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  1. actually.. i think it would be very simple to make a decent clock like that, it looks complicated.. but to get it working in a loading gui is a simple task. md5's are not needed, nor is any type of animated mesh, just simple models and let the gui do the rest. im making a mock up of one right now to see how it will work, and it looks very promising. having the small hand of the clock rotate once to complete the loading is basicly one variable added to its windowdef. i'll see what i can put together for a test and add a link to download it. to make it work with any map you just rename the gui "mymap.gui" and place it in the guis/map folder. i'll see what i can slap together for the test and get a link here when i can.
  2. im going to try some experiments with moving models on the loading screen to see what it does, but im assuming that any movement thats put there will slow down the load times, hopefully im wrong. i have a gear that i was using to rotate and mesh with other gears.. simple model.. so if it works fine, it should be do-able for a better model similar to that clock, which looks real nice.. because im thinking if it takes one revolution of the second hand to indicate loading 0-100% would look nice, even if the clock stopped and stuttered at times would still look nice.
  3. Yeah I remember saying exactly that in another thread http://forums.thedarkmod.com/index.php?showt...=database&st=50 This is the thread where I first pointed out the misleading idea instilled by the "Cyberdeamon in new york" Doom 3 screenshot. and on that page I said this; Just one of many tricks you can use.
  4. More: http://www.elderscrolls.com/forums/index.p...howtopic=272868
  5. Dram

    Elder Scrolls Iv

    Hell, Gamespot are doing a live stream of a guy playing Oblivion 12 hours a day. I watched it for about an hour - it's more then enough. The game looks to be pretty fun and good imo. The stream vid link is somewhere on the Oblivion forums.
  6. A really good long user video in this thread: http://www.elderscrolls.com/forums/index.p...c=275592&st=20#
  7. I wouldn't be so bitter about it ... to me they were just joking around, and even then mostly about Slash's free use of the term "official", not really about anything he was going to make per se. Also, I think TDM's quality will largely be able to speak for itself ... It's not like the team is going to be policing what can and can't be made with it. Dromed never got a wiff of LGS support and the Editor's Guild is notorious for attacking the latest mega-projects; doesn't seem to make T2 FM-making any less popular. And even if some guys do appear to attack some projects with a roll of their eyes, sometimes mega-visions should be chastized a little to force the creators to defend them or at least think realistically about them. If Slash thinks what they said was unfair, he can try to convince them otherwise. Anyway, this thread looks exactly like the one in the Off Topic forum, so my answer will be the same: http://forums.thedarkmod.com/index.php?s=&sh...indpost&p=61672
  8. I'm at a loss as to why this is being argued as if it's being considered for the toolset, it isn't. As I've stated, the toolset will have the standard system. This is for FM authors. When the toolset is finished and we begin work on a campaign, then we'll look at these ideas and decide how they will work. Until then, I think we should all drop it and quit making fools of ourselves with schoolyard tactics in the public forums.
  9. Not without the source code...some tweaks are possible, and I've released some myself...but the kind of optimization won't happen without source code...or someone who can reverse engineer really well. There is no Thief sub forum, for the simple reason that this is the official forum for "The Dark Mod", and having "classic Thief" directly on our site, is likely not a wise step for a mod that is already treading a very fine line when it comes to intellectual property. We're glad you think highly of us, but we are not here to take people away from the already great Thief community forums that exist out there. TTLG and Eidos provide a wonderful community for the fan base. When our toolset is released, we hope that they will create a sub forum for us, much like they did with Thievery.
  10. Could some one actualy optimiz the engine? since ION is gone there is no hope for the game so if some one made a custom patch that re optimizas the engine then the game might run way better. might be posible. and why in the fuck is there no thief series channel in your forums. this web site should be the fucking data base of the thief community. everyone should be here in steed of looking glass forums or small forums through out the net. and the circle will never update so what ever. you mod is the future of thief btw. if you havent realized. if i was u i would make a whole thief series section below the dark mod ones.
  11. Glad to hear it. I'd like to get the chest in too, but I'll have to see whether I can figure out where to put everything--like I said, animations are beyond me. I looked at the gaslight and it has a similar problem to the goblet. It has a great mesh, but could use a lot more detail in the texturing. If you don't mind another comparison: (and actually, this is even after I modified the original texture a bit to tone down the yellow.) Not everything has to be as ornate as BT's, but the texture should be more than a flat colour. If you want to have another crack at it go ahead, otherwise I'll tinker with it when I have time. BTW, for most objects, it's helpful to add noselfshadow to the material...especially rounded objects look better when they aren't casting a shadow on themself.
  12. Macsen: Journalist with some interest in writing, architecture and fantasy. Does some work for the Hammerite Imperium and Dark Mod from time to time. ZylonBane: Obsessive compulsive fidgety nanny who gets riled up over the smallest mistakes. Probably a member of the apostrophe society. Does nothing for Thief other than try his best to scare fans away from the forums. Who is the loopy one? I have too many bones in my mouth to comment.
  13. Ah, yes, thanks for removing that... picture. Relax, I am not the person who takes all things serious, besides, I can make jokes about myself ("Plumbusius" was another possibility for my nickname, but somehow I decided better to use "Magnesius". Well!). True, we do not want to create just another mod which would eventually dissappear in oblivion soon. By the way, I do not insist that you use every mesh I am sending to you, Springheel. Uhm..., honestly, the goblet is quite tawdry. Just take the ones you consider as useful, I have no problem with it. But I would like to see the chest and the gaslamp in the game, though!
  14. The texture was (is) experimental. It looked somewhat OK in the game, so I decided to inlcude it in the mesh package. I won't convince you to include it in TDM as well, though. It's not so nice to show the *worst* texture of the whole package for a comparison, you know I will create a completely new texture for it. Errm..., please remove that ugly picture and my goblet for now.
  15. I agree that sounds like the best idea. I'm curious though--can you control the speed that way? Does the snail change orientation as it travels (ie, can it turn 90 degrees or will it just move sideways?) The windows look good. Am I correct in assuming it's really easy to replace the transparent glass with an opaque skin? FM authors won't always want transparent glass for performance reasons, but if it's easy to replace we can just have two skins using the same mesh.
  16. It is still a static mesh, but I could add an animation (slide forward, while move the snail house and the eyes a bit) so that it will be a MD5 mesh. However, at the moment I do not know how to create a full blown NPC (and an autonomous snail would be one). On the other hand it would be too much for that little snail. We should stick to the initial idea: Moving the static mesh of the snail along some waypoints given in D3Ed. The snail does not really need any animations at all, it just slides forward. So, the snail would be technically a "train". Edit: I made a variation of the window mesh above, this time for the nobility:
  17. I am quite happy with Blender, and I would recommend it to everyone. Like with all more complex applications, you have to be ambitious until you get your first results. 1) Start with http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro. Although this wiki book has a badly chosen title, the beginning is helpful when you make your first steps with Blender. But beware - Blender is not really intuitive at the beginning. However, once you learned all the keyboard shortcuts, you'll quickly get into the workflow. I followed this tutorial up to the animation part of the Gingerbread man, and continued with... 2) ...http://blender3d.org/cms/Tutorials.243.0.html (esp. the "materials"-part is important). This is the official tutorial list, search there first when you want to learn something (e.g. animating a mesh). Take a look at several tutorials there, and extend your skills a bit. 3) Once you have created your first cube, your first vase and so on with Blender, you might want to export it to Doom. These tutorials are important, read them carefully: - http://www.quake3bits.com/htm/tutorials/do...ping_models.htm - http://www.quake3bits.com/htm/tutorials/do...ooth_groups.htm When using Goofos ASE Exporter instead of the proposed USM Exporter, you can export multiple objects at once and you do not have to merge them (that also implies multiple textures). Get the script here. Let me know if you run into any problems, Flix.
  18. Another question: is there a way to change model size in Radiant (e.g. make the barrel two times bigger)? In T3Ed there was DrawScale property that allowed us to do it. Do I need to use e.g. 3ds max in order to change mesh size?
  19. You use a patch mesh for it like spar did in the lightgem testmap. you could of course use a model for it though
  20. Concerning the vase: Yes, it should be "vasevaseantique_d.tga". This material name in the ASE file will not be read, all what matters is solely the *BITMAP string. *BITMAP "//base/models/darkmod/props/textures/vaseantique" There is no other texture declaration which is important for Doom. However, I don't see any problem with it at all (I just checked it in Radiant); did you change my 'material'-file? The spectacles-mesh has 2 textures: - the standard Doom glass texture - the trumpet texture So there is no need for another texture. Even if you don't wish to include the trumpet, simply insert the "trumpet"-texture. Basically, it's a generic golden shiny surface and could receive another name, such as "shineygolden". Edit: I thought that I used the correct texture path for my meshes (//base/models/darkmod/props/textures). Did you change it?
  21. Starforce shall soon die. > Not only did that Starforce forum admin boner post a link to wares right on the forums (linked earlier), and public voices are speaking out (editor of PC gamer, also linked IIRC?), but more publishers are stepping up and refusing to use it. No StarForce in NA SpellForce 2
  22. Hey, thanks. I'll make some variations of it. Ah, yes. The original Doom door is able to trigger portals, and it can consist of a model. I suppose our frobbable rotating door is some sort of modification which can do that as well; although I have to admit that I did not try to actually use TDM entities in the editor. Guess I have to ask Sparhawk for CVS read access. Another interesting point would be the implementation of door knobs, which should of course move before opening the door! Having only movers would certainly be a big limitation. I do not remember any door in D3 which consisted soley of brush geometry, even the simple ones were modeled. Hm, these windows seem to be a new invention. With the steam powered production process of these windows, even a sword cannot break them! They are, thanks to the Builder, indestructible - as he is himself! Well, I should stop being a Hammerite salesman for now. I could imagine that the whole mesh with one window in it can be destroyed (the window pictured above consists of 3 different meshes - the frame, left and right window). While that is certainly possible, it would alert nearly all guards in the flanking rooms, and is therefore out of question for a master thief.
  23. Hmmmm, this post is very much like you, oDDity. What is the exact difference between Ishtvan goes to the model forums because he needs something model-ish and oDDity goes to the sound forums because he needs something sound-ish ?
  24. oDDity

    Sfx Requests

    Exactly, and if programmers need any special modifications for models they come an tell me about it, there's no need for me to search the coding forums looking for something that might interest me, it's usually all illegible nonsense as far as I'm concerned. At least when you guys come to the modeling forum you can look at the pretty pictures. Still, hopefully everyone knows where to look for sounds now.
  25. It looks like you used an atlas unwrap. YOu really want to use unfold3d. http://forums.thedarkmod.com/index.php?showtopic=2052
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