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  1. 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.
  2. 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.
  3. 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?
  4. 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
  5. 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.
  6. 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...
  7. 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
  8. 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.
  9. 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
  10. I'm hoping these tasks won't take long enough for it to be buried. updated.
  11. 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.
  12. 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.
  13. 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...
  14. 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.
  15. 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.
  16. Shouldn't we sticky this? If you plan on updating it by editing the post, it'll get buried
  17. 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.
  18. The comments on the post were 0 or negative, as if people purposely rated down ALL the comments posted
  19. Yup, this card will do everything the more expensive cards will do...only slower. Bleh. I used to notice that the card would chug a lot more on intense games without the fan. With the fan on it, I'm even able to over clock the card for a little boost. When I get my new card, I should attempt some serious overclocking with it..currently, I only punch it up by around 20mhz before it starts to lock up. I imagine I would need to be able to adjust the core voltage to seriously overclock it. This has actually inspired me to look into upgrading my computer too. It's looking like it's going to be tough to find an Athlon XP 3000+ with the Barton core. That's the highest processor I can handle on my board. So far, I can only find one on Ebay...and I'm not really comfortable buying it online. Gah. Hope I didn't screw myself by waiting so long.
  20. It's just a slower card really. I can run TDS, Far Cry, Doom 3, FEAR..etc...but often at lower settings. It might be alright as a stepping stone, until you get a new system, but it's not going to be a very good card for doing Dark Mod stuff...especially now that things are starting to eat into the system resources. I'm only running a 1.6ghz AMD, with 1gig of ram and I'm noticing the hit. My board will handle a 3ghz processor + 3Gigs of ram , so I still have some life in this old girl...just as long as I can find a new AGP video card. The FX 5200 doesn't come with a fan. I actually bolted an old K62 processor fan right onto the heatsink with wood screws. Works like a charm.
  21. TDM AI are far more advanced than D3 AI. D3 AI would basically only know how to pathfind around and maybe attack or not in a beeline - they wouldn't pay attention to sound prop, light and shadow, maybe not touch (I'm not sure on that one). They wouldn't know what to do with TDM doors, TDM specific triggers, have no alert states... the list is long. So, for anything that has any awareness of the gameplay space at all, they'd be worthless. Maybe only for those silly bugs that walked around the streets in TDS. (though I think those might have had senses)
  22. The only thing you can't do is to enable additional features that we implemented. If you know the keywords it might even be able to set them in many cases, but some things would not work. But loading a map from Doom should work as long as you don't include AI, because we had to change them. If you create only the geometry there is no problem.
  23. Ok, will try with one of those. I already read that thread as I can see those internal forums (since Wednesday I think). At first I thought I could have a try at Task No. 5 (Addition of "all light volumes" toolbar button), but it may be safer if I tried my marvellous skills at something that's not so mission-critical.
  24. Stupid, stupid, stupid! All I needed to do was add -scale .95to the def file to resize to 95%! NOTE TO SELF: Look at iddevnet before looking through the forums! Another reason not to use max exporters since they don't have that option. So the options I need for the builder guard (oDD's skeleton)= options -keep Hips LeftHips_Dummy LeftUpLeg LeftUpLegRoll LeftLeg LeftLegRoll LeftFoot LeftToeBase joint3 joint4 RightHips_Dummy RightUpLeg RightUpLegRoll RightLeg RightUpLegRoll RightLegRoll RightFoot RightToeBase joint5 joint6 Spine_Dummy Spine Spine1 Spine2 LeftShoulder_Dummy LeftShoulder LeftArm_Dummy LeftArm LeftArmRoll LeftForeArm LeftForeArmRoll LeftHand LeftHandIndex1 LeftHandIndex2 LeftHandIndex3 joint12 LeftHandRing1 LeftHandRing2 LeftHandRing3 LeftHandRing4 LeftHandThumb1 LeftHandThumb2 LeftHandThumb3 Neck Head RightShoulder_Dummy RightShoulder RightArm_Dummy RightArm RightArmRoll RightForeArm RightForeArmRoll RightHand RightHandIndex1 RightHandIndex2 RightHandIndex3 joint14 RightHandMiddle1 RightHandMiddle2 RightHandMiddle3 joint13 RightHandThumb1 RightHandThumb2 RightHandThumb3 leftpad rightpad joint7 sword -sourcedir models/ask/builder_guardmbs -destdir models/md5/chars/builders/guard -scale .95 Hey Dom, another easy solution instead of resizing through maya
  25. Well s**t! I found another drawback to the MD5s. The animation skeleton sizes override the mesh sizes. It doesn't matter if you resize the mesh because it'll look the same if the animations are not resized. D3world forums pretty much say the same thing. I just tried the d3 skeleton again (rigged with maya of course) but the builderguard took on the size of the d3 animations So if we want to use d3 animations we'll have to have their size.
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