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  1. See if you can change the misplaced origins on some of the models. http://forums.thedarkmod.com/index.php?showtopic=4273
  2. The 5Gb of realtextures are on FTP? Where, when, and what is this whole discussion about otherwise if this has been the case? Is it one unwieldy 5Gb file or is it in smaller packages? I'll take a look. Edit: I don't see any new big files on FTP. Edit2: If you're talking about the veledan hosting, the problems with that were described here: http://forums.thedarkmod.com/index.php?s=&am...ost&p=79993 This entire thing could be cleared up by simply uploading them in standalone zipfiles, so that one doesn't have to download and unzip 5Gb to get one texture.
  3. Hehe. We've had that discussion before on the Doom3World.org forums, I think. I honestly don't know why it would or wouldn't make a difference, I am under the impression however that people not using "//Purgatory/Purgatory/..." run into problems far more often. I have always used it and have never encountered any problems. And as its a cut and paste job anyway - why not use it just to be on the safe side? Anyways, here's an example line from a model of mine: *BITMAP "//Purgatory/Purgatory/Doom3/darkmod/textures/darkmod/gleeful/black" The shader being: textures/darkmod/gleeful/black { qer_editorimage textures/darkmod/gleeful/black_d.tga diffusemap textures/darkmod/gleeful/black_d.tga }
  4. What I did with the player's bow draw animations is delete those polys in the md5mesh (in my case, the arrow) and kept that mesh in the md5anim so I'd have a reference. I don't know about lightwave/maya but I think the d3 animations only use the bones & not the mesh.
  5. I have updated candle_holder model with changed collision mesh as you wanted.
  6. Well, neither this thread...nor recent events have anything to do with the mod...they have to do with 'opinion' and I would certainly hope that any seasoned vets would use their better judgement to differentiate between the mod and personal opinion. Regardless of whether or not we agree with the inner workings of TTLG is irrelevant, we have huge disagreements within our own private forums...yet the mod survives and is actually stronger because we work harder to get through those tough times. If the community is ready to look aside because of silly disagreements, then there isn't much hope for the future...is there?
  7. That's true. In 3DS Max you have to go to the heirachy tab and click "Freeze position" (can't remember exactly). Basically all your movements, and resize operations, are all relative to the original mesh. They are applied on top of it - the actual vertex positions aren't modified - they are, but only when rendered. The way they're stored is the same way as when it was created. I am assuming this is because of the innacuracies since the positions aren't infinetly precise, if you kept rotating and resizing the actual vertices, the mesh would slowly go out of shape.
  8. Update: Due to shittiness of D3 physics when it comes to binding two moveables together, we might have to do a trick when binding the candle together: Make the collision mesh of the candle holder extend all the way up to where the candle would be, then make it the bindmaster. One or the other collision mesh will be ignored when they're bound together, so if we make the bindmaster collision mesh extend out over the bound object too, that should work. This is unfortunate and not elegant, but seems necessary unless a major overhaul of the binding physics code can be done.
  9. Well not from scratch, I have alot of code to work with. Yea objectives aughta to be implemented soon. I'm starting on Main Menus now. I was working 12-16 hour days so I wasn't exactly around to do stuff, but I'm OK again. Also the forum hasn't really been dead so much as we just used to texture forums for so long.
  10. I was thinking more along the lines of using a "deform particle" declaration on the fire crystal material, so that the actual surface appeared to give off particles. I guess there might be ugliness where these particles clipped through the cage mesh, but it's hard to say without seeing it.
  11. I was wonding about how to do that. I think one problem is that the outer shell (model) keeps the inner shell's effects from leaking out, if you catch my drift. Would it be possible to add yet another mesh outside of the arrowhead & make it transparent then add a light material/shader to that? Maybe particle effects would work after that. I'll have to experiment when I get my computer back but my nephews have total control over it Right now I'm on my dad's mac. [offtopic] So if you have kids, some great games to download are: Super Tux (Super Mario Bros. clone with music that gets stuck in your head) Tux Racer Tux Paint GL-117 - combat flight sim There's a few others out there. Some fps stuff like Cube or Sauerbraten (Cube 2) which is kind of cool on the editing side. I forget the name but it's using the source of quake 3 (multiplayer fps, ut style) with a lot of new shaders - bloom, hdr, blur, etc. [/offtopic]
  12. I agree with that. They still think themselves as a superior, intelectual forum because they don't allow avatars. They're only for leet doodz on warez forums apparently. I've seen most of the topics in Gen Chat, and there are more intelligent discussions in warez forums.
  13. Select the object. Position the 3D cursor with left-mouse where you want the origin to be. Hit F9 to show the Editing buttons and click the Center Cursor button in the Mesh panel.
  14. The arrows I've been doing contain a lot of transparencies for diffuse, normals, and speculars. So d3 can do it & it didn't require a vertex colored mesh. Sorry for hijacking this thread . . .
  15. This has nothing to do with TDM and just because I happen to be on this mod, doesn't mean that each and every posting on other forums are related to TDM. The only one who had to drag TDM into it was Sneaksie for god knows what reason.
  16. Spar, I really don't care what you say on our forums, but for the sake of the mod...could you not alienate the people at TTLG? It certainly doesn't help us if you hijack a thread and piss off the very people that we would like to eventually come help us. As a senior member, I would expect you to handle yourself more fittingly. It wouldn't have been so bad if you had just made your point in a single post, but instead you continued to prattle on and derail the entire mood of the thread. Quite frankly, It's an embarrassment. This thread on our own soil was more than adequate for any venting we wanted to do and it was far more respectable. There is no need for any of us to be logging into TTLG and tossing bricks at them. You don't agree with the moderating choices...well, neither do I sometimes...but don't don't go destroying any potential good that might have been done through our work, our updates and the trailers.
  17. Been messing with some stained glass textures I did a quick n dirty job on recently and was hoping to have them semi transparent but reading up on the forums I can't seem to get the alpha channel to do anything. At the moment my shader files reads textures/custom/sglass1 { qer_editorimage textures/custom/sglass1_ed.tga // custom DOOMEdit material preview image diffusemap textures/custom/sglass1_d.tga // color and value information for the material specularmap textures/custom/sglass1_s.tga // specular highlights bumpmap textures/custom/sglass1_local.tga // normalmap for bumpmapped appearance { blend diffuse map textures/custom/sglass1_d.tga alpha 0.5 // set this to whatever you want } } I'm not too sure on the "blend diffuse" comment or indeed the "map" comment below it. Probably doing something completely stupid but any help guys would be appreciated! After searching the forums it's also become apparent that doom3 is quite limited with transparencies - textures using them aren't effected by light etc... Now it seems best to me that low lit areas with windows just have opaque textured windows as little would be seen through them anyway. Windows with bright light pouring through them could be transparent as pretty much no shadow would be drawn on those areas. The problem is rooms where a major light source isn't consistant - it can be turned on and off for instance. Is there a workaround for this? Am i talking rubbish?
  18. I'm going to stop pushing your buttons because clearly your mood has worsened since this happened: http://www.ttlg.com/forums/showthread.php?p=1488121
  19. Ahhh, it's fun to see how things disintigrate into a complete slagfest. My initial post was meant to set a different tone than this. This has just turned into a black and white...mods vs. posters thread. If people are just going to say mean things about the mods at TTLG, then there is no point in continuing the thread. I don't dislike or hate any of the mods on TTLG, they're all pretty damn cool guys. I do disagree with some of their moderating practices and I think they could do far better if they weren't so inconsistent. Hopefully the forums here will be a more pleasant experience.
  20. I completely agree with Schatten. The TTLG forums are their private property. While I think the mods "should" treat people fairly (and I'll likely start avoiding TTLG as a result of recent events), they have the right not to do so. And you have the right complain about it, but not necessarily the right to complain about it in their forum.
  21. http://forums.thedarkmod.com/index.php?showtopic=4269 bob_arctor's stuff is looking better and better, and while our current batch of beta mappers is apparently doing nothing, he's doing plenty. Since he doesn't have our scant textures yet, he's even making his own. Seems he would have a lot to contribute.
  22. Looks like the anonymous developer has struck again. This time, all the source files for the Thief 1 and 2 objects have been released. http://ttlg.com/forums/showthread.php?p=1487761#post1487761
  23. Sorry for being unclear. Here's a screenshot someone else posted on the TTLG forums http://www.directupload.net/show/d/781/IDTMArUx.jpg Just click the "digg it" link and that's it Thanks everyone for your support!!!! We're up to 35 diggs!
  24. Largest Thief fan forum on the internet? Exactly how many Thief community forums are there on the internet? Not many, so being the biggest one is a worthless claim. Aside fom that, Thief is a dead franchise, and I'm happy about that, I don't want to be playing Thief 12 when I'm 50. They should have left it at 2. A bunch of weirdos sitting around talking endlessly about an ancient computer game is pretty embarassing. WHen TDM is released, there will be no reason to have a Thief forum at all. I dont' know who'd still be making FMs in that prehistoric and entiely static engine when they can use this one.
  25. *comes out of off-topic lurk* Actually, this IS a TTLG slagging thread. But fairly justified. There IS going to be a rift between forums. Komag, I think there's a lesson to be learned there though - stay out of off topic chat. Works for me
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