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  1. Considering MRYS' last post is here: http://forums.thedarkmod.com/index.php?s=&am...ost&p=64924 Coming up on three months ago, I guess we lost another one to the board monster? I think PinkDot is a friend of Bukary; might you have any information? This is really getting ridiculous and frustrating with so much talent signing up lately to just quit/vanish/get eaten/whatever.
  2. Hmm, something interesting. I haven't been able to do anything with zombie_base yet. Well, that's not true, I can import him into the game with a D3 brain, and he acts like a zombie--though he looks more like a skeleton. He doesn't have a head and I haven't been able to figure out how to attach one. The zombie_base def file also seems a little unusual--doesn't have a lot of the typical stuff. Well, then I noticed that a lot of the zombie models had red bits showing through in the editor, but didn't when you saw them in game. Turns out the red bits are the zombie_base model showing THROUGH the other model. (check out the pic at the top of this thread: http://forums.thedarkmod.com/index.php?showtopic=3944&st=0 ... you can see the red bits of the zombie_base model showing through on the chest and head, yet in-game those don't show up) Any guesses about what this means? It makes me think that zombie_base really is some kind of base class for zombies, containing all the generic animations (it is the only zombie that I've found with "get up" animations, and I know for a fact I saw other types get up during the game). I've kind of run out of ideas about how to test this hunch, however. Anyone have any ideas? At the very least, I'd like to be able to attach a head and include the zombie_base model/animations as another AI option, because this is the last zombie that looks useable for us without a lot of work.
  3. The company I'm hosted with is migrating all their servers from one datacentre to another. Instead of leasing servers from ThePlanet, they've now grown so much that they're able to buy their own hardware. This means a faster server for me at the same price. And because they change datacentres the hosting staff also gets physical access to the servers 24/7 - no more waiting for ThePlanet engineers to reboot a server if something goes awfully wrong (not that it ever does). I've already recieved the new account, and within 3 weeks I will have to migrate the websites over to the new server. This shouldn't have much impact on these forums tho, as I'm going to move everything over before I change the modetwo.net's IP-address. A few hours downtime at the most. This is just a heads up. I'll update this thread once I have an exact time I will do this.
  4. Damn, my christmas-special avatar is still here. That really shows after how many days I'm visiting these forums.
  5. We are currently drooling over your stuff in the contributor's forum. See if you can access this link: http://forums.thedarkmod.com/index.php?showt...amp;#entry74525
  6. We have a lot of items that could and should be moveable, but aren't quite set up yet. Chairs, crates, etc. It would be great if a modeler/mapper could go thru and do this. What we need is: For each model we have that could be turned into a moveable item: Step 0. Make sure the model is solid when viewed from all directions, since we don't know how it will rotate when it's moving. Some of our models for small, moveable objects have missing faces (on the bottom of the chalice, for example), so this will need to be fixed in a modeling app. Step 1. Make the collision model for the moveable following this tutorial: http://forums.thedarkmod.com/index.php?showt...opid=74416& (Note that for moveables with very simple visual models, like a crate we can skip this step, because it will be used automatically) Step 2. Add the moveable to the def file /defs/tdm_moveables.def Make sure you put in the correct: -name ( It should be named atdm:moveable_<name of the moveable> ) -model name -mass Regarding the mass: Do NOT worry about setting the mass, friction, density, etc, so it behaves correct right now. This will be a final tweaking task. However, DO guesstimate the mass in the follwoing cases: Some of our models have names like candle1 and candle2. One of these is a smaller candle than the other. We can't tell immediately which one is which from the model name. So, when you are putting it in to the def file, remember which is which, and assign a smaller mass to the smaller object. Now we know which is which when we tweak the def file later. Step 3. - Testing Make a note of the new moveable names you added. 3.a Launch TDM and go to some wide open, well lit map ( I was using test_water ). 3.b Noclip up until you're high off the floor. 3.c Open up the console and type "spawn atdm:moveable_<your moveable name>" 3.d You should now see the moveable spawn in its default orientation. Go back to the ground, exit noclip, and push the moveable over. Pick it up and throw/drop it, shoot it with arrows etc, making sure that the clipmodel prevents it from falling thru the floor and also that it fits well. Don't worry about the other physics properties for now (it might be too light/heavy, too bouncy, not enough friction when sliding along the floor, etc). NOTE: If you don't go high enough off the floor before you spawn something, it can sometimes spawn partially inside the ground, and then it will clip thru the ground when you push it. This is not a problem with the clipmodel, it's just what happens when you spawn things inside of other things, so make sure you noclip up high enough off the ground before you spawn it. Anyway, that's it. It would be really helpful if someone could do this.
  7. Wow, those look really cool! Are they boths supposed to be valuable loot objects? Or is just gold supposed to be loot? Only asking because early on, we decided to add a little more specular sheen to objects (or most objects) that are supposed to be loot. This way they would stand out just a little more than just using color differentiation. I might be wrong, but both of the examples above look as though they have the same specular settings. Just thought I'd mention. Since they both have such exquisite appearance, and the silver's specular is comparable to gold's, so they both look valuable to me and I'd expect I could take both for loot Having added specular sheen to loot objects would help loot come in different colors, including silver -- not just gold. PS: I don't know if 'speculars' is the right word. Regardless, here was the previous conversation on it, for quick reference. http://forums.thedarkmod.com/index.php?s=&am...post&p=4249 I know you know what you're doing, BlackThief. Your objects look great and you participated in those past conversations; so you're probably 'on it' already
  8. I've got the latest updates and there's no change on my end. I looked at the mtr file, but I can't make heads or tails of this section: Do the <<< >>> tags comment out what's inside them? That would explain it if so (though not why it works on yours). edit: Yep, removing the tags seems to fix it. Also, is there a way to use a single material for the whole model? Each of the materials uses the same texture so I'm not sure why they're separated. It makes it more of a hassle to create skins.
  9. I suppose it doesn't matter much if he can't see this thread anymore, but can someone give him access to the modelling and texture forums? He's working on a model right now and really should have access so he can post shots and ask for advice.
  10. I don't know what the proper permissions are...it doesn't make sense to have a contributor status that doesn't let them see the applicant forums though.
  11. Domarius

    Zombies

    It's been de-railed long enough. Take it here http://forums.thedarkmod.com/index.php?showtopic=3778
  12. I think TTLG's biggest problem is its age. Some people have been around for 7 years, and this shows especially in the lore related forums. At some point, you've seen the new threads that pop up all before. Another thing is that TTLG has, like every board, its own memes. Older members like to make reference to fun stuff of the past, or fool around in general - not very translucent for new members, who neither know the meme nor the member. I think a lot of the percieved aggression in ComChat originates in that. The actual number of the "omg stfu j00 suck l0l!!!!" people on TTLG is very low. At least of those who mean it like that - I'm getting somewhat tired of the (mostly) predictable LOL FUNKY INSIDE REFERENCE responses, too.
  13. yeah, it's the people once you get in, you can't stop also I find that no other forums can compare in the same way, somehow.
  14. I tend to agree. It's a long time since I remember there being any interesting dicussion on TTLG, either in the Thief forums or the general ones.
  15. oDDity

    Ttlg Down?

    Who gives a fuck, there are a million forums on the net, a lot of them better than that one. Take your pick.
  16. Thanks, it would seem you and Dram are my only hope. With this type of modelling activity, it's no real surprise we have a relatively low number of model assets. This is another reason I'd like to get past this little goal and maybe start to learn Blender. Perhaps we should ring the "TDM needs your help" bell yet again. Sigh. It's especially annoying to go over to TTLG forums and see new maps going up with fantastic textures (this comes to mind: http://www.ttlg.com/forums/showthread.php?t=107358) and tons of new models etc., where it seems like everyone has something to contribute, yet they won't help TDM. Whatever, more wasted words, same old rant.
  17. Hello there! I go by the nick Spitter in TTLG (and in your darkmod forums) and I'd be interested in joining your team as a beta mapper. My previous work with dromed can be previewed from my site http://thief.interstellarburst.com/levels/, with the T2 FM 'Saints and Thieves' being my most recent and showing most prominent signs of my skills as an editor. I've used Dromed since 1999 or so, so I have my share of editing experience with it. However, I'm quite sick of it by now so it's time to move on. As for Radiant, I picked it up a few months ago and I've been practicing it in form of a deathmatch map. I've reached the stage of an early beta release on it and I must say my interest in it is starting to fade, considering that the doom 3 deathmatch isn't exactly the sport of kings. Screenshots can be viewed here: http://www.interstellarburst.com/doom3/dm_totty.html and the beta itself can be downloaded from http://www.interstellarburst.com/jani/baet...totty_beta1.pk4 (just place it into /doom 3/base/). A word of warning: it IS still a beta, nevertheless, and it needs some cleaning up if I ever bother to actually release it. Hence there are some issues, namely odd disappearing brush surfaces (yeah thanks a lot for that, doom 3), no clip brushing (have your noclip ready if and when you get stuck), no sounds (it's a bit quiet) and the lighting in the yard needs work. Oh, and it doesn't really show up in the Create Server screen which is really odd and I have no idea what I fucked up in the .def file. All in all, however, it was great practice and I now feel very comfortable with Radiant. Waiting to hear back from you! Spitter jani@interstellarburst.com
  18. Hey, if they want to go ahead and draw lots of things with no expectation that they'll ever be used for anything, feel free. They can post their work in the public forums or you could post it for them here if you'd rather.
  19. kfmccall

    Art Team

    Hey everyone, After senior year, I talked to a bunch of friends that became very interested in concept art after looking at some of my 'art' which was essentially thedarkmod design work, and would like to work for the team to get some experience and just have some fun this summer designing video games. I told them about the mod, and many have expressed an interest in working for the team. We're all within driving distance of eachother here in Arizona, and could serve as somewhat of a design hub capable of meeting regularly and collaborating on the concept aspect of the mod. There are about 5 other students who would like to contribute; should I get each to register on the forums and apply separately? Let me know what you think.
  20. Highres? I'm actually not sure whichever one is the real one. Isn't the highres stuff the really big bloated stuff? Like, 4Mb textures we panned a long while ago due to ridiculous sizes? Also, should we separate this stuff out of this thread and give it its own? Hold on, let me find where we jumped off the tracks. Edit: it looks like everything from here onward (or perhaps the next, but this is what started it): http://forums.thedarkmod.com/index.php?s=&am...ost&p=73270 is safe to move into a separate thread. If anyone would be willing/able to do that, of course.
  21. Hmm... I have no idea why... Maybe something's wrong with materials' names? In 3dsmax they were: tdm_well_stone tdm_well_wood tdm_well_metal but tags in misc.mtr are without the "tdm_" prefix. Is that OK? --- Tommorow I should get Doom3 (eventually...) so soon I'll be able to test my models by myself before I upload them to CVS...
  22. I'll help with textures! Look see, http://forums.thedarkmod.com/index.php?showt...=1878&st=50 I will make you textures! No maps or anything, but I can help in some way. The ones I made today are remincent of Thief Gold. A bit like the floor in http://www.mindplaces.com/darkmod/screen24.jpg. (I felt a "noes! I am guilty and must help these poor burdened people!" I just really want TDM to be as good as possible). And I will learn to map. Ordered D3. I'm no programmer though.
  23. Arumakani

    Pushing

    So can those 3 models of the Thief actually be used in game? The renders that is. http://forums.thedarkmod.com/uploads/post-5-1109789155.jpg http://forums.thedarkmod.com/uploads/post-5-1109789502.jpg http://forums.thedarkmod.com/uploads/post-5-1109801299.jpg
  24. That's no surprise, silly. http://forums.thedarkmod.com/index.php?s=&am...ost&p=64447 It's weird how after most kills, or physics actions, there is always a brief fraction-of-a-second pause, where either the model repositions itself or something intensive calculates, or something... is that a side effect of Havok or just in every Valve game ever? I remember HL1 suffered from terrible stuttering. Either way, looks great, as expected from Arkane. Too bad about you-know-what.
  25. Ishtvan, in case you didn't see this: http://forums.thedarkmod.com/index.php?showtopic=3965&hl=
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