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  1. https://github.com/HansKristian-Work/vkd3d-proton/tags <- directx 12 wrapper for dxvk https://github.com/doitsujin/dxvk/tags <- directx to vulkan wrappers D3D 9 to 11 eg. dxvk if you want to try it with horizon zero dawn you need to copy out dxcompiler.dll from Tools\ShaderCompiler\PC\1.0.2595\x64 and bink2w64.dll from Tools\bin and place them next to HorizonZeroDawn.exe. then copy over dxgi.dll from dxvk and d3d12.dll from vkd3d and place them next to it to. now fire up the game and let the shaders recompile -> profit.
  2. I think the reason the dev forums exist is to provide a place where the implementation of features can be discussed without getting mixed up with other debates when someone believes what the devs are doing is wrong. We often post public discussion threads for features with subjective elements like the frob outline, because community feedback is very important. But there will always be vocal defenders with strong views for or against certain features, or how exactly it should be implemented in their opinion. At some point a decision has to be made and be carried through, which is what the dev forums are for. Almost all of the threads are very technical, basically explaining and discussing recent or potential code changes with other devs. Its hard to say. Its a hobby the devs do in their spare time, so people come and go when they're in the mood and when they have the time. The team page is mostly accurate except for some relatively newer additions like myself.
  3. Did a great find today: Quake 4 mods for dummies. Now online readable. http://forums.thedarkmod.com/topic/5576-book-quake-4-mods-for-dummies/?p=412644

    1. Obsttorte
    2. Bikerdude

      Bikerdude

      He changed ita long while back, it was so he was using the same name as he uses on other forums.

  4. I don't think so, you can have vertex animation using MD3 files (nice for cloth effects for example) and skeletal animation but I don't think there's even MD3/5 exporters for recent Maya versions, the Doom 3 MD5 maya exporters require a very old version, Maya 6.0, very hard to find. Again afaik there's no easy way to just import baked particle simulations into idtech 4. If someone knows how to do that, would love to know as well. But if you get lucky and find md5 exporters that work on modern Maya, you could perhaps use skeletal animations to bake particle effects, but, you would need to assign a bone to each particle (not forgetting the required origin bone) and if Maya has no way to bake the particle motion into the bones, then you will need to animate each and every particle by hand... Something like this: https://www.moddb.com/mods/starlight/videos
  5. I just found this thread on ttlg listing Immersive Sims: https://www.ttlg.com/forums/showthread.php?t=151176
  6. I've recently searched the internet with the aim of finding importers and exporters for all model formats used by TDM, both for older and newer versions of Blender and any other common modelling apps. Here's the result: As a precaution I've made a backup of these importers and exporters on TDM's FTP server in case these links go dead. I won't provide download links to them here so we don't compete with the authors' links, but if at some point in the future someone isn't able to model something for TDM because the right import/export scripts don't exist anymore they can contact a team member. If the original authors want their work removed from this backup they can post here, send a PM to a team member or write an email to the address found at the bottom of this page: https://www.thedarkmod.com/team/ ASE Blender 2.80+: Orbweaver and chedap's importers and exporters for ASE & LWO, should be regularly updated (ASE importer only imports geometry, no materials or UVs) Link Blender 2.79b: Orbweaver and chedap's exporters for ASE & LWO Link Blender 2.79b: JediAcademy importers and exporters for ASE & MD3: Link Blender 2.76b: JediAcademy importers and exporters for ASE & MD3: unknown Blender 2.76b: Motorsep's updated importer for ASE (download link access has been restricted): Link LWO Blender 2.80+: Orbweaver's importers and exporters for ASE & LWO, should be regularly updated (2.79b scripts no longer available): Link Blender 2.80+: douglaskastle's importer for LWO: Link Blender 2.79b: ken9's importer for LWO: can't find the link anymore, used to be on Blenderartists.org MD5 Maya: idTech and greebo importers for MD5: Link 3DSMax: Berserker importer and exporter for MD5: Link Blender 2.80: KozGit importers and exporters for MD5: Link Blender 2.79b: Nemyax importers and exporters for MD5, made for 2.66 and still works for 2.79b: Link Blender 2.72: RPGista's guide for MD5: Link Blender 2.66: Sotha's guide for MD5 (access to the link for Arcturus' rig has been restricted): Link MD3 Blender 2.79b: JediAcademy importers and exporters for ASE & MD3: Link
  7. Recently revisiting the forums after a longer period of time I wanted to check the unread content. I don't know if I am doing this wrong since.. ever... but on mobile (visiting the unread content page on my smartphone) you have to click on that tiny speech bubble to go to the most recent post in a thread. If you don't click correctly you'll hit the headline and end up at post 1 in the beginning of the thread. It's terrible on mobile, since not only the speech bubble is really small and was to miss. But also the thread headline is just millimeters away from it so you go right to the first post that was ever made instead of the most recent ones. Am I doing it wrong? I just want to go through u read content a d the to the newest post from that topic.
  8. That moment you log into TDM forums and suddenly feel nostalgic...

    1. Sotha

      Sotha

      Protip: if you never log off and stay for ever, there is no nostalgia when you visit.

    2. Melan

      Melan

      Welcome back!

    3. RPGista

      RPGista

      Haha yeah, I feel like that from time to time. Good to see you around.

  9. caused by added functionality newer and added shaders models etc. the demo uses maya 7 model format the older nolf2 uses maya 4 for instance. i tried to updated the older assets but failed miserably (not a mapper myself) but maybe someone else has more luck. dont think the filehosters have any nefarious intent also had to use my own email to upload it, but if it turns out that something untoward does happen ill see if i can find another hoster.
  10. A@datiswous Ah yeah, well sorry, I was quiet busy and only visiting discord. First time here on the forums since months now I think.. Thank you for the subtitles. I encourage everyone who is interested in using them to download it from here as I'm not sure when I'll be able to implement them myself into the mission. Again, thank you for your work.
  11. DarkRadiant 3.7.0 is ready for download. What's new: Feature: Skin Editor Improvement: Script Window usability improvements Fixed: Hitting escape while autosaving crashes to desktop Fixed: Def parsing problem in tdm_playertools_lockpicks.def Fixed: DR hangs if selecting a lot of entities with entity list open Fixed: Float Property Editor's entry box is sticking around after selecting a float key Fixed: Spline entities without model spawnarg are unselectable Fixed: Entity window resets interior sizing forcing resize each time it is opened Fixed: Spline curves should not be created with a model spawnarg Fixed: Newly appended curve control vertices aren't shown at first Fixed: Light entities are zoomed out in preview window Fixed: Entity inspector spawnarg fields not always updated by UI windows such as Model Chooser Feature: Skin Editor (see video) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.7.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
    1. demagogue
    2. jaxa

      jaxa

      I've found it difficult to find where TDM is listed as #1 on Greenlight. This page ( https://steamcommunity.com/greenlight/ ) has no ranked listing. This one ( https://steamcommunity.com/sharedfiles/filedetails/?id=858048394 ) has no visible rank or stats page. Is it my script blocker?

  12. Ignoring is somewhat inadequate as you still see other members engaging in a discussion with the problematic user, and as Wellingtoncrab says such discussions displace all other content within that channel. Moderation is also imperfect as being unpleasant to engage with is not in itself banworthy, so there is nothing more to do if such people return to their old behaviour after a moderator had a talk with them, except live with it or move away. I'd be more willing to deal with it if it felt like there were more on-topic discussion, i.e. thoughts about recently played fan missions or mappers showcasing their progress, rather than a stream of consciousness about a meta topic that may or not have to do with TDM. I guess the forums already serve the desired purpose, or they just compartmentalise discussions better.
  13. With Biker's help I've managed to get a working copy of Maya 2012, and can successfully load the maya animations from our repository. But I've dug around a little bit and haven't been able to find an md5 exporter, which is necessary to export them to md5anim format. Thought I might tap into the ingenuity of the community here...can anyone help me find one?
  14. Yes, it does. Which makes it interesting that you yourself explicitly said that it's interesting nobody had complained here on the official forums: I did, which is why it stood out to me so much that even though you yourself had personally been involved you would reply claiming nobody had complained here on the official forums. I'm not colorblind at all. Does that make people pointing out that almost no modern games have proper colorblindness support hyperbole? Just because it doesn't affect you, or you choose not to pay attention to the discussion of something, doesn't make it hyperbole. Pick pretty much any modern FPS and you will find plenty of discussion about the near universal disregard for FOV and camera movement as accessibility issues. Denigrating those as hyperbole because you personally don't feel the affects is as bad of a look as demeaning people who bring up the importance of valid allergen warnings like gluten or colorblindness and deafness support.
  15. I think it is a good idea! Our ingame mission downloader and mission view has long been subject of multiple improvement suggestions. Due to the sheer mass of missions that have been released in the last 15 years, things got really cluttered and especially newcomers will have a hard time finding what they want. However, improving the ingame guis is quite a task, so a web-based application might really suit this scenario well. Maybe we could even add a linke to it from our ingame menus, so user can access it quicker. Some more things to think about Would users be able to add custom tags and downvote / upvote certain tags, much like the system of Steam? This would also allow to add tags like "beautiful", or "difficult". Actually, the more users can contribute to this system, the better, because it will be automatically maintained then. The browser should also contain a flag for whether the FM belongs to a connected series of FMs or not and have the capability to go to the previous or next FM in that series. There should also be a flag for fully fledges campaigns. Some might like a flag whether or not an FM is "ghostable".
  16. Hey, Every time I've try to use the Full Editor when PM'ing someone, and every single time I get an error. Whoever is in charge of the forum, is it possible that this could be fixed? Thanks Neon
  17. I don't recall a system for noise masking. It sounds like it'd be a good idea, but when you get into the details you realize it'd be complicated to implement. It's not only noise that that goes into it, I think. E.g., a high register can cut through even a loud but low register rumble. And it's not like the .wav file even has data on the register of what it's playing. So either you have to add meta-data (which is insane), or you have to have a system to literally check pitch on the .wav data and paramaterize it in time to know when it's going to cut through what other parameters from other sounds. For that matter, it doesn't even have the data on the loudness either, so you'd have to get that off the file too and time the peaks with the "simultaneous" moment at arbitrary places in every other sound file correctly. And then position is going to matter independently for each AI. So it's not like you can have one computation that works the same for all AI. You'd have to compute the masking level for each one, and then you get into the expense you're mentioning. I know there was a long discussion about it in the internal forums, and probably on the public subforums too, but it's been so long ago now I can't even remember the gist of them. Anyway the main issue is I don't know if you'll find a champion that wants to work on it. But if you're really curious to see how it might work, you could always try your hand at coding & implementing it. Nothing beats a good demo to test an idea in action. And there's no better way to learn how to code than a little project like that. I always encourage people to try to implement an idea they have, whether or not it may be a good idea, just because it shows the power of an open source game. We fans can try anything we want and see if it works!
  18. Probably not, but a couple of people around here have. I can upload it to my google drive if people don't want to create a Github account. That is something I need to look into, probably the user-defined input.xml is interfering, I have to check out how to properly override that without disrupting all the user bindings. I also thought about adding a button to the top toolbar next to the selection modes. As a workaround I can suggest pressing Alt-Tab since that will re-focus the ortho views to the selection OR the focus area if nothing is selected. So hitting Ctrl-F and then Alt-Tab should bring the ortho view into place. What about aligning the ortho view automatically to the focus once activated? Is that always desirable? I also have to make the involved colours configurable and come up with usable default colours for every colour scheme DR is shipping. I'm using the Maya/LW colour scheme since forever, and that's probably why I didn't notice it being less than helpful in Super Mal.
  19. Hey guys, I've been working with getting maya files exported as md5's for the doom 3 engine for about a month now. The journey has been (putting it lightly) a waking nightmare from of my most harrowed dreams. In short, I've managed to export using the exportModels command in doom itself with Maya 8.5. While I can get this all working (with animation thankfully), I can't seem to figure out how to go back and reasonably edit the mesh (or even add to it) without causing crashes, bugs, and all manner of problems. To test this, I had made a simple cube which I bound to a skeleton and exported fine. I then went back and added a second cube to the maya scene as a test. Originally it only exported the original cube. I went back and detached the skeleton, did another smooth bind. After exporting to md5 this time around the new cube appeared, but it was not where it was placed in my Maya file. I also noticed that the md5 modelviewer listed an "origin" bone in the scene that wasn't included in my maya file. Eventually I tried deleting the bones altogether and creating new ones and rebinding to the same result. The last attempt at making changes was applying a simple extrude onto one side of the cube and binding it to the joints as well. It wouldn't allow any paint weights until I rebound the entire geometry to the joints AGAIN. This time the model exported to md5, but causes a crash now to modelviewer. I have been following some guidelines listed on these forums posted by GoliathVT: " "skinCluster not found in scene" usually means that the exportmodels command is working properly, but your model/animation has a compatibility problem with Doom3. First, make sure there is an "origin" bone in the skeletal hierarchy and that it's the parent of all other bones. The origin should rest on the ground and should not influence your mesh at all... it's just there so D3 knows where the "ground" is in relation to your model. Second, before binding your bones to your mesh, make sure you've gone through the steps to: 1) Polygons -> Triangulate 2) Modify -> Freeze Transformations 3) Delete by Type -> History Then select your origin bone (Maya will automatically select the rest of the hierarchy below the origin bone) and then your mesh and perform a smooth bind." This has been helpful for getting my models to export, but I'm not sure where they tie in once modifications need to be made to the model. Is it possible to tweak models after they have been bound? After they have been exported to md5? With all the love I possess, -ThePwnicorn
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