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  1. Made 2.09b the default version. I hope at least a few people have installed and played it I'll finish the release process tomorrow (tags, source, pdb, etc.)
  2. Ok, I've got myself a copy of Maya 7.0, and I'll be slowly learning my way through it...apparently it has a steep learning curve. I'll ask all my stupid questions here. Stupid question #1...how do I load character models into Maya? It doesn't seem to recognize .lwos. A quick scan of the Maya forum at D3 world found lots of threads about exporting to various formats but virtually none about importing. Do I have to convert the .lwos to another format with another program first?
  3. @Dragofer, I'm wondering what template tags to give to this page, besides the usual "Editing". I'm tempted to add "Physics", but are force fields really considered part of the physics engine?
  4. There is no SS3, how can they do a remake? And thank god they got rid of unity, that engine is total trash garbage on anything over 60 fps. Just spend 5 minutes on steam forums for Unity project games, and there's just thousands of people complaining about poor performance, stuttering etc.
    1. Show previous comments  1 more
    2. Obsttorte

      Obsttorte

      Part two is recorded. Now I only need to add the subs and rip it down. Should be on youtube tomorrow.

    3. Lux

      Lux

      can't wait.

    4. demagogue

      demagogue

      I didn't know that first trick setting up the base, so thanks for that.

  5. Thanks Destined. I knew what you were meaning ... I was just speaking in terms of wanting to make my own particle effects someday. Springheel - You can make all sorts of dynamic particle effects with Maya, which you probably already know... but that's what I was referring to. When I looked through some of the libraries in DarkRadiant, I saw some particle dynamics. Like impact explosions, water arrow impacts (I assume), etc. I want to improve some or make my own someday, but I only know how to do so in Maya 2014+, or, rather, I don't have/can't get Maya 7. I figured we'd have a similar issue with me not being able to animate, where I don't have Maya 7 and so maybe I can't contribute any dynamics... but maybe cached or alembicized particle dynamics are more possible/compatible from Maya 2014+ ? I wrote to AutoDesk and they don't have Maya 7 available for download or purchase at all anymore.
  6. I'm trying to fix the warnings on my end, but remodelling the models is out of my league, so you're going to have to fix the stairs model on your end: "WARNING:ConvertLWOToModelSurfaces: model 'models/darkmod/architecture/stairs/set01_stairs.lwo' has 17/8108 nontriangular polygons. Make sure you triplet it down" Edit Also there's this model, which is probably a modelling issue as well: "WARNING:ConvertLWOToModelSurfaces: model 'models/darkmod/misc/clipmodels/pickaxe_cm.lwo' has bad or missing uv data" I still have hopes for script-hotfixing the following warnings: "WARNING:Couldn't load image: tdm_tongue [map entity: atdm_ai_townsfolk_female_1] [decl: atdm:ai_head_female02_base_brunette in def/tdm_ai_heads_springheel.def] [decl: female_head02 in def/tdm_ai_heads_springheel.def] [model: models/md5/chars/heads/npcs/female_head02.md5mesh] [decl: tdm_tongue in <implicit file>] [image: tdm_tongue]” (Edit: I hotfixed this issue and attached the hotfix in the tech support forums. The "tdm_tongue" shader should simply be renamed to "tdm_character_tongue".) “WARNING:Couldn't load image: models/darkmod/wood/boards/wood_brown_dull01 [map entity: func_static_53] [decl: old_plaster in skins/tdm_models_architecture_modules.skin] [decl: models/darkmod/wood/boards/wood_brown_dull01 in <implicit file>] [image: models/darkmod/wood/boards/wood_brown_dull01]" (Edit: I hotfixed this issue as well - see the tech support forums - but I think you should still go over this file, because there are a lot of other suspect textures in there as well.)
  7. Probably the .script file that's needed, but unfortunately can't be included with a prefab. Maybe there's a comment somewhere in the prefab (or in the wiki or forums) that says what script it needs and where to find it. (The similar combination setup I used earlier doesn't involve "slot", so clearly uses a different script that I what I have.)
  8. I think that the existence of a dedicated bug tracker for this engine proves that I should somehow make it known when it crashes. I just figured that the tracker was an internal thing between developers, and that it was okay to instead report the bugs here, especially since I desperately needed help with it, and since you have two sub-forums mentioning that they're intended for reporting bugs. ...so why, when I report a bug, am I getting shamed for it? Why was the guy in the thread you linked getting shamed for not backing up his project, instead of the main dev acknowledging that there is a very deceptive button in the engine, that can remove fan mission folders when you press it? Blaming the reporter for not backing up his work, is certainly not how I would personally handle reports of entire projects disappearing, but I guess now I'm warned about how he sees these things, to the point where I'm wondering if it's a good idea to report any bugs I find in the future, at all, if I'm just going to be considered a bad person for it. "Hm, to my experience, crashes in free software is a regular thing. Try "Natron" and you will understand what I mean." I don't understand your point. If crashes happen frequently enough, should we treat them like Covid and just "try to live with it"? I'm pretty sure that the bind bug is easy to fix, but it's like you're saying that bugs have a right to exist too. "Lots of longtime DR mappers ask questions in the Newbie thread (myself included). Nothing to be ashamed of and by DR/DM standards you are a newbie (and you have not to be ashamed of that as well! )" So if I've programmed for 30 years, mapped for Dromed for countless years (since roughly the turn of the millenia), mapped for the Dark Mod for 1 year, but joined these forums just a few weeks ago, I'm a newbie. I think that by that definition, the word "newbie" has lost all meaning. Besides, reporting crashes are not the same as just asking questions. Anyone can reply to a question. It takes a developer to fix a crash issue. ...and it's like you don't expect the developers to even fix crashes, and I really hope that you're wrong about that. For example, since I updated to this year's version, Dark Radiant itself, hasn't even crashed once, and it used to crash all the time, and so I take that as evidence that development involves fixing crashes. "If you want to report a bug, then please use the Bug Tracker." Will do. I was just fooled by the subforum descriptions actually telling me to report bugs in them. "You wouldn't believe how many mappers lost WIPs because of defective hardware" Again: I don't see your point here, where you argue for not fixing defective hardware. When I'm told about a bug in my program, I just go "Thank you. I'll fix that.". I don't go "Well, weren't you a sucker for using my program.". That's not how I was brought up at all. "for somebody who expects Armageddon in the near future (and there are really good reasons for that), you have a pronounced need for communication. I think that does not fit, because: Why go on with communication when all hell will break lose the day after tomorrow?" Well, why not? Yes, I am so interested in mapping, that it's actually cutting into my apocalypse survival routines a bit, but that's just human nature, and a month's vacation from prepping, won't make that much of a difference. "I hope that you - despite of your own assessment - will finish your WIP and we all can enjoy a cool new mission in the future with your name in the credits." Well, for me, mapping is about pleasing myself - not others. Play The Beginner's Guide, and you'll see what I mean.
  9. Since it already has been mentioned in the forums, I'd like to announce a small project of mine. A few weeks ago I was playing Legend of Grimrock and it struck me that their level design is extremely simple and modular, and yet, the player can spend quite a lot of time in the game. And it looks pretty, too! So I wondered if it wouldn't be possible to create a modern "Dungeon Crawler" (solve puzzles, fight monsters, collect loot, progress your character, upgrade your equipment) type of game inside the TDM engine. The engine already supports a lot of things one needs for this, and the overal structure and assets work, too. And with prefabs, one might get the level layout done quickly. However, building a few test prefabs in DR is easy, but creating a full mission out of them is quite painful. Not only needs it a lot of planning, but you can also spend a lot of time "upgrading" things later on. For instance if you later want to add a grime decal to the walls, you have to revisit the entire map. Even worse is if you find out later that your block size must be bigger or smaller. So the idea was born to create a sort of framework that can assemble missions from prefabs. Preferable while getting the description of the mission from a text file. So far, this has been a lot easier than I thought. Here is what I got working so far: Overview: You can describe your mission in a (Unicode) text file. This contains overall options, different locations (each location can have its own ambient light, music,name, fog), and the connections between the locations. Each location can have multiple "floor levels", these are stacked on top of each other. The config file also specifies which symbol means "use this prefab". It is also possible to specify links (per location), which means you can say "this lever with the symbol A opens the door with the symbol D". The framework reads the prefabs, and then positiones them in the map. It also glues all the locations together, adds location_info entities, a player start, an exit, and an objective to reach the exit. The resulting map is then enhanced with script objects (all nec. assets are bundled together), and automatically dmapped via TDM. Everything then is packaged together into a working .PK4 file. My demo map takes about 20 seconds, where 15 are dmap. In addition to the "basic" stuff I also managed to get a few things working, like a pressure plate, portcullies, and also made some puzzles. Oh, and per location fog (fading from location to location). Different difficulty levels are also supported, one can specify "this prefab appears only on easy" etc. You can find more info and screenshots and demo here: http://bloodgate.com/swift/ There is also a developer diary where I will be posting interesting entries from time to time. Here is an DR shot of a sample level, consisting of small modular prefabs and one large (the large hall on the lower left): The next steps will be to add more randomness (either static at map generation, or at runtime, so the map is slightly different each time you replay it). Also, while it is already possible to "overlay" prefabs (e.g. "for this location, look first here before falling back to the default"), it is not yet possible to "reskin" prefabs. This would be something which is impossible in DR (you cannot really reskin worldspawn brushes, unless you live with the fact that it is all manual For now I'm quite excited!
  10. Hello everyone, I am a student and just started on a project in which we will use md5 models in a raytracer. Here's what I'm talking about: The ray tracer (in c++) has no problems importing an md5 models (eg. the ones from doom3). The problem is converting maya (2009 and 2010) models to md5 models. Since you probably already dealt with issues concerning this, I think someone would be able to help. I am using "MayaImportx86.dll" (2010 version) with "doom3.exe". First I would get the error about maya not in registry, which was fixed by setting the environment variables. Then I got an error about MayaImport dll not being able to load, which was fixed by a typo in the environment path variable. Trying to export models after fixing these errors leaves me with a complete new behaviour: doom3 waits ~1 sec and exits. No errors are printed in the console. Nothing got exported. Here is what I have: I have maya 2010 installed in: C:\Program Files\Autodesk\maya2010\ Environmental variables are set: Path C:\Program Files\Autodesk\Maya2010\bin; MAYA_LOCATION C:\Program Files\Autodesk\maya2010; Doom 3 and its .exe is in: C:\Doom3\ This directory also contains: MayaImportx86.dll (The one for Maya2010) The .def file is in: C:\Doom3\base\def Here is my .def file, named "character.def": export character { options -sourcedir models/mymodels/character -destdir models/md5/mymodels/character mesh character.mb -dest character.md5mesh anim idle.mb -dest idle.md5anim } The source directory is in: C:\Doom3\base\models\mymodels\character This folder contains: character.mb idle.mb The destination directory is in: C:\Doom3\base\models\md5\mymodels\character So now I run the game and press ctrl+alt+` to bring up the console. I enter the command: exportModels character.def (I also tried the command 'fs_game' first, as suggested somewhere on the internet.) The game sleeps for 1 seconds and then exits, no errors notified. I believe the problem lies in the models, if possible, can anyone else try to convert them and see what is wrong? Here is a link to a dummy model that gives the problem: http://www.fileshost...hp?id=0BAB5D641 This should be about it. Thanks for your time Kind regards, Lascha
  11. Thank you for a great puzzle fm! I'm having real trouble with the TDM v 2.10-64bit on Linux Mint 21.1 Link to the guide supplied by V-Man339 https://forums.thedarkmod.com/index.php?/topic/15844-fan-mission-the-gatehouse-by-bikerdude-goldchocobo-updated-02112014/page/7/#comment-429405
  12. I agree. I'm copying this idea over to the https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/ thread. Related: I'll probably do some more experiments with the current TDM font & size, to understand max char count versus field width.
  13. Love your signature over at the Eidos forums. Hahaha!

    1. Maijstral

      Maijstral

      I don't normally even use signatures, but I've used a few to voice my displeasure at what EM is doing to Thief. I'll probably stick with that one until I lose interest in visiting the EM forums.

  14. Some years ago i succesfully downloaded the wiki with wget, for TDM dvd. I dont know if this method wikl work now. https://forums.thedarkmod.com/index.php?/topic/19998-tdm-collection-dvd/#comment-437887
    1. rebb

      rebb

      What a pisstake ;)

    2. Diego

      Diego

      Now players will not onlyget spit on while hiding, they will be pissed on too!

  15. I guess the best image-to-normal conversions I've seen here in the forums are via njob. I am curious about this AI thing though: https://github.com/HugoTini/DeepBump has to be installed into Blender as a plugin?
  16. I didn't mean to suggest to move or migrate dmapping code into DR (I already failed once doing so), and you're correct that keeping DR up to date with any dmap changes would be most cumbersome. That's why I just meant to load a dmap.dll module and pump data into it, which would make it spit out some portalling or proc information. Pretty much like the game is using the Maya SDK. It just needs to load the DLL and feed the right data format into it to be able to use it.
  17. I'm trying to export a model and it's animations into md5 files with doom3, but it exits after a second i execute the line "exportModels proguard" proguard.def export proguard { options -sourcedir models/proguard -destdir models/proguard/md5 mesh proguard_idle.mb -dest proguard.md5mesh anim proguard_idle.mb -dest idle.md5anim anim proguard_idletocower1.mb -dest idletocower1.md5anim anim proguard_cower_1.mb -dest cower1.md5anim } Models and anims located: E:\Program Files\Doom 3\base\models\proguard I've got Maya 2009 (i downloaded the proper importer). I also found that doom3 had written a maya crash log, as seen in the attachment below, when i ran Process Monitor. thanks! mike
  18. What's going on with the Thi4f forums? They've been down for almost a week now.

    1. Show previous comments  1 more
    2. Sir Taffsalot

      Sir Taffsalot

      Well that's not going to work. If they can't post about Thi4f on the Thi4f forums they can come and post about TDM on the TDM forums.

    3. jtr7

      jtr7

      People thought it was the server migration under Square-Enix that we've been told about, but they came back online like nothing happened, and the dedicated thread about the coming migration had no new info.

      Can't see this?:

      http://forums.eidosgames.com/showthread.php?t=139127

    4. stumpy

      stumpy

      maybe it was a migration test, and it broke.

  19. Holy crap are we getting another download spike? The forums keep going intermittent on me.

    1. Springheel

      Springheel

      The forums aren't on the same servers as the downloads.

    2. stumpy

      stumpy

      its sunday, the internet is always slow on a sunday for some reason.

    3. Lux

      Lux

      "for some reason" I imagine is you being sarcastic as we all know everybody and their brother/sister are online on Sunday either shopping or looking at porn combined with all the gaming packets.

       

      I'm sure there are also people just "reading things for the articles" though...

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