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  1. He's not coming together very well Not having a model in a T-Pose has its complications. I'll do more experimenting & research (I used the builder guard's skeleton). Also I'm not using the right material for the head.
  2. Just for future reference & I'm going to point a finger , Spring, you can't have anything inherit "material_wood_impact": entityDef atdm:moveable_crate02 { "editor_color" "1 0 0" "editor_mins" "-28 -28 -28" "editor_maxs" "28 28 28" "size" "56 56 56" "mass" "350" "origin" "0 0 -28" "inherit" "material_wood_impact" "model" "models/darkmod/props/containers/crate02.lwo" //"density" "0.006" "friction" "0.2" "bouncyness" "0.02" "snd_bounce" "material_wood_impact" "nonsolid" "0" //"nodrop" "0" "noimpact" "0" "notpushable" "0" }Should be inheriting "movable_base" I was wondering why some crates wouldn't show up in my map . . .
  3. Weapon icons will lean 45 degrees to the left. Inventory icons should generally be rotated 45 degrees to the right (like the current holy water icon) or straight on (for things like stacks of coins). The icons themselves should not be transparent--that should be set in the GUI so it can be modified by players. Icons will be created using pictures of the actual model.
  4. Today I saw a photonics catalog, and on the back of it was a scantily clad woman posing next to some huge telescope optics or someting. I was like, wow, you've got to by kidding. I don't think anyone who is putting down $200k on a laser system is going to be influenced by whether the company paid a model to drape herself over it or not. Btw, on a semi-related topic: http://money.cnn.com/galleries/2007/biz2/0...st_2007/15.html The whole article is great, but that one in particular is germane to this thread.
  5. I think I liked your first iteration of settings better that had 18 degrees and leaning a little farther sideways, but then maybe I just got used to leaning that far out and felt wronged when it didn't go out that far anymore. We should probably get everyone's feedback on it before it's locked in. I'm not trying to doubt your methods, but I remember how hard it was to exactly get the movement settings from T2. Also, even if you do get a perfect copy of the movement in T2, other variations between us and T2 like map scale, AI scale, model scale, etc, will still be different and all those things effect the feel of how far the lean is going. So we may still need to do some tweaking to reproduce the "feel" in addition to reproducing the physical motion that leans thru the same points in an empty box room.
  6. Well I'll be damned. I had a post all written out, conceding defeat of this task, but I'm rewriting it! After doing tests weeks ago to see if I could overcome the technical hurdles of this task (not the artistic ones), and then putting this off and off and off, out of plain fear of it, I tried really hard this morning. And the result sucked, completely. A complete fucking disaster. I made a low poly (not low enough, in my opinion, but it's a start - 60 polys) hand to try and see if I could actually get a decent renderbump applied to it from Oddity's hipoly hand. The techniques didn't work well for me for the bell I made, and I ended up going with a handmade normalmap instead, so I didn't have much hope. And this was just a hand, so, more testing yes, but this was the real thing testing at least. The resulting normalmap was terrible. The model lit up like a xmas tree in Doom, and there is no specular to be doing that, so I was completely confused. WTF is it glowing white? The normalmap also did something I'd never seen before - instead of being comprised of shades of blue and violet/pink, it was the whole rainbow from blue to red and everything in between. Ever seen a yellow and green normalmap? I assumed this was because the lowpoly hand was a really bad fit for the hipoly renderbump. And, it seems that's partially correct (it still has some yellow around the index finger curl). But in addition to the no-so-great-fit, it seems I just made an error with the seams in the UV map. Right before posting, I thought to clear the seams and try something simpler and give it one more go. It worked. It's not perfect, but it's my first try on the real thing. I'll probably start over anyway, instead of just transferring this hand to a full statue attempt. And, it'll probably take me forever and make me lose even more of my sanity. And another modeller probably could do it better (or at least faster, and shouldn't hesitate to do so if they really want to, but please let me know so I don't waste my time). But hey, it worked! (side by side in Blender without subsurf, and then rendered in TDM)
  7. In vanilla Doom3, all the player animation is done by checking script variables for movement state in a script every frame (ai_player.script). I agree that this method is a bit silly, but rather than re-invent the wheel for negligible benefit, I just added script variables for TDM movement states and modified that script. I'm curious to hear from animators though if this setup would make sense, or if there's a smarter way to do it animation-wise. I don't see another way if the lean animation requires movement on the legs channel to move the model far enough over to match first person view.
  8. No collision model for the shortbow, shortshort, or dagger either . . .
  9. Re: Longbow collision model It's missing. Re: Scripting to decide between melee/ranged Yeah, setting up the AI to decide between ranged and melee attack should be trivial. The D3 AI already do that, like the Imp for example. We can look at their script. In our script, we had deactivated it at the time. Of course we'll probably want to put more strategy in our ranged combat script later.
  10. I had to remove the short sword from his def file. For one thing, the orientation doesn't match the long sword & there's no collision model for the short sword or the dagger.
  11. That means the parts are dynamically attatched in real time. (The "stripping" refers to the fact that they are capable of being detatched at any time, as opposed to a helmet that is part of the mesh of the entire AI.) Having a model like this would have to entail more CPU processing than an entity with less attatchments. But how much, is anyones guess, unless we profile. I have no idea how the renderer works, but Ish seemed concerned it might mean our AI become more expensive to render.
  12. I read that as adding them as attachments rather than editing the model, since mappers might not have access to modeling/rigging programs. It's not a big deal though.
  13. The pauldrons aren't being removed from the existing AI (afaik). But this way they're available if mappers wanted to add some to the proguard, model, for ex.
  14. That's ok. I don't plan to go anywhere. Other than my job at the gym, I am going to be dedicating myself to this mod, my MEL script and portfolio work,... and battlefield 2142. I do have some questions about the rigs, if you dont mind my asking. -Are they the same rigs for each biped model? If so, are we simply importing FBX data into the scene? -What type of controls are we looking at? Anything facial? Hands? -Are the rigs broken heirarchy or continous? Are there any naming conventions or particuliars that I'll need to know? To answer your question: I want to do this mod so that my animating skills do not get rusty.
  15. The actual model of the head looks pretty good, but the texture needs some work (especially the hair). There's a big problem with the eyes being transparent atm as well. I have a feeling that the weird dark areas are being caused by a reverse-normal, which I'll see about fixing tonight. If we can't get him looking at least as good as the D3 heads, we just won't use it. But I think it will look much better after some work. I've been redoing the body texture, but haven't got to the head yet.
  16. I will set this to closed, however some consideration should be given to providing a better error message if an ASE cannot be loaded, rather than just displaying an empty model.
  17. Whoopsie, this should be the problem. I edited the paths via find/replace, and as the path names can be very long, I didn't notice that the trailing quotes were missing. Obviously it doesn't harm the Doom3 importer, which made me believe everything was fine with the model... However, thanks for finding this out!
  18. Added heightmap to forger model Next step: Work on houseguard texture
  19. Thanks. I can confirm that the model shows up with 0 vertices and does not display anything in the preview window. Unfortunately this means I will have to dig into the picomodel library, which is horrible C code (actually it's not bad as C code goes, but it's still C).
  20. This is happening in every view, the model appears fine in-game, btw. You've got mail
  21. Wow Spring, that's awesome. Seriously, with skins...you would think it's a brand new model.
  22. I noticed a couple of problems with the Skin Chooser that need fixing: 1. On Windows the dialog widget displays too low, with the buttons not visible. I have fixed this by making it appear centered on screen rather than over the entity inspector window. 2. There is a segfault on shutdown after the Skin Chooser has been used, owing to the attempt to delete the preview model which in turn releases the shader after the GlobalShaderCache has already been destructed. I will have to investigate the best way to solve this. EDIT: Whoops, there's another one as well. The window does not correctly handle the "window close" event when the upper-right close box is clicked, and cannot be re-shown afterwards.
  23. I don't think our old sounds would blend well with these, and I would truly prefer not to mix and match. There is a distinct difference between them. Our old steps don't have that classic Thief 'ba-dump', heel-toe sound...they're just 'clunk', as if the foot is dropping straight down onto the floor. I had them all enabled when I first added the T2X steps and it really sounded horrid. This set uses 4 steps for each material type (Thief Standard), and they cover all the sounds we already have ...plus quite a few we didn't. There are also 'jump' sounds for every material. We just need to have the model setup to use them. I still have some fine tuning to do...I'll also upload my test_footsteps map. In regards to adding more variety, this shouldn't be too hard. In the Thief games, the AI used a slightly different set of footstep sounds...they were the players steps lowered in pitch so that they sounded a tad heavier. I'll whip those up and we can try them out.
  24. i've exported the animation but i can't get the model with animation to work. Exporting works fine but for example, when adding the .md5anim into the existing citywatch def file i get a message saying "different number of joints". md5anim file: http://208.49.149.118/TheDarkMod/Animations/failedKO.md5anim
  25. Heh, I'd play multiplayer with you guys but I'm unsure about connection speeeds from Europe to Australia. But i always thought you could pause in the multiplayer games; I'm sure i remember seeing it somewhere that the host can pause whenever he likes and also assign that ability to other players. Sparhawk if your looking for some extra tools that might add more life to the game you should try looking for a group called TeamBG. I'm not sure if they're still around but a while back they had a website devoted to developing tools for the Baldur's Gate and Icewind Dale games. They had things like savegame editors, you could create items, creatures and even areas, and edit all your characters statistics etc. They also had custom items, races and kits available. I think alot of their stuff can be found at www.sorcerers.net Much of the items can be used for cheating and whatnot, but i remember i used one savegame editor to change my assassin's appearance from his normal avatar to the model used by the shadow thief assassins; it looked awesome. You can make your characters look like Bodhi, Irenicus, Sarevok or even a goblin. I can't think how hard it would be to solo the Baldur's Gate games. I mean, christ, how the hell would you fight Abazigail in ToB as just a lowly friggin thief? Hell I had trouble using 4 fighters and 2 mages, i don't even want to think what it would be like trying to do it on my own. It'd probably take 3 times longer to finish the series. Nyarlathotep, Torment is hard to find but well worth it if you like epic rpgs.
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