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  1. Wow there you are - that was quick! Ah - well the shadow is definetly missing from the mesh. I guess fbx_import.mb has nothing to do with it. http://forums.thedarkmod.com/index.php?s=&am...st&p=123307 All I know is when I ran exportModels and did a diff of the tdm_ai_thief.md5mesh between my local copy and the server, it showed number of meshes was 6 in my local, and 7 on the server copy, and at the bottom of the file was a clearly deleted mesh section. (I was doing a diff to get the materials back in the mesh. They were all wrong after I ran exportModels)
  2. @Spring, this thread? http://www.ttlg.com/forums/showthread.php?t=114492& He's talking about the very same monitor. The outcome of the thread is his has a darkening towards the top. Sounds like one of the insidious bad versions. (The "dotted grid" he's talking about is just the 16 bit colour dithering inherent in Thief. I've always noticed it even on my CRTs, and I can live with it, because I know it's just the old game, and not the $400 monitor) Man, if it wasn't for the risk of getting a bad version, I would be sold on this monitor. I emailed my computer store and asked if they can confirm which version it is.
  3. I had difficulty installing this game myself. The first time I installed it and registered it went ok; but in the graphics options of the game i realised that you can't get full Directx10 support unless you have Vista installed. Figuring it was time to dust off the old box which has been sitting on my shelf for ages; I formatted XP then reinstalled Vista. After putting Bioshshock back on; surprise surprise; I couldn't register. I kept getting message that my activation attempt had failed. After trying every few minutes for a couple of hours I finally decided to mail Securom, here's a transcript: The minute I posted the damn email I tried to register again and it worked straight away. Howevere I sure feel sorry for someone who couldn't do that as the support that Securom offered me was on the lines of: I guess they don't even bother to read emails and just get bots to send crap back, I dunno I figure my email was clear enough, they must have a policy of treating everyone like some kind of moron. I even read on some forums of people having to scan their game manual with the code on it before Securom will allow them to unlock manually. I think my error had something to do with their server being to busy but if thats the case it was busy for over 2 hours. Anyway i've finished the game now; and there were some pretty interesting things in there. I particularly liked the way they handled the AI, later on in the game you can get like 50 enemies to fight one another using plasmids; its very amusing. I think thats why they made it game of the year, its just an average fps really but when you screw around with the factions its awesome; getting a Big Daddy to fight enemy splicers is a ball.
  4. Sorry for the global post, but this is joebarnin and I can't post to the private forums or sent a PM. Here's the error I get: ----------------------------------------------------- Forbidden You don't have permission to access /darkmod/index.php? on this server. Baby Jesus cries... ----------------------------------------------------- I am logged in as joebarnin when I try to post.
  5. Oh, really? I didn't know that Ghandi already knew about TDM forums. Quite strange to think about what this guy already knew.
  6. He didn't have these forums, but he certainly did bitch about it--a lot. In fact, it was from people's responses about what he was saying that he finally got around to doing something about it.
  7. Can't even read ttlg forums anymore unless I log out. Can't post. I see Nightstroll has posted the same HERE but Nightstroll can post by trying to post and when asked for user/password it works. But that don't work for me so I can't post at all. Anyone else? Only other thing I can think of trying is set up a new user name. Think I'll wait a day or so....
  8. Okay, I missed your other post (I've only been awake for a couple of hours & I'm not a morning person): http://forums.thedarkmod.com/index.php?s=&am...st&p=122467 It sounded clearer than dynamic mics so I was wondering . . . I plan on starting my own online mastering service eventually so I need to pay attention to that stuff. I'd love to take a stab at it! That's more than I did when I had a drumset in the basement at the last house I have 1.5 & 2.0 installed. I love voxengo plugins, nice & transparent. The elephant limiter is a helluva lot better than Audition's. Maybe it's not his voice but how it's mixed. Okay, now this next post . . . VH's 1984 remastered. UGH! Severe clippage. No wonder why I didn't listen to it very much. Ouch. It shows . . . If you can afford it (it's not expensive) try to make some broadband absorbers. Essentially they're wood frames with Owens-Corning 703/705 fiberglass with some kind of acoustically transparent material covering those. I couldn't find any rigid fiberglass so I bought Sound Choice fiberboard from Home Depot:http://www.temple.com/fiberboard/fbsound.html Those have a layer of acoustic foam with fabric covering those. I should post some pics sometime. I can't find the tut on the broadband absorbers but just google for DIY acoustic treament.
  9. I spoke with SiO2 from TTLG and he is interested in taking a look at the Level Preview Render for Dark Radiant and potentially doing some work to improve it. The level preview really doesn't give an accurate representation of what you're actually getting, so it will be nice to see if we can get it a bit closer to what it actually looks like in D3. SiO2 should be signing up on the forums soon, and I'll setup his permissions.
  10. Are you kidding me? What about this post then? You were quoting me: http://forums.thedarkmod.com/index.php?s=&am...st&p=122415 Note that Quark is Pascal (Borland Delphi). Switching it to compile with VS would be a major project. Or do I get something wrong here? I didn't suggest that. Of course this would be a LOT of work.
  11. Wow, those are great! I'll definitly include some of them in the future, there are some really cool ornaments there. (Interesting how much effort they've put into creating nice covers for man-holes... ) Welcome to the forums, BTW!
  12. I hope I do not sound like an asshole, but I don't feel comfortable with the thought of Potterr producing a loader for The Dark Mod. Given the amount of crashes people are experiencing with GL and Poterr's lack of presence and support on the TTLG forums for more than a few months are not really strong pro arguments in my book. Also, GarretLoader is probably one of the ugliest applications ever produced. I vote for doing this on our own, if it turns out that we can't handle the process from within the game.
  13. Interesting thread at TTLG. The Mystery Dev is back...this time releasing some old materials from the unfinished LGS game, Deep Cover. http://ttlg.com/forums/showthread.php?p=1621710#post1621710
  14. The reason behind me saying you should use an alpha plane for details is that I imagined the details would be paint and/or goldleaf (or silverleaf) designs. In which case you really don't need normals (bumps) for the details. Also because the wood on a lute would be sanded very smooth so you wouldn't get woodgrain bumps thru the paint. It will also allow you to use an existing wood texture and ONLY make a texture for the details (256x256 is probably fine) If you painted the entire lute on a tex you'd probably need to make a 512x512. So it'll save space this way also. The 2 polys MIGHT add 2kb to the model, a 512 map would add at least 1 MB over a 256. I made a wooden sign which I wouldn't do this on, because it is made from rough boards. I want the paint to follow the shape of the cracks ect... So it needs to be applied to a wood texture that matches the normal map. @Max For the sword I'd probably NOT add planes for details. Instead you probably want to use a plain metal diffues (no details) and any shapes in the sword will be in the normal map. That'll make it look forged 'cause all the details show in the shadows. The specualr only makes parts shiny or not. So a leather handle specular would be black (not shiny), the polished metal blade would be white. A rusty blade would be specaled grey/white/black Well, in 3dsMax it is the material browser, a pop-up window that has slots for each texture. Each slots material has properties, one of them (the important one for games) is the map. This is where you load your texture (you can drag from a folder and drop into max). Then drag it onto the object. Then use the uvw tools to align it on the object. @demagogue, Since you are using LW you have NO choice but to triangulate if you want to import into D3. (3dsMax files work fine without this step). I'm not sure how LW works in this aspect. But in 3dsMax I can turn the edges in the center of a square that aren't outlined (they can be guessed as to their location, or seen from the lighting sometimes). But it is tougher, so triangulating them (turning into 3 sided polys in Max terms) just makes them easier to work with, that's all really. But sometimes it makes detailed models harder to work with cause there are so many lines on screen (that's the main reason to work with higher sided polys). A little unclear about what exactly you mean in that last part, hope I'm getting it right: The engine DOES care about how many polys you have, thus the need to be conservative and try to build as low poly as possible while still getting the desired shape and lighting props. Of course times are changing. In Max's 'something for ladies' post I posted a pic of a chest I made. The finish one for game is about 800 polys, maybe a little too high but it's a fancy chest that I hope won't end up in EVERY room of a castle. The high poly version for the normal map is 25,000 polys. It loaded in game just fine and could be used in a small area just fine probably, but overkill. I think I get what you're asking after reading again. The engine will render the light and shape based on how the triangle of the back of lute are. No matter if the are triangulated or not. They are there, just hard to see without being outlined. So I'd probably finish fleching out the basic shape and get it right where you want it. When you are done shaping, then triangulate and turn the edges. Always turn edges that need it. --------------------- This is why GOOD low-poly modeling is usually thought to be harder than high poly. With high poly you can add all the curves, shape, ect and make something look real. Low poly really makes you work to get a convincible and good looking object, textureing also plays a huge part because it can mask the fact that something is low-poly. This is a really interesting thread you guys might like, Low Poly Models : Polycount forums http://boards.polycount.net/showflat.php?C...;gonew=1#UNREAD You can see lots of great work there, along with pics of the maps and wire frames to get an idea what those guys are doing. This is one pic I thought was cool, old school low poly Oh yeah, @Max you probably only wnat to load a normal in the editor. Like in the pic of the doors, I used the normal for the hinge because that's where all the shape is, I wanted to align that. The diffuse is plain metal so it doesn't show you any reference. Then you need to make a material file, combining all your maps (diffuse, normal, spec) into a material. The name of the material is what you put on the object before export (in LW I believe - I know its different than 3dsMax, for 3dsmax I have to edit the object files with notepad and put the material names in myself). I think LW can handle the material names somehow, it is on the Wiki.
  15. Just got a good news alert for you guys. I read on Gamespot forums but lost the thread. Basically PC Gamer UK says it's one of the best games ever made. Also there's a pivotal moment in the game that was very shocking and cool. You know one of those gaming moments that never goes away and stays with you in your fond memories. Like playing Thief: The Dark Project and hearing the A.I. talk with themselves.
  16. It's really the kind of thing you pick up in wiki, forums, and tutorials. D3ed uses a similar system so its not completely new.
  17. Maybe I'm just drawing a blank; maybe this is impossible. Do we have any of oDDity's original character models or templates or basic bodies or anything I can open and play around with in Blender? Thus it could be either ASE or LWO. I know they are md5anims, but is there a converter, or any other possible method, if in fact we don't have the originals? I checked the doom3world Blender forums, and while there is apparently an md5 importer, it doesn't work for md5anims. If none of this is possible (which I'm doubting, because somehow all of this character work going on recently wouldn't be possible... I think?), then to Dram: how did you make the little bust statues in the mansion out of a character?
  18. Nope. I'm .:MOO:.TheDestroyer|CK|, a JKA clan. I am also a member of The Jedi Academy [.net], also a JKA group. TJA is a major 12-13 thousand people family. Cool eh? for the links, get star wars jedi knight jedi academy, learn to use it, then download http://jediknight2.filefront.com/file/OJPE...me_Manual;80816. With this, and Open Jedi Project Enhanced v0.0.9v you will learn to fight. OJP-E changes saber fighting big time. Swdroids.com is just a good lookin' site w/ nothing on it, its just my major file center. I test forums on it, etc. etc. I'm working on different projects such as a RP kit for STar Wars Jedi Knight: Jedi academy. -TheDestroyer
  19. We've come full circle. So... http://forums.thedarkmod.com/index.php?s=&am...st&p=118792 (I could/will make a bugtracker entry of course; I just wanted to know if the request was outright rejected before doing so, or if it would be considered)
  20. Anyway, if no one can vote at all, then it basically locks in the result as of last night. I don't think it will hurt you, all in all. I think being popular on some internet forums worked in your favor for having a consistent turnout throughout, so if anything a final push might have worked against you, in relative terms I mean ... but that's just a guess.
  21. If you do a search in the public forums for "sinusoidal shearing", you can probably find Gildoran's examples of grass that sways using animated textures. There is also a tree that we were given by EOC that uses animated textures to make the leaves move. I don't know a whole lot about animated textures myself--I've used them a few times in menus, but that's about it. I know that you can scroll side to side or up and down, which works like a conveyer belt if you have a tilable texture. You can also rotate the texture. The speed of motion is customizable, and you can also make the texture go forwards and backwards (the swaying effect). I'm pretty sure you can also increase the intensity of the texture (a 'pulsing' effect).
  22. Here's an example of how the new weapons can easily be modified by different skins. By swapping different wood and metal textures, it's easy to make many different looks. These are just a couple. The rustic axe and mace could still use some work, but the others are "decent". I could work on them longer to make them even better, but I'm going by the philosophy that it's better to get lots of decent models in game now, so they can be used and then tweaked later, than a few excellent models here and there. Anyway, I think I'm going to take a break from the weapons for a bit and do something else. For those keeping track, our weapon totals are: 4 swords (longsword, shortsword, dagger, ceremonial sword) 3 axes (battleaxe, handaxe, rustic axe) 2 polearms (halberd, spear) 1 quarterstaff 1 hammer 1 mace ---- 12 melee weapons 2 longbows 2 shortbows ---- 4 missile weapons http://forums.thedarkmod.com/index.php?showt...enant&st=25
  23. You know, my modelling has gotten a lot faster once I remembered the reloadmodels command...no more waiting for maps to load in between every model change. Just for people who don't know about it, there are tons of 'reload' console commands you can do to update changes immediately. http://forums.thedarkmod.com/index.php?showtopic=2149
  24. Lazarus

    Man

    I'm using IE7... but it does the same BS on Firefox. http://forums.thedarkmod.com/index.php?showtopic=6164
  25. I'm not sure if this has been discussed before... I've just searched the forums but couldn't find any information about it (probably because I'm not sure what words to search for). I'll try to explain: In Thief3, you could wander around in the city, without people yelling ooooh, thief, because you're just a passenger pedestrian, and there's nothing that makes people think you're a thief. Apart from those who know who you are... This is what I really liked in Thief3... and if I remember it correctly, it wasn't the really case in Thief 1&2 (or at least it didn't really stand out as much as in Thief3). Also, it's funny how your own footsteps are "triggered" (people will come and take a look), and footsteps of a guard ain't. You probably know where I'm going to: how will others know you're thief and not just a regular guy, servant or guard? I recently saw a trailer of , and I immediately thought of Thief. Of course the game is a lot different, but the interaction with the crowd is a bit similar. Hitman also had some interesting ideas: the less you act like a regular guy, the more people will find you suspicious. I'm just wondering how this will be done in the Dark Mod Of course, most of this will apply to what's going on in the streets, and not really the mission itself.
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