs doing. The idea is to discuss it properly and then never go back and change it, for as long as possible. So it's worth putting a little bit of effort into now, while we don't have that many files to work with yet.
  9. I only played 2. It's bloody long though. I played it for months and I was about halfway through. Maybe one time I will start it again. Storywise it's not so bad, but these kind of games are not my favourite.
  10. I think I missed your edit here...when you edit a post the forum doesn't inform people that there has been any activity. It looks good, and I think 600 polys is probably fine. I don't mind working on the textures. What's the best way to get the files from you?
  11. Builderguard update: Resized using oDD's skeleton, detached head, and mitten hands. I had to tweak the head joints so they'd fit on oDD's skeleton & now I have to redo the head anims because the d3 anims were overwriting any sizes & joint positions. The head's a little big because I didn't change the scale size yet from my previous experiments. I need to tweak the offset of his hammer. He's almost done Just some rigging tweaks & weapon attachment offsets. Further notes: I was watching the discussion on the new data structures so I implemented parts of that: separate material file (tdm_ai_guards.mtr) from the def file all textures with the models/md5/chars/builders/guard folder (aside from the generic stuff like hands and chain mail, I'm using models/md5/chars). material names match folder structure. Also they are organized a little better (builder_armor, builder_shoulderarmor, builder_cloth, builder_shadow, npchand, etc.). No more buildertop or builderbottom. oDD's skeletons are basically the same so we can use the same animations (although we do have to separate them per character due to animations overriding the mesh scaling). The same idea for the heads. Sorry it's taking so much time but there was some issues that needed to be dealt with. D3 hand rigging is funky, having to redo head joint positions to work with oDD's body skeletons, figuring out how to attach weapons, learning that 3ds max exporters are too buggy, and learning how to rig with maya. But, dammit, it's all worth it in the long run
  12. I don't understand that linker error, all of the relevant GL libraries appear in the link commandline. I will have to try building on Windows and see if I can replicate the error. Emulating the existing coding style is good idea, but make sure you emulate the style in my additions (anything under radiant/ui) rather than the existing GTKRadiant codebase. I want to move away from some of the ugliness in the legacy code, like using C-style functions and char* arrays rather than C++ objects and strings. The naming conventions are basically Java-style - capitalised class names, variables and methods start with lowercase, one class per file pair (e.g. MyClass.h / MyClass.cpp) and class methods rather than C-style functions (Vector3::scaleBy(float factor) not Vector3_scale(const Vector3& self, float factor)). I'm not too bothered about indentation and spacing as long as it is readable and consistent, although I would prefer 4 spaces rather than 2.
  13. Cool, thanks for the tip. I mean to start looking today, if I can achieve the necessary activation energy. Can only keep putting it off for so long...
  14. I'll definitely look into that, but I'll have to get the editor up and running and such. I'll have to become accustomed to the inner workings and such. I've got all week to do that, though. I'll definitely give it a go. I know what you're talking about with the gliding, but if it's done right, all that will be needed is a slowdown of the legs and maybe the upper body a bit too. I'm sure this will be interesting for me to figure out. I'm sure it's going to be fun, though. ~V In the meantime here's a drawing of Lestat that I did from the cover of the movie. Or not since 87KB is apparently "greater than your per post or global limit" for file size attachments. I guess that means I can't show you guys much of my work then? "I have your drive space! If you ever want to see it again, you'll do as I say." -- Random Ransom
  15. Okay, yes, that is what we talked about long ago, as I remember you saying exactly just that long ago, Sparhawk. Fact: You would see your shadow being cast by a side-stepping leg, too. Fact: We've agreed it's a polish thing that we don't have time to worry about.
  16. Hi, I am working some textures that may help. They should be uploaded soon. http://www.ttlg.com/forums/showthread.php?t=109122 I had intended them for Thief DS, but I suppose they will work for The Dark Mod. I was going for the 1600-1800 look that was used in Thief 1. Take Care, BrendaEM
  17. I'm hoping these tasks won't take long enough for it to be buried. updated.
  18. Oops, that error was when I added it to the entity definition. The shader line has always been in the md5 file, but that still doesn't solve the original problem of the entire thing being non-solid. The only info I've been able to find on D3W is an old post from Oddity: Not very enlightening. edit: That really makes me less interested in getting any of our prop models animated.
  19. As long as we're on this ghastly topic... A similar thing (as the above quote, from a while back) happened to me as a kid, except: - instead of a big brown spider it was a scorpian - instead of a hand-towel it was a bath towel as I was getting out of a bath - the scorpian actually did bite me - very high on the right thigh, near the joint. Totally oblivious I wrapped the towel around myself and felt a sharp prick, and almost dreamlike I let the towel fall down and saw the scorpian scurry out. And it literally took me a few seconds to comprehend the connection until my leg started burning. And I cried out, not from the pain but because I had no idea what a bite like that could do to me. My parents called poison control and we had to make a paste to cover the swelling bite ... and the whole time I was just in a daze. It was pretty surreal. That right there beats my second story where, on a trampoline, a cruising wasp got annoyed at our bouncing and bit me square between the eyes so that my eyes got swollen and I literally couldn't open them for about 4 hours. Now that I think about it, I guess I grew up in a pretty dangerous place -- out in the countryside in Texas, where most everything seems big and onery.
  20. Eep. Hope I can find an AGP version then. Neither money, nor needing a system are a concern, really. The only question is to buy the "right" option to keep this machine pleasantly usable until (and after) I do upgrade next year or so, probably when there's another big push, off of this ~3GHz rock everyone's been sitting on for way too long. The 'E' stands for express? I can't think of when was the last time "express" meant something good in computer terms...
  21. I'm just writing the Texture TokenizerFunc and while looking through DefTokeniser.h I discovered this. I'm not sure if this is a bug or not, but I better post this here: case STAR: // The star may indicate the end of a delimited comment. // This state will // only be entered if we are inside a delimited comment. if (*next == '/') { _state = SEARCHING; continue; } else { continue; // do SEARCHING } In my opinion, this should look like this: case STAR: // The star may indicate the end of a delimited comment. // This state will // only be entered if we are inside a delimited comment. if (*next == '/') { _state = SEARCHING; continue; } else { _state = COMMENT_DELIM; // ADDED continue; // do SEARCHING } Because otherwise, any star that is found within a delimited comment would cause the loop to switch into SEARCHING mode instead of carrying on with COMMENT_DELIM.
  22. There is a maya import tool except it tags on the file name in front of the original bones names which could pose some problems. I also import md5 files with max importers that work very well then I convert them to maya binaries with deep exploration.
  23. Shouldn't we sticky this? If you plan on updating it by editing the post, it'll get buried
  24. You might find this thread useful: The Short List: the Best Gaming Videocards for the money - Tom's Hardware forums Obviously, you'll need to go for one of the AGP ones if you want to use it in your old board, and AGP cards are something of a dying breed now. All the newest inovations are PCI-E only.
  25. The comments on the post were 0 or negative, as if people purposely rated down ALL the comments posted
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