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  1. Some Farrell animaitons so far, no mo-cap, these are all done by hand - crouch run/walk - Just going to use the same one at different speeds. Walk forward - this was my 5th attempt to get a distinct walk cycle for him, a real pain in the ass. lean THey're virtually never going to be seen of course, but they still ahve to look half decent. THis isn't the finlal skeletal setup so dont' worry about bits of mesh not being where they should.
  2. Hello Gameking! Great to see you made it over to the forums. I'll set you up as an applicant and move this into our private forums. Edit: Topic has now been moved.
  3. cobra6

    3d Model

    hahaha its just an interesting topic for me, I cant help it. But to answer your question, it allready is on CGtalk, Military-Meshes, EWnet community, Deviantart, Heroes in Feldgrau, Axis history Forums and a load of others. But I share my work with everybody, not only two forums. Cobra 6
  4. Can it export to mesh? It would be good if it could export the shape as a mesh and at the same time UV-map that mesh onto the diffuse/normal map that it had created.
  5. The world machine has functionality I like, it can export to terragen, or a heightmap or several other formats, so it could definitely be useful. What I might do is make a heightmap, use it in ZBrush to displace a sheet, then normalmap that to a lower poly mesh in ZBrush with the new ZMapper normalmap plugin.
  6. yeah, those worldmachine shots do like amazing, but like u speculated there Domarius, i would also say that those screens are prerendered and not for ingame use. @Fingernail, i would say the best way to go to get what your looking for would be to do a low poly mesh in the distance, and then a mountain range on a portal sky to finish it off. with proper lighting on the terrain mesh, it could look pretty good. i didnt add any more lights than the 1 projected i used for that terrain test, but more here and there might smooth off the more darker jaggies. and the reason i went with a huge projected light there was to actually use the cloud shader so the clouds would move over and darken the terrain as they passed.. in fact.. that may be a good way to soften the more hard edges, besides giving a real nice effect... but i didnt do it since im uber lazy tonight.
  7. WinAMP will play .OGG files with the right plug-ins. So, will Windows Media Player (again, with the right codecs). It just won't allow you to use tags under WMP, but it still plays them. http://tobias.everwicked.com/oggds.htm That link will get you basic OggVorbis support under Windows Media Player. You are right! That is Tetris music. The tune is instantly recognizable as the old Russian composition. I like the "goth" twist to the music, but it's still too busy for Builder's music. Again, try something original as that is what we are trying to do with everything possible (even if we are sort of "remixing" the whole game itself).
  8. What, the public forum? Wouldn't it be better that we're tied up in the development forums than chit-chatting here?
  9. The good thing about this thread is that it shows those who don't have access to the private forums exactly what happens to every single thread within said private forums.
  10. THE free version is fine for low poly UV mapping. The commercial one just means you can unwrap higher poly objects. If you unwrap with this, you shouldn't have any problems with the mesh flow. IT would help if you posted a picture of the object and the UV map.
  11. That tool is for unwrapping, yes? That is not my problem. My problem is that the texture doesn't follow properly the mesh flow on UV boundaries. BTW: Which version are you using? The free version, or do you have some better?
  12. http://forums.thedarkmod.com/index.php?showtopic=2052
  13. Ok, I'll move it back tonight. I'll look into the rope mesh as well.
  14. Found the problem with the lightgem, the .mtr file wasn't updated with the new structure, since the texture was in with the model. Rope arrow mesh is still missing You know, it might be less of a pain to just put the lightgem back where it was. Since the old lightgem was saved in the configuration files, and updating people's config files is a bad idea since that would get rid of everyone's keybindings, everyone is going to have to either open up their DoomConfig.cfg and edit in the new path, or set the archived cvar in the console. Maybe it would be simpler just to put it back where it was?
  15. We already have a pretty comprehensive list, broken into reasonable stages. Any animations we come up with that aren't there can be added to the list. http://forums.thedarkmod.com/index.php?showtopic=1650
  16. the headline basically says it: since about 3 days ago I can't access the cgtalk site+forums anymore. firefox tries to connect to the site for a few seconds than I get the "operation timed out" message, same thing with IE. I first thought they may have server-problems, but I asked some other guys and they don't seem to have any problems with the website. After that I tried it on another other PC and on a laptop here, which connect over the same router - they can't open cgtalk as well. Anyone an idea what's wrong?? They have actually no reason for banning me, since I probably have 10 posts per year and never had any argument over there - most of the time I'm just reading through the threads, which is quite interesting and I learned a lot over there.
  17. In case anyone's interested my most powerful computer is a PCI nVidia 5500 256MB video mem (not PCIe mind you) with only 256MB of RAM and 1.2 GHz Athlon and Windows XP. Although my main computer is a dual processors Pentium Pro 200MHz with 512KB on-die L2 cache each running debian. Yes, I'm a cave-man. I will buy something with at least 16GB RAM and dual processor dual core as soon as I get a real job. maybe SLI with both cards installed. I think the secondary processors should be used for things like AI and physics. Regarding Garrett's special keeper training alowing him to do what we can't do in RL: I always thought that the majority of his skill lies in mind manipulation of surrounding people, masking his thoughts and diverting their attention sort-of; and he can't do what some people can do in real life, look at the post here on the forums about the google video of russian climbing - if he could do that he wouldn't need rope arrows. editing, just rememberd what I wanted to say, though not how it connects to the thread. A possibility is to use inexpensive USB "VR" gloves on both hands combined with a goggle display or surround monitors to eliminate the old "press forward to run, backwards to backstep, turn, strafe left, etc" buttons replacing it with touch here on the wall, slide your hand here, hold your fingers steady on the cleft, etc. Just look at the russian climbing video on google video how the guy runs and jumps. To an outsider, of course, a thief-player or more correctly a modded darkmod player would look like a freak waving his hands about and doing various mudras.
  18. Nova

    Bookmarks?

    Just wondered what sites you frequent/visit. Heres mine. Polycount -Mainly for modding/modeling purposes Doom 3 World -same as above CG Talk -probably some of the best art i've seen on the web LevelDesign.nl -doom3/quake4 modding CDG Forums -Mainly for HL2/CSS modding XSI Base -XSI user base 3D BUZZ -Awsome CG VTM's BBC -Mainly for News
  19. Late in the blackness of night, my mind, wandering from the task at hand, turned to my love of old, and a pang of rememberance gripped my soul. How I did long for sight of my beloved. As I sat musing thus, an inspiration fell upon me! I would seek news of her to fuel my reminiscent thoughts. When lurking in forums of old turned my nocturnal wanderings to my favourite engine for search, my heart gave a leap at what I did find. Hark! How the all-seeing eye of google doth provide! For there, before my sleep weary eyes, a most wonderous piece of news my gaze did light upon. The Dark Mod, of whose prophesied fame I had read long ago, had grown in beauty and grandeur. And now, before me on this fateful night, I beheld my beloved, as though she were born anew! Dressed all in the fineries of DooM III, she was verily transformed beyond all mine imagining. With tears, wetting my cheeks, as I did gaze upon her, I cried aloud, "Oh! My beloved! How thou hast changed! No longer art thou the low polygon creation of Looking Glass yore. Thou hast ceased from thy whoredoms and slavery to the evil Man Eidos and his treacherous mercerneries of Storming Ions. They who defilest thy bed with Deadly Shadows. Thou art transformed! And lo, behold thy texturing, thy lighting, thy models, and thy normal mapping. Harken to thy ambient music, thy sweet ambience, oh my love! Yes, thou art become a thing of such beauty. Joy in thine re-birth!" I remember thee as thou wert, before that vile toad took thee. I remember the nights long past, we in the intimacy of my solitude. I played thee as only I knew thou desired, revelling in thy foreboding depths, drinking in thy beauty. Oh my love! I remember thy secrets. How I long for thy mysterious touch! Come, my love! Play with me. All is not lost. Nay, all has been regained! Ok, I read briefly about the Dark Mod about a year ago, but as I haven't done much game-playing in the past year, I lost sight it altogether. Tonight, though, I had a sudden inspiration, and after viewing thedarkmod.com, I was blown away. This little bit of pretentious bullshit is the resulting heart-felt awe at what's being done--I couldn't stop it! And yeah, I DO realize that it sounds a bit like masturbation, but hey! It's a single player game, no? Looking good, Dark Mod team! Oh and if you're ever interested, I might be able to provide you with some in-game texts
  20. How i got those arches took a bit of time and running around, and i know its not the most efficient way to go about, but it works for me... and if u want to try it u will need a few mostly freeware editors or equivilent's that u may already have. i'll run down the list of what i used to make them, - Wolfenstein Enemy Territory ( the game ), and a decent gtk editor for it, i prefer version 1.3.13 - Deep Exploration, used to convert model types, free trial - Lithunwrap, UV unwrapper ( used to be a freeware version, became Ultimate Unwrap ) but can still be found in its lith free form somewhere on the net. - Milkshape 3D, 30 day free trial to edit low poly meshes - 3ds Max 7 to export ASE models. now then, there are 2 parts to the arch, and here's the run down on how i got the spacer one ( basicly same for the other large ceiling one ) I opened up gtk enemy territory editor, and made all the brushwork in there 1st, i did initially use a simple patch mesh to make the layout, making ity curve in a quarter circle, but ajusted some vertex's on it to make it arch more upward and to a point in the middle ( more gothic feel ), then i made brush work, simple blocks and moved the corner edges to where the patch matched closest on a grid of 1 when it looked alright, i deleted the patch ( there's actually no patches in those arches, it just looks that way ) i textured the parts that were going to be shown, saved it and bsp'd it. then i used q3map the latest version, and converted the bsp to an ase model, everything that was textured gets compiled into an ASE model, everything that has caulk on it gets ignored. i then took that ASE converted it with DeepExploration to a .3ds, which i then used LithUnwrap to convert it to a milkshape model format. opened up milkshape and edited the polys/verts to make the bevels and so on. afterthat, back to lithunwrap to edit the UV map, saved the new model as a .3ds again, that gets loaded up into max 7 and exported back to an ASE, which i then use in Doom3... all those arches are models. and i know its a long winded round about way to get them made, but i dont own the 3ds max 7, its at my friends place, his brother has it so i cant use it to do all the work. i have to split it up among diff editors. but that process works for me and i can flip between all those programs uber quick since im used to them. all i need in the end is the finished .3ds which i burn to a cd or disk if its not to large and go visit my friend for a bit and get the ASE exports. im thinking of trying gmax, because it has an md5 exporter script somewhere and it would reduce a lot of the running around.
  21. Wow, if only there were a thread halfway down the page discussing this very subject... http://forums.thedarkmod.com/index.php?showtopic=1532
  22. Hello all, I'm new to the forums, but this looks soooo good. When I was playing Thief: Deadly Shadows, I thought to myself... Wow if only they had used a tweaked Doom 3 engine...Lo and behold! I think once this dark mod is up and running, we can make Fms way better than the official Thief 3 and previous games. But about copyright issues... Can we not mention Garrett or Mechanists or anything? Because I was thinking about actually creating a new DS once this mod is released! (using the same storyline, videos, but changing the levels to make them much longer and way more in depth.) Anyways, keep up the great work
  23. Merry Christmas to the DM team and everyone who visits these forums !
  24. Right now the elite city watch/professional guard/builder guard can walk, run, draw sword, attack. I've also seen one look up at the ceiling. I think these are mostly placeholder animations, though I could be wrong. I suggest starting with the Stage 1 and 2 animations in the master list: http://forums.thedarkmod.com/index.php?showtopic=1650
  25. Against a blackjack: - Mail would do little - hold a metal mesh over your head and pound it with a rock, see if it helps. Mail is intended to protect against edged, and to a lesser extent pointed, weapons. - A helmet (the metal itself) would do little. It does help spread the force out over the contact area, for this reason it is of benefit against crushing attacks that might break skin or bone, however a blackjack, while capable of doing nasty damage in this fashion, does not use this mechanism to cause loss of consciousness. Hold a metal bowl on your head and hit it gently with a hammer - see if you still feel force of the impact. - Concussion results from the brain hitting the inside of the skull. The blackjack transfers its force into movement of the skull, so the greatest piece of protection is going to come from anything that dimishes this force, which will be from non-rigid bodies that convert the kinetic energy of the jack into distortion of their form. Hence padding under the helmet will have the greatest defensive effect against being ko'd (why bike helmets have crushable foam). However, I think it's not unreasonable to assume that most of this padding will be present on the crown of the skull, intended as a defense against overhead killing blows, and so a crack from behind against the back of the helmet by a skilled blackjack wielder would still be able to deal the necessary force. If we can accept that blackjacking will routinely knock out individuals withough causing serious harm and frequently death, then I think accepting that a helmeted guard can be knocked out requires substantially less suspension of disbelief.
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