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  1. sparhawk

    Test

    Must see if I can post. I just installed Firefox 2.0 Rc1 and I had a problem in another forum where the posting did not work anymore. Strangely enough, I use the same version in the company and there it works fine.
  2. Wow that was an incredibly useful post, I can see why you are the texture lead. I still want to help with this project though.
  3. Nevermind, as long as this version is working, it should not be a problem.
  4. That's something I didn't know. So if you have a large outdoor shadowcasting sun light, it won't cast shadows inside buildings as long as the interiors of those buildings are separated by portal areas? What are the compile-time optimisations needed? Are they documented anywhere?
  5. Well, as I said in my other post, I don't know if I have anything really great to show you. I'd also want to see if I'm going to be getting broadband (finally) out here. Then I'd be able to upload what little I have done in Character Studio (no skins or bones to them). I may be able to show you my animated stapler that I did in one of my really early animation classes. It's nice and short (hence lower in size). I don't know how much it will apply to what I can do in the Doom 3 engine or what I'm capable of outside of anthropomorphizing inanimate objects. I'm in the midst of finals for this term at school, presently, but I'll have a week and a half off that I can mostly dedicate to working on stuff for you guys. I'll also spend more of my free time working on stuff for you as well. I'd rather do that than waste my time rotting in front of the TV. I've never done attachments so we'll see how this works... Ok. Never mind. I can't upload MOV files. You don't get to see my crappy stapler animation. I guess I'll try and get my feet wet sometime during this week and definitely next week to show you what I'm capable of in the technical department. I'd enjoy knowing what file types I can upload, though. Is that in the FAQ or something? I'm a very quick study when it comes to computer programs, and I've got a huge passion to create (and that means anything in general). I've got an affinity for abstract thought and creativity. That's what I offer outside of a basic knowledge of animation in 3D. I've mostly done graphic design stuff, thus far (Photoshop and Illustrator), but I've been told that I have good instincts in animation and 3D in general (Poser, 3DS Max, and Bryce not sure how much that helps, though). I keep getting complimented on my drawing skills, though I work best when I have something to look at (and I'm a slow artist). I have a general knowledge of game design with at least two classes I've taken. I wrote a basic Game Design Document that was almost 40 pages long (and didn't include nearly everything that I have planned for the game). That was, however, my first GDD... oh, and if you haven't noticed yet... I have a propensity for verbosity. I've contributed once to an online game. It was many years ago when Action Quake was popular. I created a skin called "Dark Being" (Messiah model) under the pseudonym Vengence which got published in one of the Skin/Model Packs. I tried my hand at one or two other skins, but I lost interest due to other things in my life. Outside of that, I have an affinity for dark, creepy, and sneaky things. I've been into stealth games since Thief: the Dark Project. I agree that true stealth games are first person... it draws you in more. I remember sticking to the shadows, listening for people coming, and planning my movements ahead of time after playing Thief for hours on end. Every game I've come across that has a stealth aspect, I've tried out. I can think of no place better to start my mod experience than here with the Dark Mod. I'm in this for the long haul because I want to make games for a living. Again, that's all the stuff I offer that I can't just show you (and just the tip of the iceberg as to who I am and my interests). We'll have to see what I can show you as time goes on. Getting broadband (and if it works out here), experience with how you do animation, and the amount of time I can dedicate to the work will determine what I'll have to show and how much I can contribute at any given time. I'd love to show you that shoringin ryu catta I animated in Character Studio (at the very least). I'm sure I can work around the no broadband thing, but I just thought I'd mention it anyway. Again, I wanted to say that I don't know if I’m skilled or experienced enough to be a member here, but I'd be honored to contribute. If I don't end up being good for your animation team, then I could try other things too. I'm versatile. Oh, and don't expect me to just stick to doing animation if you have a need elsewhere. Ah, and the last thing I'd like to mention is that I'm sorry it took me so long to get back to you. I've been busy with school and finals are this week... though, I already mentioned that, in part. I just felt the need to apologize. Attrectare formositatem atque venustatem egeo. ~V "I have your thumb tack! If you ever want to see it again, you'll do as I say." -- Random Ransom p.s. I went out and bought Doom 3 the other day. I'm all set, as far as I know, to start sticking my feet in.
  6. There's nothing wrong with having a large sunlight, as long as you can ensure that it won't be casting much shadows. D3 does have a wonderful optimization that if an unmoved light cannot reach a portal-area (ignoring the existance of shadows) entities inside that portal area will not be hit by that light and won't cast shadows with respect to it. This is useful for making complicated interiors chock-full of junk in buildings that are entirely inside the volume of a large sun/moon light. However, worldspawn geometry of those areas still casts shadows. (fortunately, this can be combatted using certain levels of compile-time shadow optimization and carefully designed geometry)
  7. Yes, I got the same problem, but I could resolve it. Short story: there was a wrong version of libgdkglext-win32-1.0-0.dll or libgtkglext-win32-1.0-0.dll installed in our systems. I overwrote those with the ones in the Darkradiant 0.5.3 package and now it's gone. Long story: When I first compiled DarkRadiant (that must've been at the beginning of July) those two files were not available and I had to download it from the depths of the internet, as those files are not included in the GTK+ package (strangely enough). DarkRadiant always complained that these files were missing, so I downloaded and stored them in my system32 folder - everything was fine until the model preview was introduced, which seems to rely on exactly those files. I compared the version I downloaded to the version you provided with DR 0.5.3 and they are in fact of different size, although the name and indicated version is completely identical. Just out of curiosity: where do these files originally come from? They are not included in GTK+ and I could not easily find them on the web.
  8. I don't really have much that I think would be worthy of showing you guys. I've got one or two (not including the animated stapler), but I'm stuck on dial-up for a while longer (if not forever). I presently reside in the Bermuda Triangle of Broadband... grr... Otherwise I'd show you this shoringin ryu catta that I animated in character studio. I've also got a scorpion man that I did the same with, but none of them had skins on. Quick question. Do you typically already have the bone system ready or do you need me to do rigging as well? See, I'm not completely green. Sorry it's taken me so long to get back to you guys. I'm in the crux of finals at school. I'll have a week and a half off after this coming Sunday, though. I'll want to dive in during that time (if not before). Until then, Attrectare formositatem atque venustatem egeo. ~V "I have your soda! If you ever want to see it again, you'll do as I say." -- Random Ransom
  9. demagogue

    Bioshock

    Yes, I was just thinking how it's just like a dev to be dying to play his own game: http://forums.thedarkmod.com/index.php?showt...ost&p=85370
  10. In an attempt to be brief about a frequent and rather bland topic: I have a 1.4GHz machine, with a GF4 Ti4600, and 768Mb RAM. The old, slow stuff. Until recently, it did the job fine. Now the fan is failing (it's not spinning as I type this). I don't think I want to bother upgrading this full system, as it and its parts are from ~2001. Old motherboard, old memory, old sound card, old everything. In fact, I think (I'll have to find the paperwork) it can only support 2.0 GHz anyway. There was a time when I assembled systems and was determined to keep up with all new innovations, always being "on top of it". Well, 3dfx went under and those days are past; I'm not interested anymore. So I have to ask people who likely know better than I do. 1. I could buy a new fan. Why bother keeping a Ti4600 working? 2. I could buy a new card. Let's go with 2. It shouldn't be top of the line, obviously, because this is an old system and I'm likely not going to bring it into the modern age. I'll probably retire it to a lesser duty within the next half to full year. So I'm looking for higher than Ti4600 (and I guess higher than 5200FX?) but definitely on the low end of where things are today, because it's only got 1.4GHz behind it. No price range in mind, but I'm not paying into the $200s+ for a previous generation card that will retire soon. Suggestions? I think I'd lean toward nvidia, simply because I've never gone ATI, and because I hear some flakey things about them. Then again, I'm not looking to start a debate between the two, and nvidia's support is shit. Some essential questions: -Are the infamous nvidia lighting problems (whatever they are) still present for D3 engine games? -How are the newest driver sets doing? I know that the infinite loop lockup still happens to people across all cards higher than Ti4200s, even into the 7800s or whatever. Anyone getting this? I have my suspicion (from personal experience) that it is a combination of heat (summer) + heat (fan dying) + heat (new drivers pushing the cards WAY too hard). My card is too hot to touch, dead serious. I've had numerous infinite loop bluescreen crashes, all from 3D accelerated titles (D3, Prey, Penumbra, even Google Earth). -VERY important, as I don't know squat about this stuff anymore: What card can I use? I know that's a dumb question, since you don't have my mobo in front of you, and it's very old, but what I mean is, assuming this Ti4600 is an AGP (what speed, I don't know, and I'm not sure how to find out (I checked the card, didn't see anything)) card, what would happen if I bought, say, an AGP 2X, 4X, or even 8X card? Would it still work in the mobo, but just be data rate limited, or would it completely just not even work and even burn up? I don't want to order/get the card home, only to find out I can't even use it. -I think there was another but it escapes me right now. This situation has now officially become chronic, as my fan is not spinning at all anymore. Over the previous months, it limped along noisily, but worked. Now I can't even launch D3 safely (Google Earth locked up, inspiring me to finally stop putting this off and post this). Sorry, I tried to keep it brief.
  11. demagogue

    Bioshock

    They've released another trailer for Bioshock and it's looking very good: ms.groovygecko.net/groovyg/clients/xbox/xbox_hb.wmv?wmcache=0 It's about 37 minutes in (right after the also very good looking Assassin's Creed demo, which is entirely in-game). for the ttlg thread on this: http://www.ttlg.com/forums/showthread.php?...447#post1506447 The Bioshock movie is prerendered, so you know; I'm not sure how much of it will make it in-game. But it's awesome nonetheless.
  12. Wasn't sure where to post it, But this is a wip , a serpent like dragon. His going through more changes at the moment but you can see where it's heading anyway. I was orginally thinking 6 arms might leave it at 4 though. Also need to do up the organic plating he has etc. Right now i'm just fixing up the low poly models they are too low hehe, Going to give him an extended neck as well. I want to make this one look almost god like he won't have eyeballs I want the sockets to have a glowing aura from them. Because he is more aquatic by nature I'm probably going to redesign the body some more to include fins of some sort. anyway sorry if it's big So far i'm leaning towards the bottom right for style changes. Probably going to change him more so this is very wip. was orignally going to have dragon body but decided more humanoid/snakeish. could change though.
  13. was that post for reals?
  14. I tried that, but I couldn't get the egdes to meet up, which will be important if I ever have to scale the thing. PS in order to save time, can you save that map and post it here please
  15. Yep, it can do that. Place the two points to make the large/long cut, and then place a third point in any roughly correct position, change your orthogonal view, and move it around. You'll see the bevel you want taking shape in the 3D preview; just move it around till you get what you want. Edit:
  16. Why are you listing out those pathetic, mindless, formulaic games, all version 3 or 4 in a franchise, as if that's going to change my opinion on the matter. Those were precisely the sort of games I was referring to in my eariler post.
  17. Yeah, I've attached several things to our AI's hands without any problems. I still can't think of what would cause the result in that image...it's just bizarre. As far as I know, as long as the attachment entity points to a bone that actually exists, the object shows up--maybe in a weird spot or oddly rotated, but nothing like that screenshot.
  18. As for the tris that show up through other brushes: this may be a problem with your visportals. If your rooms are not properly separated, Doom renders all the brushes in your field of view, even if they are blocked by other brushes. Don't know if this is new to you or not. Can't say what's with the other brushes being split up in too many tris. Maybe this is due to Doom's light scissors? Also it looks like the bevels may play a role, as the cuts seem to be aligned to the bevel's faces. Like here in the right part of the image. But this should not hurt too much as long as your light- and shadowcount is low enough.
  19. Also that's a pretty unfair stab since I am one of the only people who tries to put dates on things I do (see my journal). Only just now I moved the due date for the resizing from today (the day after you asked why I hadn't done anything) to one week ahead. Some issues of note; Maybe you could do a tutorial sometime on a 3D Max workflow that you come up with, because I would like to move to it. I'm used to 3DS Max more, and if you have already developed a workflow that works, and it's faster, then I know I'm not the only one here who would benifit from that. Also if we're going to move to a new rig, how does that fit in with the resizing I have to do? I think maybe I should use the existing models since that was what Spring based the sizes off on the resize chart he did. http://forums.thedarkmod.com/index.php?showt...amp;#entry79517 And then after that, we can convert them to the new rig, and just maintain the size of the previous models.
  20. I found a post by oDDity on doom 3 world that says he did most of the work in lightwave. I don't know if that included rigging though. As for maya, I think it's actually counterproductive. First of all, you have to have separate meshes that point to different textures if you don't want the md5 conversion to combine the meshes. Secondly, the material name in maya do not support d3 material names (no textures/blah/blah). Then you have to rename all the freaking material names in the md5. With max, I can have different materials that don't point to any texture at all. The exporters automatically create submeshes based on the materials & I don't have to rename anything. Just export, test in d3, tweak in max, export, test again. Besides, why learn some crappy, nonintuitive software when I already know something that works better? So Dom, no more about the maya workflow please. It plugs up the flow. Besides, if the workflow is so improved with maya, where's the resized models you were doing?
  21. Ok Springheel i will try to reach that barrier, i worked a litle more on the model and it is now at 800 polys but i see that i have more room to take more out, i´m taking polys fixing the UVW at the same time and trying not to trash the normal map. I will not post more this night so cheers guys. Finaly a think is finishid , it have now 600 polys and i made a new uvw and normal map here is a render for you guys to see. Hope you like it. Cheers.
  22. Good point. He would probably just announce that he was writing a script to announce all his mod projects on forums, as soon as he could find a programmer to actually write it for him.
  23. I'd never actually do it. I was just talking out loud about an idea. I can't imagine any kind of scenario, even in the context of really challenging the most elite of Thief players, where ultra alert enemies would be fun. I kind of liked the humorous possibilities of a warehouse full of jittery guards hyped up on caffeine but it would suck to have to actually play through something like that. I think one has to be extremely careful about "being cruel" to the player. It can be done and can be fun if well thought out. I think of all those bad FMs I've played where the designer makes a chest with a lock that takes forever to open and it turns out to be empty or contain something heavy that makes a loud noise when dropped or explodes or something like that. Just the designer's cruel little joke. Ha ha. What fun. One of my favorite "cruel" tricks ever played in a computer game was the original NOLF. In an area with an object protected by laser sensors, each pathway you traversed contained increasingly more complex moving laser beams. The first one was a breeze, just hop over one or two and turn the corner to the next passage where there were a few more lasers that were a bit harder to get past. The next to the last one was a torment. You had to time things just right, hop over this laser beam just when that other one was spweeping away from you. Took me a long time until I finally made it to a safe place. Then I breathe a sigh of relief, turn the corner, and there is the last passageway, filled with an INSANE amount of lasers sweeping up and down, across, intersecting in dozens of places--completely and TOTALLY untraversable. I just laughed so loud when I saw that. Oh you have GOT to be kidding me! I can imagine some poor players trying to get past there time and time again until they noticed, hours later, the secret panel in the floor just under their feet. Now THAT was cruel in a fun way.
  24. Guys sorry for the delay in posting my progress i was a litle busy and couln´t work in the model nor post in this forum. Making the normal map for the brazier with the ATI normalmaper tool was no go, so i decided to make it by hand, here is a wings3d render with the normalmp, if it is good to you guys i can them send you the model. Brazier_render p.s - Springheel the wiki page only talks about making normal maps for flat surfaces using the renderbumpflat utility that i found realy usefull but i didn´t saw anything about making normal maps for game models from a highpoly version, but this is realy new terrain to me, so is no surprise that my first normal maps using this are bad i will need more time to perfect my skills.
  25. Perhaps it's Kingers. He needs a script that can post on the forums so he can announce all his Uber-Cool Mod projects.
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