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  1. If we're going to be straying back ON topic, we should move back to the dev forums....
  2. ok it's on the ftp now. (/TheDarkMod/models/Finished Game Models Only/Furniture/shelfs/bookshelf1.ase ""/bookshelf1_d.tga ""/bookshelf1_local.tga) those tgas are 1024x1024 - so everything together is bigger than 6mb...the 56k users will like that the finished game models directory is ok so far, but we should keep the same structure. here's the thread with the structure. I think we agreed on that: http://forums.thedarkmod.com/index.php?showtopic=496
  3. here's the concept art i did involving the sac and stuff http://forums.thedarkmod.com/index.php?showtopic=175 Just my personal opinion, but your (excellent) model looks a little... evil. I never saw the burricks as evil, just innocent stupid creatures who didn't know any better than to attack anyhitng that came near it.
  4. that's nice ! I'd love to texture this can you please upload it ? check out this thread for the ftp data: http://forums.thedarkmod.com/index.php?showtopic=609
  5. i'll do the 4 poster bed.. edit: http://forums.thedarkmod.com/index.php?act=ST&f=5&t=613 finished edit: startting on the victorian end table edit: starting a bookshelf edit:_finished edit:starting wardrobe edit: wardrob finsihed edit:starting small desk
  6. Hi Atti, Just looked at your newer pictures. The weapons are quite decent. We are going to need to have some weapons modeled soon, actually, and some plants as well. If you've got some free time to dedicate to the mod, we're happy to have you. edit: You should have access to the team forums now. Take some time to read through the forums, especially the 3d Models forum, and then let me know when you're ready to go.
  7. Guest

    Doom3world Hacked Again

    there are 4(!) meta refesh tags in the source, though only 2 are in valid places, it looks like every instance of the string "doom3world" got replaced by it and the text "Fags Got Pwned doom3 Is gay!!!" doesn't leave much to the imagination some valve-fanboi-CS-1337-mYg0t-script-kiddie who thinks that he's funny, someone ought to give him a spanking
  8. I wouldn't go as far as a hand picking up the book...we don't have hands picking up anything else. But my thought was that we would use something like the PDA animation that already exists, and there you do see the hands briefly as it is raised to your eyes. If the world doesn't show around the book, like the original games, then this isn't an issue. But if we decide we want to go with the 'live reading' feature discussed here -- http://forums.thedarkmod.com/index.php?showtopic=325 -- we might need hands on the side. I'll have to see.
  9. I think the only reason we would need to have page turning is if we decided to incorporate body awareness for the campaign. From hovering around on the forums I've noticed that a lot of people truly enjoyed it in other games too, but felt that Thief needed to really work on it. So, if we do get body awareness into the campaign...we could definately go the whole nine yards with picking up the book and such. I think it's fine for now that we stick with keeping it simple and going for the classic Thief style presentation. In many ways it should help us build a stronger foundation by not being overly complicated in the beginning.
  10. dear TEAM:) Thanks sparhawk actually your idea is great. Who knows may be we could our levels this kind of puzzle boxes or something... But i very very like that priest kind of idea. New Horizon, it s really an amazing mod. Everyone amazing here. This is my first MOD i hope it will be the last one..Cuz i believe, from this MOD we will go to next level. I mean i cant still believe this team. And Think about all the team is coming to same building everyday. I think we would shake some grounds on gaming world.. and all mighty oDDity, your works inspiring me and guiding me to force my modelling skills.......rest of her... mmm... i really do not know how it s gonna be. I was in the different side of modelling and 3d animation . Joining this MOD has changed so many stuff in my head. and dear TEAM if you lack of inspiration and everything im giving this link... please please and please..... take a look. Probably so many of them knowing this BEKSINSKI guy.. He is awesome polish surreal (and more) painter... His works will help you to not sleep, not to eat..constant hallucinations...and artistic TRAUMA...I guarentee that. You might remember the movie called "THE CATHEDRAL" A polish animator guy made this movie in couple of years... After i watched it. I felt "oh my GOD" I mean not the animation but the artistic vision was enormously advanced. I mean i was asking myself .."ok this fella is a genius but how come he got this inspiration for creating such an amazing artwork. He was so young too for that kind of vision.." and after I was reading the interview with him, he said this two word. " Zdzislaw Beksinski. " ....Then i understood that the fella has the INSPIRATIONAL HEAVEN. so that s why i wanted to share this guy with you... And if you dont know him...please Fasten your seatbelts, take a good breath, think about all detail maniac painters (even HR. Bosch) and click this link... http://www.gnosis.art.pl/iluminatornia/szt...w_beksinski.htm his website is also awesome. But please click the upper link first. http://www.beksinski.pl ahh yes .. we were talking about woman....what woman .. best....... BESTINSKI (note.. yes we will make the same thing with maps. Actually we will USE maps. But who knows we may use this detailed versions in cutscenes...i hope .. )
  11. Okay, I should have posted a link to my progress with the blackjack - I kind of assumed everyone uses the "show new posts" feature of the forums. http://forums.thedarkmod.com/index.php?showtopic=594&hl= I'm using the grenade animations for now, because they are actually a lot like blackjacking animations. The "view" (name for the weapon stuff you see in first person view) mesh and associated animations are all self contained. You have to have the hand(s) modeled into the animations. You never see the actual player model in first person view. This means you can have a lot more detail on the weapons, such as GUI's (the readouts that tell you how much ammo is left), glowing lights that actually affect your surroundings in real time, etc. The things that other people see of you in multiplayer, and what you see in mirrors, are much less detailed. BTW, I updated my post up there with a new modelling suggestion link. It is also from the main tutorial page. I am just suggesting the tutorials. I also re-worded the intro to that post, so its clearer that I don't actually NEED them, but it is ready for them to be dropped straight in.
  12. There is no problem with that. I think the reason for putting it in the middle are twofold. 1.) Because of 3rd person view, the have to position the model in such a way that it looks believable from 3rd person view as well as from first person. That's also why you had to be sucked into position. Placing it on the sides would cause unneccessary problems, because it can either be on the left or right and there has to be enough place so that the model doesn't either dissolve into the building or might be collisioned and can't get into the proper position. 2.) Probably handles on the sides could be harder to see because of lighting conditions. Considering the XBox it might be much worse on a TV screen. When the object is placed in the middle the light is probalby better there. Just pure speculation of course.
  13. Like all forums, go to your control center and you can set it to what ever you like. I think most internet savy people would realise this. (that's not a slur on you internet savyness))
  14. Nice to meet you, Tyro. Great stuff. And welcome to The Dark Mod. I am already impressed by your enthusiasm. I'm the Art Division Leader, so we'll be working together, no doubt. Take some time to read through the different developer forums and bring yourself up to date with what we have already done. When you're ready for some assignments, just let me know. (and you'll find the average age here is fairly high...I'm 32)
  15. That's what the IRC channel is there for. Details here: http://forums.thedarkmod.com/index.php?showtopic=450
  16. Eeek, I think there is some confusion here. I've pretty much ripped the guts out of T3 and the gem wasn't 2D. The Gem is a 3D object, just like the compass. It is simply skinned with a 2d texture. The texture will wrap around the gem, and in this way...the gem can be placed in any position we need it and then anchored there while the compass rotates around it. I've checked out the textures oDDity supplied and they should work perfectly. Just a quick shot of the skinned gem model. This is the T3 gem. I used the t3ui.ini to scale it up in size and turn the end towards the player slightly. It's a full 3d model. Just wanted to make sure there was no confusion there. That should help get things moving along. Another shot...angled up and exposing the edge of the gem. Since the t3hud files enabled scaling through the t3ui.ini I'm hoping that there is a similar way for us to do this in doom 3. Having to resize the gem and compass and export it each time we want to try a different size would be time consuming. I've tried the d3world forums but wasn't able to find anything about scaling ingame hud items. I'll send an email to id support.
  17. The model is shown in this thread a few times: http://forums.thedarkmod.com/index.php?showtopic=292 The actual model itself should be on the ftp site.
  18. What I did to use renderbump was make a low and high poly version of a model (obviously) put them in a folder models/mapobjects/object/testobject.lwo Then I wrote this shader and put it in the mapobjects material file: models\mapobjects\object\testobject { renderbump -size 256 256 -trace 0.03 -colorMap -aa 1 models\mapobjects\object\testobject_local.tga models\mapobjects\object\testobject_hp.lwo diffusemap models\mapobjects\object\testobject_d.tga bumpmap models\mapobjects\object\testobject_local.tga, specularmap models\mapobjects\object\testobject_s.tga } What I'm not sure of is where to put this shader, or what to call it at the top of the code. I read on the doom forums that you put the name of the surface of the low poly object u there, but i the material files the doom devs always write the path an the name of the object what I get when I run renderbump is this WARNING: Couldn't load image: testobject surface 0, shader testobject renderBump = (no action) 0.01 seconds for renderBump SO you write a .def fle as well? fr the object or for the map you put the object in?
  19. Yes, it's great texturing, render it with some decent lighting to show of the textures better. The cushion on the seat and back didn't have to be modeled in though, the normal map would have sorted that out. The general rule is never to use more polys that absolutely necessary. They soon add up when building a level, and the less polys each individual object has, the more the level designer can put in the room without straining people's systems. quote " maybe you can't see that, because of the perspective, but the green-leg isn't just a simple cube. At first it's a simple cube, then it get's smaller and at the end it get's thicker again" Exactly, that's an unecessary expense) you could just taper the leg from top to bottom and have 2 triangles per side. Beveling detail can also be done with normal maps, and no one is really going to notice the base or chair legs anyway. Just little things like that you should be thinking about when making the low poly versions of meshes.
  20. Has ayone managed to get static models in-game, complete with normal maps? Normal maps generated by ZBrush don't seem to work properly in Doom, I think because they use tangent space instead of local space, the model I imported was 0,0,0 black everywhere except where the lights hit it. The Orb normal map program site seems to be down since all the links are broken, my lightwave notmal map plugin seems to have mysteriously stopped working, and I can get renderbunmp tool in Doom to cooperate either! :/ SO if anyone has generatd their own normal maps for an objects and it worked ok in-game, please spill the beans. Also on poly counts, it states somwher on the forums here that character models can be up to 7-8k or something, but I think that's way too many. The model I imported was only about 4k and my perfomace went way down, even though it was the only model in an empty room. All of the Doom models are very low res - that's the point of using normal maps in the first place..you don't need high res models.
  21. I suppose this is off topic more than anything else - figure I may as well brag about the system that I'm building. Been meaning to put together a sweet workstation for a while now, so I'm using income from my first real job (whoo!) to cover it. So far, is about 1000 dollars, plus an anticipated 500 more over the next 6 months or so. 2.8 Ghz Xeon with 800 MHz frontside bus 200 GB ATA 7200RPM HD (Maxtor) Sony DRU-540 DVD +/- Burner GeForce FX Ultra 5950 256 MB 1 gig PC2700 DDR RAM ASUS NCCH-DL motherboard (sweetest motherboard I've ever seen for under 300 dollars - supports dual xeons up to 3.2 GHz, plus 4 DIMMS of DDR and an 800 MHz FSB with built-in Promise RAID controller, 6 SATA ports, 4x USB 2, built-in optical audio out... hot damn) Unfortunately, it took me about 3 weeks to convince ASUS that their mobo is dead, so I'm now waiting on a replacement. Whee. I'll be sad if this never comes together... Long-term goals: a second 2.8 xeon, another gig or two of RAM, SATA hard drives... The works. Gotta love it. For the curious, I'm basically waiting to get this system built before I continue the Thief model - my current one cries.
  22. You mean the finished game model? A long time I would suspect. Doing the high res model is only 10% of the workflow. I still have to trawl various websites and forums trying to get the information I need to work out how to get characters into the game, and no animations have even been started yet. Heh, I've only just perfected getting characters into UT2K3, and now I have to start all over again for Doom. Still, I've finished a lot of Nightblade work, I've only a couple more models to do for that, so I sould have a decent amount of time to devote to this.
  23. Good point. I think the D3 screen is a map too (you can see the polys with r_showtris 1) but it's obviously tiny and quick to load. Hey... maybe D3 has a certain amount of memory set aside specifically for the menu, and that's how their Mars model is instantaneous. I wonder how small a nice street scene (building facades only) could be made.
  24. I have no problem with an animated movie as part of the menu. It just means we would have to change the design again. Perhaps I'm misunderstanding, but I thought pak was talking about having a 'live' shot of a map behind the interface...AI wandering around just as they would in a game. Not a pre-recorded movie. Actually, the new design I'm considering DOES include a brief animated movie, kind of like the planet coming into view in the original D3 menu. I'll post more about the idea this weekend, once I get this GUI tutorial under my belt. It's on the Doom3World forums under scripting. Damn, can't remember the title offhand...something like GUI Tutorial #3. I'll post the url later when I can find it. Edit: here it is, NH: http://www.doom3world.org/phpbb2/viewtopic.php?t=3241
  25. check out this thread: http://forums.thedarkmod.com/index.php?showtopic=10 there you can find the ftp-data.
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