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  1. I haven't been around too much recently, but when I do look into the forums every so often, I am always amazed how much progress is being made on the mod. Great work people!

    1. Show previous comments  1 more
    2. Sir Taffsalot

      Sir Taffsalot

      I wish there was a way we could play against each other on line.

    3. Melan

      Melan

      Neat, but a gimmick.

    4. Sir Taffsalot

      Sir Taffsalot

      True but its Chess meets Thief! The best gimmick ever!

    1. Show previous comments  1 more
    2. lost_soul

      lost_soul

      I never got into BSD, though I've installed it once or twice. This is another reason to check it out.

    3. simplen00b

      simplen00b

      @Sir Tafs: +1 (zillion)

    4. Serpentine

      Serpentine

      The BSD's arn't for everyone, but within their goals, simple code and mailing lists lies a lot of goodness and simplicity. I love the underdogs. Anyhoo work will be Linux friendly too. Portability is a cornerstone for good code.

    1. Show previous comments  9 more
    2. demagogue

      demagogue

      (We can leave the thread for journalism corruption, but just on this...) Then the issue in academia is money flowing to the more corruptable fields like science & engineering with the big corporate grants & revolving door with staff. The humanities might not get that, but OTOH they are getting pressured to "justify their existence" financially. I could probably agree it's rife in almost any human field though, as long as there are incentives there will be corruption.

    3. demagogue

      demagogue

      Or then we have the "uncorruptable" critical academics, but then they're basing their work on Derrida or Marx and are so detached from reality they throw their credibility out the window. It's good to be critically detached, not so good to be derailed from reality. My position in law sometimes is something like a critical realism, but it's practically an orphan position. (You want to protect victims *and* think science works??? Wha...?)

    4. Sotha

      Sotha

      Who is uncorruptable anyways? I cannot convince even myself that I would be uncorruptable in every situation. And I perceive myself to be situated in the more-reliable-than-50%-of-the-general-population side in the gaussian distribution curve of corruption. Problematic, yes?

  2. For the last 1-2 weeks the forums have been really slow and unresponsive for me, when I type a post half the time it just sits there etc.. is anyone else having the same issues..?
  3. Does anybody else have this problem? In the (European) evenings the forum is unbearable slow. The server is delivering about 8Kbyte/s, sometimes less and usually stops midwhere during loading the page. Sometimes you can't even get the index page, sometimes you can log in, but then only get half of the overview etc. In the mornings everything is snappy.
  4. I've just been thinking of some animated stuff lately as we haven't really got anywhere with this yet. (nothing finalized) I know we've discussed quite a bit but I thought I'd update what the best options seem to be/ what we still need to accomplish. Sorry if it's a slight regurge. --MODELS-- I've finally come around to believing that seperate objects really is the best way to make animated objects for the most part. However I've decided that it needs to be a combination of static and animated meshes as opposed to a bunch of seperate static meshes. Here's what I'm thinking. Say we have a machine. On one side it has a single gear rotating. This is easy enough to use 2 objects. machine and gear and set a script to rotate gear. But what if this machine has 3 gears one side and 5 on the other? 9 objects? too much. So having a machine and an animated gear set that matches is the way to go. The benefit of this is using a prefab to unite them as one entity for the author to place. This could go 2 ways. 1-The static mesh machine itself could have a collision box that encompasses the gears (on objects where animated objects stay in relatively the same spot) That would be slightly generic as you could place something on collision box and it wouldn't move with gear. But easy. 2-We have an AF for the gears. (at least this way the whole machine doesn't need af model, collision mesh will be used and more accurate) This would mean the grandfather clock would have 2 animated texture faces for the moving hands. It would be an entity with an attached animated pendulum. In this simple case maybe the pendulum should indeed just be a static scripted obj. (to my dismay, I really wanted easily animated working objs, oh well, you guys were right ) Vegetation. Alot of the plants, flowers, ect can be animated. The player won't collide but that's OK. So we can make them sway in the wind. I'm a little leary that using animated textures would give a good result for this. One thing I have found though when animating Springheels bush (I will finish and upload soon) is that the material string twosided does NOT work with an Md5 animation. So any of these plants WILL have twice as many polys as the non-animated ones. Should be fine as they aren't really high poly anyway and the renderer handles them fine. @Spring... I'd like to see an animated bush using the texture technique, I should be able to upload the animated bush this weekend, I'd like to do a side by side so everyone can voice opinions on which way we should go. --TEXTURES-- I'm still a little in the dark on how to animate textures. I kindof suck at all the material files, scripting ect anyway... I know we can rotate a texture on its polygons. Can we translate it across the polys? And make it tile so if we made a conveyor belt the tex would slide 'off' one side and at the same time slide 'onto' the other? What other options can we do with animated tex? Knowing this will help determine future models and how they are made. -- A little something to chew on...
  5. I've upgraded IPB to the latest stable version, and since this was a major upgrade (from 2.3.6) I also had to re-do the forum style. Most of the new stuff is in place, but I bet that the logo will be changed. One of the many new features in version 3 is rating of posts and also a "report spammer" ability which will make it easier to single out spam bots and ban then at sight. Hopefully this will stop some of the spam threads we've seen recently. Make sure to empty your browser cache if you're experiencing any problems. And please report any errors etc in this thread. Cheers, ~m2
  6. I can't login to Steam forums. Please visit the Thief release threads and mention TDM Thanks!

    1. Bikerdude

      Bikerdude

      Ive done the honours over on TTlg.

    2. stumpy

      stumpy

      its already been mentioned there last year, and bumped this year, but not by me.

  7. skacky's new Thief 1 mission, Shadow Politics: http://www.ttlg.com/forums/showthread.php?t=139048 Just wonderful!

    1. Show previous comments  6 more
    2. Bikerdude

      Bikerdude

      Just finished playing this morning, this was awesome, in an old skewl way - would love to make a TDM homage to it...

    3. Sir Taffsalot

      Sir Taffsalot

      I'm using the CD with TG, T2 and T3 on it. Darkloader doesn't like it. I can't get TG FMs to work

    4. Sir Taffsalot

      Sir Taffsalot

      I assume it works with a TG only CD

    1. Show previous comments  1 more
    2. Ladro

      Ladro

      It will be really cool if a super talented editor like Gaetane will try TDM.

       

      I really hope this one :-D

      (and also Sterlino another editor that a like a lot)

    3. Melan

      Melan

      I've been waiting for it for a while. :)

    4. demagogue

      demagogue

      Gaetane along with Lady Rowena are my favorite 2 authors.

  8. Awesome. The forums support transparency in avatars. :)

    1. Show previous comments  4 more
    2. Sonosuke

      Sonosuke

      very nice stifu^^

    3. GameDevGoro

      GameDevGoro

      Doomguy is the coolest guy ever.

    4. jaxa

      jaxa

      hah well the feathering isn't the best but i'm sure it will do for now.

  9. I miss the brown borders dividing up the sub forums. This great big block of grey looks ugly.

    1. modetwo

      modetwo

      Back in the days it was actually dark-red. Let's call it evolution :-P

  10. So... What was up with the forums all day yesterday..?
  11. I've reorganised the brushexport plugin into a module and I'm running into a crash when this is called: BrushInstance* bptr = InstanceTypeCast<BrushInstance>::cast(instance); This should convert a general instance into a BrushInstance, but it crashes for some reason. Apart from this everything is in place, the module gets loaded correctly and I can successfully draw a brush and call the option from the menu. I can even select the file from the GTK dialog and as soon as the visitor class starts traversing the scene, it bails out. I'm working on it (slowly, because the std::cout debugs are tedious and compile times increase as I reach the deeper include files with lots of dependencies), just wanted to post my progress here.
  12. Welcome to the Dark Mod forums! I enjoyed browsing your gallery. =-)

  13. Hello!

    I saw on TDM forums that you are a very talented level designer. Could you lend your talents for The Sly Project? (http://tsp.comlu.com)

    We have no level designers yet and the project was announced almost a year ago. Please join us! I'm looking forward to your answer friend.

    Best wishes: Oszkár Winkler

  14. Hello!

    You mentioned on TDM forums that you are a skilled modeler. Could you lend your talents for The Sly Project? (http://tsp.comlu.com) There are only a few models we need.

    If you are interested, please e-mail me: woszkar@gmail.com

    Thank you! :)

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