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  1. I don't have any images with a mesh on them handy, but here's an example of a texture and normalmap. and here's the normal map generated from the highpoly model with d3's renderbump: Which was used for the following model: http://forums.thedarkmod.com/index.php?act=A...ype=post&id=774
  2. Al3xand3r

    Starforce

    1)You don't get what I'm saying. I didn't mean Carmack gives the source code on release day to make them sell more. I meant Carmack gives the sourcecode, whenever he does, just to please the fan boys and have them buy his FUTURE games just because he's such a Saint. You did agree Doom 3 was boring after all... Just showing how this "every nice thing Valve does is purely based on profit" can work just the same for ID if someone really wants to say it. In the case of Doom 3 modding, you prefer getting the source code some 5 years from now when the game is 100% dead rather than get better developing support from the start? You might as well stop working on The Dark Mod then and get back to it when the D3 source is available, if ever. Unless I missed something and it's already released? 2) Well, your quote tags were annoying since they didn't work, I didn't want to do the same. I guess you just typed them wrong though since they work on your last post.
  3. Gildoran

    Fonts

    What about this one from our very own forums?
  4. heeeey, that's pretty sweet! Well hell, i guess your choice now is if you want to be a beta mapper or a team member. The only differences are: Team Members: *Always have access to most recent mod crap *Have sort of a deadline - for example: when we make our campaign us mappers will have to crank out levels like they're cheeseburgers *Are LEETER (jk ) *Usually have to be quite active on forums (ie: not disappear for years) Beta Mappers: *Get Builds rather then constant access *No deadline - they are doing just their own things for themselves - their own fm's rather then predetermined things *No obligation to be super active but feedback is expected from them, such as bugs possible improvements etc Both: *Both take part in making tutorials for FM-making directly related to DarkMod. They don't need to do this but it helps if they discover a new way of doing things and document it for the whole community to use in the future *Give their resources to the DarkMod team to be packed with the mod so there are more models etc to use upon release (no point keeping a model to yourself - plus it's part of the agreement of joining the team - whatever you create you have rights over but the community is free to use it only for DarkMod related missions or tools etc [i don't know if it encompasses T1/2/3 too]) Basically now you have to choose which suits you better. I have spare time usually quite regularly, so I have enough time to be a Team Member, but if you have very sparse time then it might be a better idea to join the beta mappers. None is better then the other, just depends how much time you are willing to spend into TDM. Once you choose NH or Spar or whoever will give you the correct privileges etc. Welcome on board wherever you choose @NH: I'm expecting he's coming on board - he's good at mapping AND modelling - which is excellent
  5. Hello and welcome to the TDM forums I'm glad to be able to tell you that mantling is already finished (and is extremely good, much better then in thief 1/2 or 3) AI is in development and so far they're going great We have several Team Mappers and several Beta Mappers atm so if you wish to apply for a position in either please send an application to recruiting@thedarkmod.com and New Horizon should get back to you soon. Well, the SDK allows many things except access to the renderer, however you can do many many things with scripts. You can make a script for a map to make for example a monster appear after a certain time somewhere etc. So in general, D3's scripting is very good. Hope that answers your questions
  6. hehe, on the Dev forums Odd can be reasonable, but also the same as here. Plus i recall a few times when he was level headed here.
  7. I think further discussion on starforce should be in a starforce thread. That topic is totally going to take control of this thread and is easily worth it's own thread. Go here; http://forums.thedarkmod.com/index.php?showtopic=3435
  8. Hi and welcome to the forums Those cars and shotguns are very nice in regards to detail very very nice. As to a modelling position, we could use good modellers afaik (NH will top up the details hopefully) but our biggest problem atm is that we don't have too many skinners. BTW, that Audi is very sweet
  9. Thanks for the list again oDD. Regarding "anticipation" movement, I'll do some, but I don't want to over do it - because personally I think your "thief lean" anim looks a bit too cartoony as a result of this. As for the pose - I was think of doing a few different sword anims... well perhaps I should aim for something a bit more generic for now. But ideally I want to have different anims. If they see you and you bolt, they should start running WHILE they draw their swords. If they see soemthing but do not want to give chase (because its not running), then they should draw something like my anim up there. If they are surprised, like by an explosion or other loud noise, or someone appearing right close to them, they should draw it out all panic-y like. Because then they will go into running mode. If they go to alert because of a noise (that wasn't loud enough to be surprising), they should draw it out slowly and carefully, since they will go into search mode. These would require code to detect these different situations so I guess it really would be for a bit later.
  10. I dont' know, it's probably has something to do with smoothing errors. I dn't use max or the max exporter, so you'd be better asking o nthe doom3world forums. The guy who wrote that exporter hangs out there, so he'll know if any one does. A word aboutt he textures. YOu dont want any details in the diffuse map if you're putting the same detail in the normal map. YOu want flat colours generally. You certainly don't want any specular detail in the diffuse map, you want the specular to be dynamic, not static, so that should all be in the specualr map. I changed them quickly, the normals map is done with the nividia plugin, and it's usless for anything other than small texture details. You really need to be modeling high res versions of the model and generating the geometry detail normal maps from that. I know it's hard to get out of the old habit you picked up from texturing in older engines where all the detail is in the diffuse map. THe spec and diffuse maps shoud be looking something more like this, and you get a better result.
  11. This optimisation can most likely help avoid checking every light every frame; http://forums.thedarkmod.com/index.php?s=&sh...indpost&p=49600 (This is an anchored link, let the page load completely so that it auto-scrolls down to the relevent post.) In this thread you said you would check it out, what do you think of it? I don't think you really need to read the doc - just the post I made, to get the gist of it. I think the doc might have useful equasions though.
  12. Thanks for the feedback guys. I will base the real sword drawing anim on #2 then. Sneaksie, this is the thread where I demonstrated the sword is too long. http://forums.thedarkmod.com/index.php?showtopic=3195 We concluded you'd be pulling back the frog to pull it the rest of the way out, but you can't do that with this model. I'm sure in real life you can draw a longer sword, but there are some (quite reasonable) physical restrictions on this rig.
  13. THe player will be able to drop everything. Zylon may remember I had this exact argument on the Ion forums for T3, which turned into a bit of the flamewar. The T3 team were a bunch of worthless cunts, but we aren't, and we'll be doing it the right way this time. FM authors will be able to flag certain iems as undroppable, if they are essential for the mission, at all other times the player will not be forced to carry redundant equipment. THis should rarely be necessary, FM authors should not have to stoop to such hamfisted methods as making tems undroppable, they should make it clear in readables or other clues if a certain widget is needed for a certain door.
  14. Hehe, that issue is a drop in the ocean compared to what is going on in the dev forums right now, on the related issue I mentioned. Not to worry, it'll get sorted soon, it always does.
  15. Maybe in some cases, but not in all. I don't go around blurting it over a loud speaker, but I'm bisexual. Perhaps one or two of my friends know, and that's only because they asked me directly. I don't feel the need to define myself by my sexuality. It's not who I am, it's only who I do. That being said, I am closer to the heterosexual end of the scale. Can't really give that scale a proper number, but maybe something like...70/ 30, or 60/40. Who knows. That part of me has been irrelevant for the last 11 years anyway, considering I've been in a steady relationship with Mary for that time. As for being conditioned, I really can't think of how I would have been conditioned to be bisexual. I grew up on an Island where being gay was considered 'evil'. I didn't even know that bisexuality existed until my teens, the concept was not something many would have talked about. Life is pretty 'black and white' here. At any rate, I knew my feelings were different from as early as I can remember...probably 5 or 6. It wasn't clearly defined, but I just knew that I liked girls...and in some cases, a few boys. Over time, this will all be less and less of an issue.
  16. Actually I think the confusion has arisen from a different issue. Changing the default "droppability" of things will only make sense depending on the rules for what can be dropped and when - and judging from some of the posts, this is still unclear between team members. I've raised this issue in the dev forums.
  17. While it has been brought up even before this public thread started, I appreciate your understanding of how separating the lantern from one's person can be useful. It's useful in a variety of situations too, not just a special case in a single FM. Setting the lantern down to do other things while lit could be useful anywhere it's dark. The great majority of FMs contain places that are dark. Why should this use of the lantern be limited to an FM where the author has specifically gone in and toggled droppable on? For that reason, I don't think this statement of yours applies to the lantern: Again, it makes sense anywhere it's dark and the player chooses to do something requiring both hands with more light provided by the lantern. You can't predict where that spot will be. It's up to the player and it could be anywhere. If we did make it an FM author option toggled off by default, how would the player know beforehand whether the author toggled the lantern to droppable? Are they expected to pull out their lantern at the beginning of every FM and test it? Or should they wait until they're executing a plan that relies on setting the lantern down for light, like they have gotten used to doing in other missions, and all of a sudden find it's superglued to their hand? No immersion break there. Or even better, you could let them know in the mission briefing. "I have a simple job planned for this evening... Btw, LANTERN IS DROPPABLE." This is starting to go in circles, but I simply am not convinced that this needs more policing than a simple player option of whether to hit the "drop" key. A rational player stays prepared for the worst; if they don't know whether they'll have to go thru a pitch black area, they'll aim to keep the lantern with them in case they do encounter such an area. We all agree that setting down the lantern is not totally useless, in fact it has practical uses. I just hate to see the usefulness of a tool decreased because we choose to baby the player instead, because they might manage to throw their lantern down a bottomless pit. If LGS had taken that approach with all of their player tools, tools would have been a lot less interesting. Anyway, I'd say vote on it if nothing is being resolved by debating, but internally, we already did decide this issue by majority. If Domarius is really not happy about it he can post a new poll in the development forums and see if anyone's changed their mind. I don't think anyone's going to change their mind by now if they haven't already.
  18. Nice looking gate, Mag. You can continue to email the models to me if you like, or you can check out the information forum for the details of our FTP site and put them there. Either way, if you check this post: http://forums.thedarkmod.com/index.php?showtopic=3147 it will give you the folder structure we use for the models. You can also check the information forum for details of our internal model website, which displays all the models currently in game.
  19. Magnesius: You should be a team-member now and see all the forums. If not, let me know, otherwise, take a look at this thread for current model assignments: http://forums.thedarkmod.com/index.php?showtopic=3315
  20. Pardon, but did mister developer person just say (about 5 mins into the second video) that the realtime soft shadow stuff was something they couldn't end up using and it's gone? That now there are settings for what you want to cast shadows and not? So much for realtime lighting. That's going to go over well. Nice how he understated and obfuscated it. Disappointing also that they say (on the forums, not this video) that implementing mounted combat would take a dedicated team hundreds of man-hours to design and code and test... when Mount & Blade does it from one guy's programming... And damnit Bethesda, love your stuff, but use some interpolation on your animations or something. I've only been on board since Morrowind, but you guys are infamous for choppy animation. All that aside... it's still goddamn exciting.
  21. Yes, D3 has some persistent info classes for data that exists outside of individual FM's. What do you mean by "this could decimate linear gameplay"? Do you mean you could have a campaign where you complete maps in any order, but things you do in one map effect things in other maps? This isn't really within the scope of TDM, but personally, I've always wished the "city hub" areas of a campaign allowed for more researching of the missions beforehand, and the ability to do stuff in the city hub that effects the mission. I think we talked about this a bit in the public forums. It would be great if one could decide some things about the mission beforehand, like which direction to approach from (set the player spawn / insertion point), time of day to go in (effecting light conditions and guard patrols), etc. You could condense time and wait around in the city for a few days, robbing a few small time flats while you wait for the phase of the moon or the weather to change so you can approach your target mansion undetected, or something like that. Then there's the possibility of finding off-duty guards and servants in city pubs, and pickpocketing, bribing or otherwise convincing them to give you information about timing of guard patrols, lock combinations, or even offer them a percentage of the take to unlock a certain entrance for you or look the other way when you pass their guard post. You'd have to make sure the mission didn't become ridiculously easy as a result of such an "inside job," but you could make it difficult to get to a particular guard, like requiring some sort of intricate blackmail side-quest within the city section.
  22. Updated the Model Guidelines Post: Please review. http://forums.thedarkmod.com/index.php?act=S...st=0#entry22708 crate02.lwo needs to have the crate02 texture uploaded to models/darkmod/props/textures.
  23. See this thread in the documentation forum for the surface types: http://forums.thedarkmod.com/index.php?showtopic=2974 Dram is correct for the "old" D3 surfaces. For the ones we added that were not in D3, we couldn't practically change the material parser, so we had to kind've hack them into the system. As described in the thread, for the new surfaces, you put in "surftype15" instead of "wood" and put the new material name as the first word under "description." You could do this for the old ones as well if you can't handle 2 different entry methods, but because the old surfaces get parsed to an integer, things will run somewhat faster if you do them the way Dram described. I put the surface types in some of the floor textures myself, but thought it was best to leave it up to the texture artists since I don't always know what texture is supposed to be what.
  24. This topic needs to end now....We do not promote public wars in our forums, you want to do that go someplace else.
  25. Yeah... I'll try and fix this tomorrow some time and post a revised sound in my sound thread. No, mine was more of a 'create a whirring noise in flight from its barrell structure.' The last pic in this post adopted GIMG's drill appearance to achieve this. I don't like the ball bearings thought, personally. http://forums.thedarkmod.com/index.php?s=&sh...indpost&p=11843 but we can figure out something. And my concepts inaccurately show an arrow tip. I forgot (or didn't know) they were going to need to bounce around when I made them.
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