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  1. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
  2. Horror themed fan mission - exploration of seemingly deserted keep in the middle of swamps. Spiders, undead, darkness. ----------------------------------------------------------------------------------------------------------------------------- This is the story about the fate of my family. My uncle, Ralph Mac Roberts, is the baron of a keep nestled deep within the Rahenaen marshes. It was once an important outpost tasked with guarding one of the few Builder roads that cross the marsh, but after the Inventor`s Guild built a system of nearby dams that flooded the whole land, the road closed and there was no longer anything to watch over anymore. The keep itself needed reinforcement against the raising water level and the trade routes become almost impassable, not only for the carriages but for lone couriers as well. There hadn`t been any messages coming from the keep for over a year and my father was about to assemble a caravan so he could go on an expedition to the keep himself. However, in the middle of the night before he was set to leave, a carrier pigeon landed on his windowsill. My father received the letter and read the apologies from my uncle and his family, excusing their long absence. As a way to make reparations for their extended silence, my uncle invited me to the keep to stay there for a fortnight or so. My uncle had instructed me to leave my horse three leagues away from the keep by the nearest charcoal burning hut and hike the remainder of the road on foot, as the trek through the marsh is treacherous for horses. The weather will be awful this time of year, but my father insists that I should go anyways to ensure that our relatives are okay. These plains become dreadfully deserted - to the point where you more expect to meet the dead than the living. And by the way - I think I`m lost. ----------------------------------------------------------------------------------------------------------------------------- Download link: https://1drv.ms/u/s!Aj1DVS465udZgVkXteBbr6cUxdPH Thanks: to the TDM team for great tools, and all the contributors for their assets, to betatesters: Amadeus, Bienie, Boiler's_hiss, Dragofer, Filizitas, Judith, nbohr1more, s.urfer, again to Amadeus for proofreading and text tweaks, and to all the players for their time! Few screenshots: http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=434716 http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=429558 http://forums.thedarkmod.com/topic/19886-fm-marsh-of-rahena-beta-testing/?p=434507 Enjoy! Walk-through !major spoilers! Finding a way across the marsh area: Getting inside: Bed objective: Light sources: Maps: Enemies: Room objective: Hut objective: Sealed objective: Gold: Key: Bodies:
  3. Okay, I had no idea, I have googled it up now and you are right, to my own surprise. Done, I´ve put some paragraphs which were previously not in spoiler tags into spoilers.
  4. Thebigh is right. The pronunciation tripped me up too, but that is apparently how Leicester is pronounced. Also @TarhielI'm glad you are loving the FM but do you mind putting spoiler tags on your post please
  5. We will look at some of this stuff, but SPOILER tags, please!!!
  6. This may make sense in that the performance impact of the volumetric effect can scale with how much of the effect is filling the screen. We shipped with a “performance mode” but had to setup the entities by hand to do it (so it’s not perfect). If you change the LOD detail settings to “Low” or “Lowest” this will disable certain lights, particles and such that can be very heavy to render. You can try these settings and see if you notice an improvement. If not sending us some pictures of heavy areas (with spoiler tags please) will be helpful with tuning these “performance modes” in subsequent patches. Thanks for playing!
  7. After a long time and a lot of delays, I'm extremely happy and relieved to announce the release date for my first map; Lords & Legacy, on Friday the 30th of August, 2013! Lords & Legacy v.2.1 Resume: Screenshots: http://imgur.com/a/Lj8UJ#0 Notes: Build time: 2013/03/30 - 2013/08/30 To install, simply put the .pk4 file in your fm folder and install from the in-game mission menu. It is a large mission with optional objectives, so make sure to save often. The ropes in the beginning have a 'slick' surface, to simulate being 'slack lines'. They are difficult, but once you get a hang of the slide they can be fun. A couple of the large areas can be a bit rough on performance, and can be improved by adjusting the LOD slider in video options. A few of visportals open only when you get close. This is to keep the frames smooth inside the respective building, due to early inexperienced design. If you find any bugs which affect the gameplay experience, then you're very welcome to post them here, but please use the spoiler tags. Big thanks to 'Obsttorte', 'Springheel', 'Greyman', 'Bikerdude', 'Sotha' and rest of 'The Dark Mod Team'for all the help, guides and tricks. Also thanks to the other TDM users who provided fantastic support and feedback during the build. Thank you for beta-testing: 'Bikerdude', 'TylerVocal', 'Simplen00b', 'nbohr1more', 'Briareos H.' Special thanks to: 'Danus', 'Dsx' & 'Stanleh' for testing, help and support. v.2.0.1 changelog: Bugs: -The "Master Thief" challenge was impossible to do for a while, due to incorrect values. Fixed. -Getting seen by "The Killer" now also fails the "Ghost" challenge. -The 3 cardplaying guards no longer float mid air, as their chairs are now nailed to the floor. -Fixed the sound of the furnace continuing after the flames were extinguished. -Fixed weird glittering on the power cables around the map. -Fixed some moonlight popping in and out. -Fixed openable windows in Commons, clipping into the frame. -Fixed a book dropping through a desk. -Fixed visportals closing too close in Lancel's Tower, slight hit on performance though. -Added more monsterclip to Service Tower and Robert's Tower's entrance. -Improved a few vis_portals with func_portals. -Replaced curbs in Slums and Commons with some more detailed versions and changed textures. And a lot more little unecessary tweaks. Gameplay: -Added new challenge: (Jack White) - Do not knock-out anyone. -Reduced the amount of starting gear, depending on difficulty. -Added cubemaps to most windows on the map. -Redid most func_statics in Commmons Quarter to reduce tris and increase performance. Draw count is still somewhat high. -Removed all transparent windows as they didn't have actual gameplay value, just a performance drain in exchange for glitchy visuals. -Lancel's safe can no longer be picked. Find the key! -Added a couple minor cosmetic details in the sewers. -Moved a coinpurse from a wealthy commoner's sleeping butt to his nightside table. Also adjusted his furniture so thieves can better move around. -Changed sounds for several doors across the map. Once again, a big thanks to 'Bikerdude' for taking the time help out and locate room for improvement! v.2.0 changelog: Bugs: -Fixed various textures and surfaces and a few minor tweaks. -Tweaked some sounds to be in line with TDM 2.0 changes. -Fixed 2 certain AIs being too sensitive rather than drunk. (Thanks to AluminumHaste!) -Tweaked LOD on some objects, to prevent windows "popping" in and out. Gameplay: -Added more monsterclip to the towers, so the AI can now run up and down stairs. Only the stairs in the small tower has issues still. -Added more monsterclip in the city so the guards can follow you up all stairs. -Added a few minor details. -Windows in the city now dims sound, resulting in less aggro from guards and more convincing soundscape. -Reduced 'draw calls' in all the large areas, increasing performance. The map is still heavy at certain areas. Another big thanks to 'Bikerdude' and 'Greyman', for taking time out of their own schedules to help optimize the map's draw count and other significant adjustements! v.1.0.3 changelog: Bugs: -Fixed 4 black chairs in one of the towers -Fixed a floating painting -Fixed several clipping objects v.1.0.2 changelog: Bugs: -Fixed zfighting in the library's bookshelves -Fixed a black window in one of the towers -Fixed several typos in readables Gameplay: v.1.0.1 changelog: Bugs: -Fixed an issue with the main objectives not being in "sync". -Fixed console spam from a script Gameplay: -Adjusted required loot for each difficulty from "3000, 4000 and 5000" to "2500, 3500 and 4500".
  8. I'm trying to get camera location as GlobalCamera()->getActiveCamWnd()->get... . Getting errors like this: 1>GameConnectionDialog.obj : error LNK2019: unresolved external symbol "private: __cdecl Matrix4::Matrix4(double,double,double,double,double,double,double,double,double,double,double,double,double,double,double,double)" (??0Matrix4@@AEAA@NNNNNNNNNNNNNNNN@Z) referenced in function "public: static class Matrix4 __cdecl Matrix4::byColumns(double,double,double,double,double,double,double,double,double,double,double,double,double,double,double,double)" (?byColumns@Matrix4@@SA?AV1@NNNNNNNNNNNNNNNN@Z) 1>GameConnectionDialog.obj : error LNK2019: unresolved external symbol "public: class BasicVector3<double> __cdecl ui::CamWnd::getCameraAngles(void)const " (?getCameraAngles@CamWnd@ui@@QEBA?AV?$BasicVector3@N@@XZ) referenced in function "public: void __cdecl GameConnection::UpdateCamera(void)" (?UpdateCamera@GameConnection@@QEAAXXZ) 1>GameConnectionDialog.obj : error LNK2019: unresolved external symbol "public: class std::shared_ptr<class ui::CamWnd> __cdecl ui::GlobalCameraManager::getActiveCamWnd(void)" (?getActiveCamWnd@GlobalCameraManager@ui@@QEAA?AV?$shared_ptr@VCamWnd@ui@@@std@@XZ) referenced in function "public: void __cdecl GameConnection::UpdateCamera(void)" (?UpdateCamera@GameConnection@@QEAAXXZ) 1>GameConnectionDialog.obj : error LNK2019: unresolved external symbol "public: void __cdecl ui::GlobalCameraManager::addCameraObserver(class CameraObserver *)" (?addCameraObserver@GlobalCameraManager@ui@@QEAAXPEAVCameraObserver@@@Z) referenced in function "public: static void __cdecl GameConnection::EnableCameraSync(class std::vector<class cmd::Argument,class std::allocator<class cmd::Argument> > const &)" (?EnableCameraSync@GameConnection@@SAXAEBV?$vector@VArgument@cmd@@V?$allocator@VArgument@cmd@@@std@@@std@@@Z) 1>GameConnectionDialog.obj : error LNK2019: unresolved external symbol "public: void __cdecl ui::GlobalCameraManager::removeCameraObserver(class CameraObserver *)" (?removeCameraObserver@GlobalCameraManager@ui@@QEAAXPEAVCameraObserver@@@Z) referenced in function "public: static void __cdecl GameConnection::DisableCameraSync(class std::vector<class cmd::Argument,class std::allocator<class cmd::Argument> > const &)" (?DisableCameraSync@GameConnection@@SAXAEBV?$vector@VArgument@cmd@@V?$allocator@VArgument@cmd@@@std@@@std@@@Z) 1>GameConnectionDialog.obj : error LNK2019: unresolved external symbol "class ui::GlobalCameraManager & __cdecl GlobalCamera(void)" (?GlobalCamera@@YAAEAVGlobalCameraManager@ui@@XZ) referenced in function "public: void __cdecl GameConnection::UpdateCamera(void)" (?UpdateCamera@GameConnection@@QEAAXXZ) I have a feeling that some parts are not opened for plugins yet. What's the right way to listen for DR camera movements and get position/angles?
  9. Public release v1.7.6 (with Dark Mod support) is out. Improvements since the final beta 14 are: Fixed a few remaining bugs with zip/pk4 support. Game Versions window now properly displays TDM version. Import window no longer has a vestigial off-screen TDM field (because TDM doesn't need or support importing). Web search option is now disabled if an unknown/unsupported FM is selected. If an FM with an unknown or unsupported game type is selected, the messages in the tab area now no longer refer to Thief 3 ("Mod management is not supported for Thief: Deadly Shadows"). The full changelog can be viewed at the release link. The de facto official AngelLoader thread is here: https://www.ttlg.com/forums/showthread.php?t=149706 Bug reports, feature requests etc. are usually posted there. I'll continue following this thread though. Thanks everyone and enjoy!
  10. Still spreading the word about TDM on forums to new peops... Funny to see people say "Awesome, I loved playing Thief back in the day!"

    1. Show previous comments  2 more
    2. kano

      kano

      Yes it was in a discussion where someone was saying how unhappy they are with the way game companies grant themselves permission to do whatever they like to your PC and personal info today. I pointed out that giving up games completely is an unnecessarily overkill solution when there are free games like TDM to play.

    3. Epifire

      Epifire

      Honestly the mod/Indie genre is still really booming right now. And they aint got no reason to do shady invasive privacy bs.

    4. Petike the Taffer

      Petike the Taffer

      What Epifire said. :-)

  11. Ulysses 2: Protecting the Flock By Sotha The mission starts some time after the events of Ulysses: Genesis, and continues the story of Ulysses. It is a medium sized mission with a focus on stealthy assassinations and hostage liberation. BUILD TIME: 12/2014 - 05/2015 CREDITS The TDM Community is thanked for steady supply of excellent mapping advice. Thanks goes also to everyone contributing to TDM! Voice Actors: Goldwell (as Goubert and Ulysses), Goldwell's Girlfriend (as Alis) Betatesters: Airship Ballet, Ryan101. Special Thanks to: Springheel and Melan (for proofreading). Story: Read & listen it in game. Link: https://drive.google.com/file/d/0BwR0ORZU5sraRGduUWlVRmtsX3c/view?usp=sharing Other: Spoilers: When discussing, please use spoiler tags, like this: [spoiler] Hidden text. [/spoiler] Mirrors: Could someone put this on TDM ingame downloader? Thanks!
  12. @datiswous, made that correction fm_test.subs --> fm_conversations.subs @stgatilov, about srt naming and file location, would you be OK with the following edit? New/changed stuff in italics: srt command is followed by paths to a sound sample and its .srt file, typically with matching filenames. An .srt file is usually placed either with its sound file or in a "subtitles" folder. The .srt file format is described e.g. [1]. The file must be in engine-native encoding (internationalization is not supported yet anyway) and have no BOM mark. It contains a sequence of text messages to show during the sound sample, each with start and end timestamps within the sample's timeline. It is recommended to use common software to create .srt files for sound samples, instead of writing them manually. This way is more flexible but more complicated, and it is only necessary for long sounds, for instance sound sample of a briefing video. It's a simple enough standard that it can be shown as an short example, demonstrating that subtitle segments can have time gaps between them. And the example can show correct TDM usage, without requiring a trip off-site and picking through features that TDM doesn't support. Specifically, the example shows how to define two lines by direct entry, rather than using unsupported message location tags (X1, Y1, etc.). And skips other unavailable SRT font markups like italics, mentioned in the wikipedia description. The example would also show the TDM-specific path treatment. The example could be inserted before the sentence "It is recommended to use common software...."
  13. I know DR can export into OBJ, but I recall it exports brushes as split planes. Is it possible to add option to export brushes as convex manifold meshes (so that level in OBJ ends up being made of multitextured cubes/parallelepipeds) ? Is it also possible to export patches as meshes (or as patches, if OBJ supports them) ? Is it possible to export lights, entities, etc. as dummy/empty objects (or cubes of a small size) with specific name conventions ? (it would be easier to find them in 3D app) Thanks!
  14. Good work! I enjoy short missions because things are nice and focused - you get in, you get out. Also I tend to do better with the loot amounts and I was able to get all the loot without too much trouble, which is rare for me. If I were to make a suggestion though - I found the intro briefing sequence a bit distracting because it was so obvious the narration was pitch-shifted to make a deeper voice. If you felt the original voice wasn't deep enough for your needs, I would either get someone on the forums to record it for you or just leave as is. That's my only real complaint and it's not even about the mission itself, so pretty good first start!
  15. You'll be happy to know then that we just added OBJ as a supported model format! I've not branched out from using LWO myself yet but that helps make modeling in TDM, a lot more accessible. Congrats though on starting your first FM!
  16. DarkRadiant 3.2.0 is ready for download. What's new: Feature: Show entityDefs related to selected models in Model Chooser Feature: Support for rendering blend lights Feature: Implement sorting of Interaction Stages Feature: Recognise type of "set x on y" spawnargs Feature: OBJ files: loader supports usemtl keywords directly referencing material names (without .mtl file) Fixed: Material editor: additional preview object in textures/glass/ materials Fixed: Every attempt to load a texture will trigger a SIGSEGV signal caught: 11 Improvement: Update to wxWidgets 3.2.0 Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.2.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  17. I am pleased to announce the release of our new fan mission, The Hare in the Snare: Part 1 Mission type: City Missions + Inn/Tavern Description: People are being abducted off the streets and a Watch Captain requires the services of a thief to help him find out why. Download link (v1.0.2-release): https://drive.google.com/file/d/1HYvM_u56wDB16uIlb7qgS_q3P24V69MO/view?usp=sharing Credits: Mapping and original characters: @Frost_Salamander Story, readables, custom models, voices and cinematics: @Kerry000 Menu title track produced and mixed by @JackFarmer with selected gigagooga sound samples Beta testers: @Cambridge Spy @Zerg Rush @Amadeus @Acolytesix @Lzocast @wesp5 @nbohr1more @Kerry000 @ate0ate @Wellingtoncrab @prjames Additional thanks: @Dragofer, @nbohr1moreand @peter_spyfor technical help @Springheel for the modules and tutorials @kingsalfor allowing @Kerry000to abuse his manbeast everyone else on Discord and the TDM forums who offered assistance Requirements and notes: This mission requires TDM 2.09. Earlier versions will probably work but you might see one or two missing models. You may experience some FPS drops in some areas with lower-end hardware. Mid-range and above should be fine. If you have issues, I highly recommend you use shadow maps instead of stencil (settings -> advanced -> shadows implementation). It makes a big difference. For 'Hard' and 'Expert' the light gem sensitivity has been increased by '1' (meaning easier for AI to detect you). Screenshots:
  18. I'd like to better understand what you want. The design of dragging bodies is to hold frob (key down) to drag and release frob (key up) to let go. That way it's impossible to walk away while unintentionally dragging a body. Plus, it's quick to grab and move several body limbs in rapid succession. This is thought to provide a better experience, especially for new players. Towards the beginning of this thread, I created a "tdm_frobhold_drag_body_behavior" cvar. https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/&do=findComment&comment=487580 "tdm_frobhold_drag_body_behavior", default:"1" Which drag body behavior? 1 --- on frob key up, drop body (limb). 0 --- on second frob, drop body (limb), TDM v2.11 (and prior) behavior. That cvar was removed shortly afterwards, because it was said that it wasn't needed. With that cvar set to 0, a second frob would be required to let go of the body. Is that the behavior that you want? If so, I can add that cvar back. Also, I saw elsewhere that you want the ability to revert back to the old way. If you mean that all of the controls match TDM 2.11, that can be done with "tdm_frobhold_delay 0" and there will be a menu setting to disable it as well.
  19. I'm trying to get TDM build working on my laptop. Just installed VC2022, and now I get the following error: 1>OpenAL32.lib(alc.obj) : error LNK2019: unresolved external symbol __imp___std_init_once_begin_initialize referenced in function alcOpenDevice 1>OpenAL32.lib(alc.obj) : error LNK2019: unresolved external symbol __imp___std_init_once_complete referenced in function alcOpenDevice Searching has lead me to this issue: https://developercommunity.visualstudio.com/t/-imp-std-init-once-complete-unresolved-external-sy/1684365 https://github.com/microsoft/STL/issues/2655 Obviously, developers accidentally broke binary compatibility on minor update of Visual C++ compiler (in version: 17.2 Preview 2). While they are seeking the way to fix it, I'd recommend to not update your Visual Studio in the near future. If you already suffer from this issue, then you can workaround it by adding the following e.g. to the end of Lib.cpp: #if defined(_M_IX86) #pragma comment(linker, "/ALTERNATENAME:__imp____std_init_once_begin_initialize@16=__imp__InitOnceBeginInitialize@16") #pragma comment(linker, "/ALTERNATENAME:__imp____std_init_once_complete@12=__imp__InitOnceComplete@12") #elif defined(_M_X64) #pragma comment(linker, "/ALTERNATENAME:__imp___std_init_once_begin_initialize=__imp_InitOnceBeginInitialize") #pragma comment(linker, "/ALTERNATENAME:__imp___std_init_once_complete=__imp_InitOnceComplete") #endif I'm not yet sure if we should commit this workaround, to be honest In theory, it does not break build, but adds a last resort option: if linker doesn't find symbol {nameonleft}, then it tries to use symbol {nameonright} instead of it.
  20. Not to be a nag, but I was thinking about the columns problem. If you go to the view source tab in the wiki article: https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod&action=edit The raw table data is accessible directly: |- !align=left|{{TDM-FM|written|Written in Stone}} |Bikerdude, Amadeus, Dragofer |{{Forumlink|https://forums.thedarkmod.com/index.php?/topic/21265-written-in-stone-beta-210-only-20220128/}} |2022-01-28 |338 |Yes |Yes |CCC 22, Elixir |City Missions |Undead, Horror Themes |- Each pipe character represents one of the columns.
  21. Ah yes, that section would have been better... too late to move the thread now though. Anyway I managed to find a supposed md5 exporter for MakeHuman on Github. I haven't tested it so no idea if it still works with the latest version of the program. Someone would also need to patch it so that it generates the low-poly shadow mesh we're using, otherwise you still have to edit the output in Blender which defeats the purpose. On the bright side, the code is rather short and simple! https://github.com/duststorm/makehuman/blob/master/trunk/makehuman/apps/mh2/mh2md5.py #!/usr/bin/python # -*- coding: utf-8 -*- """ Export to id Software's MD5 format. **Project Name:** MakeHuman **Product Home Page:** http://www.makehuman.org/ **Code Home Page:** http://code.google.com/p/makehuman/ **Authors:** Marc Flerackers **Copyright(c):** MakeHuman Team 2001-2013 **Licensing:** AGPL3 (see also http://www.makehuman.org/node/318) **Coding Standards:** See http://www.makehuman.org/node/165 Abstract -------- This module implements a plugin to export MakeHuman mesh and skeleton data to id Software's MD5 format. See http://www.modwiki.net/wiki/MD5MESH_(file_format) for information on the format. Requires: - base modules """ __docformat__ = 'restructuredtext' from os.path import basename from skeleton import Skeleton groupWeights = ( ('head-back-skull', 'joint-head', 1.0), ('head-brow', 'joint-head', 1.0), ('head-tongue', 'joint-head', 1.0), ('head-upper-skull', 'joint-head', 1.0), ('hip-navel', 'joint-spine2', 1.0), ('inner-mouth', 'joint-mouth', 1.0), ('jaw-chin', 'joint-head', 1.0), ('jaw-lower-chin', 'joint-head', 1.0), ('l-ear-helix', 'joint-head', 1.0), ('l-ear-inner', 'joint-head', 1.0), ('l-ear-lobe', 'joint-head', 1.0), ('l-ear-tubercle', 'joint-head', 1.0), ('l-eye-ball', 'joint-l-eye', 1.0), ('l-eye-inner-brow-ridge', 'joint-head', 1.0), ('l-eye-lower-inner-lid', 'joint-head', 1.0), ('l-eye-lower-middle-lid', 'joint-head', 1.0), ('l-eye-lower-middle-orbital', 'joint-head', 1.0), ('l-eye-lower-outer-lid', 'joint-head', 1.0), ('l-eye-lower-outer-orbital', 'joint-head', 1.0), ('l-eye-middle-brow-ridge', 'joint-head', 1.0), ('l-eye-outer-brow-ridge', 'joint-head', 1.0), ('l-eye-upper-inner-lid', 'joint-head', 1.0), ('l-eye-upper-inner-orbital', 'joint-head', 1.0), ('l-eye-upper-middle-lid', 'joint-head', 1.0), ('l-eye-upper-middle-orbital', 'joint-head', 1.0), ('l-eye-upper-outer-lid', 'joint-head', 1.0), ('l-eye-upper-outer-orbital', 'joint-head', 1.0), ('l-foot-ankle', 'joint-l-ankle', 1.0), ('l-foot-core', 'joint-l-ankle', 1.0), ('l-foot-heel', 'joint-l-ankle', 1.0), ('l-foot-nail1', 'joint-l-toe-1-2', 1.0), ('l-foot-nail2', 'joint-l-toe-2-3', 1.0), ('l-foot-nail3', 'joint-l-toe-3-3', 1.0), ('l-foot-nail4', 'joint-l-toe-4-3', 1.0), ('l-foot-nail5', 'joint-l-toe-5-3', 1.0), ('l-foot-toe-1-1', 'joint-l-toe-1-1', 1.0), ('l-foot-toe-1-2', 'joint-l-toe-1-2', 1.0), ('l-foot-toe-2-1', 'joint-l-toe-2-1', 1.0), ('l-foot-toe-2-2', 'joint-l-toe-2-2', 1.0), ('l-foot-toe-2-3', 'joint-l-toe-2-3', 1.0), ('l-foot-toe-3-1', 'joint-l-toe-3-1', 1.0), ('l-foot-toe-3-2', 'joint-l-toe-3-2', 1.0), ('l-foot-toe-3-3', 'joint-l-toe-3-3', 1.0), ('l-foot-toe-4-1', 'joint-l-toe-4-1', 1.0), ('l-foot-toe-4-2', 'joint-l-toe-4-2', 1.0), ('l-foot-toe-4-3', 'joint-l-toe-4-3', 1.0), ('l-foot-toe-5-1', 'joint-l-toe-5-1', 1.0), ('l-foot-toe-5-2', 'joint-l-toe-5-2', 1.0), ('l-foot-toe-5-3', 'joint-l-toe-5-3', 1.0), ('l-hand-finger-1-1', 'joint-l-finger-1-1', 1.0), ('l-hand-finger-1-2', 'joint-l-finger-1-2', 1.0), ('l-hand-finger-1-3', 'joint-l-finger-1-3', 1.0), ('l-hand-finger-2-1', 'joint-l-finger-2-1', 1.0), ('l-hand-finger-2-2', 'joint-l-finger-2-2', 1.0), ('l-hand-finger-2-3', 'joint-l-finger-2-3', 1.0), ('l-hand-finger-3-1', 'joint-l-finger-3-1', 1.0), ('l-hand-finger-3-2', 'joint-l-finger-3-2', 1.0), ('l-hand-finger-3-3', 'joint-l-finger-3-3', 1.0), ('l-hand-finger-4-1', 'joint-l-finger-4-1', 1.0), ('l-hand-finger-4-2', 'joint-l-finger-4-2', 1.0), ('l-hand-finger-4-3', 'joint-l-finger-4-3', 1.0), ('l-hand-finger-5-1', 'joint-l-finger-5-1', 1.0), ('l-hand-finger-5-2', 'joint-l-finger-5-2', 1.0), ('l-hand-finger-5-3', 'joint-l-finger-5-3', 1.0), ('l-hand-nail1', 'joint-l-finger-1-3', 1.0), ('l-hand-nail2', 'joint-l-finger-2-3', 1.0), ('l-hand-nail3', 'joint-l-finger-3-3', 1.0), ('l-hand-nail4', 'joint-l-finger-4-3', 1.0), ('l-hand-nail5', 'joint-l-finger-5-3', 1.0), ('l-hand-palm', 'joint-r-hand', 1.0), ('l-head-cheek', 'joint-head', 1.0), ('l-head-cheek-arc', 'joint-head', 1.0), ('l-head-lower-inner-orbital', 'joint-head', 1.0), ('l-head-maxilla', 'joint-head', 1.0), ('l-head-outer-chin', 'joint-head', 1.0), ('l-head-temple', 'joint-head', 1.0), ('l-head-zygoma', 'joint-head', 1.0), ('l-hip', '', 1.0), ('l-hip-lower-abdomen', '', 1.0), ('l-hip-middle-abdomen', '', 1.0), ('l-hip-upper-abdomen', '', 1.0), ('l-jaw', 'joint-head', 1.0), ('l-lowerarm', 'joint-l-elbow', 1.0), ('l-lowerleg', 'joint-l-knee', 1.0), ('l-lowerleg-calf', 'joint-l-knee', 1.0), ('l-mouth-lower', 'joint-mouth', 1.0), ('l-mouth-lower-lip', 'joint-mouth', 1.0), ('l-mouth-upper-lip', 'joint-mouth', 1.0), ('l-nose-nostril', 'joint-head', 1.0), ('l-pelvis-gluteus', '', 1.0), ('l-teeth-low-cent-incisor', 'joint-head', 1.0), ('l-teeth-low-cuspid', 'joint-head', 1.0), ('l-teeth-low-first-bicuspid', 'joint-head', 1.0), ('l-teeth-low-first-molar', 'joint-head', 1.0), ('l-teeth-low-lat-incisor', 'joint-head', 1.0), ('l-teeth-low-sec-bicuspid', 'joint-head', 1.0), ('l-teeth-low-sec-molar', 'joint-head', 1.0), ('l-teeth-low-third-molar', 'joint-head', 1.0), ('l-teeth-up-cent-incisor', 'joint-head', 1.0), ('l-teeth-up-cuspid', 'joint-head', 1.0), ('l-teeth-up-first-bicuspid', 'joint-head', 1.0), ('l-teeth-up-first-molar', 'joint-head', 1.0), ('l-teeth-up-lat-incisor', 'joint-head', 1.0), ('l-teeth-up-sec-bicuspid', 'joint-head', 1.0), ('l-teeth-up-sec-molar', 'joint-head', 1.0), ('l-teeth-up-third-molar', 'joint-head', 1.0), ('l-torso-axilla', '', 1.0), ('l-torso-back-scapula', '', 1.0), ('l-torso-back-shoulder', '', 1.0), ('l-torso-clavicle', '', 1.0), ('l-torso-front-shoulder', '', 1.0), ('l-torso-inner-pectoralis', '', 1.0), ('l-torso-lower-back', '', 1.0), ('l-torso-lower-pectoralis', '', 1.0), ('l-torso-middle-pectoralis', '', 1.0), ('l-torso-nipple', '', 1.0), ('l-torso-outer-pectoralis', '', 1.0), ('l-torso-ribs', '', 1.0), ('l-torso-trapezius', '', 1.0), ('l-torso-upper-middle-back', '', 1.0), ('l-torso-upper-pectoralis', '', 1.0), ('l-torso-upper-shoulder', '', 1.0), ('l-upperarm-biceps', 'joint-l-shoulder', 1.0), ('l-upperarm-triceps', 'joint-l-shoulder', 1.0), ('l-upperleg-frontal-thigh', 'joint-l-upper-leg', 1.0), ('l-upperleg-knee', 'joint-l-upper-leg', 1.0), ('l-upperleg-thigh-back', 'joint-l-upper-leg', 1.0), ('mouth-lower-middle-lip', 'joint-mouth', 1.0), ('mouth-upper-middle-lip', 'joint-mouth', 1.0), ('neck', 'joint-neck', 1.0), ('neck-adam-apple', 'joint-neck', 1.0), ('neck-upper', 'joint-neck', 1.0), ('nose-bridge', 'joint-head', 1.0), ('nose-glabella', 'joint-head', 1.0), ('nose-philtrum', 'joint-head', 1.0), ('nose-sellion', 'joint-head', 1.0), ('nose-tip', 'joint-head', 1.0), ('pelvis-genital-area', '', 1.0), ('r-ear-helix', 'joint-head', 1.0), ('r-ear-inner', 'joint-head', 1.0), ('r-ear-lobe', 'joint-head', 1.0), ('r-ear-tubercle', 'joint-head', 1.0), ('r-eye-ball', 'joint-head', 1.0), ('r-eye-inner-brow-ridge', 'joint-head', 1.0), ('r-eye-lower-inner-lid', 'joint-head', 1.0), ('r-eye-lower-middle-lid', 'joint-head', 1.0), ('r-eye-lower-middle-orbital', 'joint-head', 1.0), ('r-eye-lower-outer-lid', 'joint-head', 1.0), ('r-eye-lower-outer-orbital', 'joint-head', 1.0), ('r-eye-middle-brow-ridge', 'joint-head', 1.0), ('r-eye-outer-brow-ridge', 'joint-head', 1.0), ('r-eye-upper-inner-lid', 'joint-head', 1.0), ('r-eye-upper-inner-orbital', 'joint-head', 1.0), ('r-eye-upper-middle-lid', 'joint-head', 1.0), ('r-eye-upper-middle-orbital', 'joint-head', 1.0), ('r-eye-upper-outer-lid', 'joint-head', 1.0), ('r-eye-upper-outer-orbital', 'joint-head', 1.0), ('r-foot-ankle', 'joint-r-ankle', 1.0), ('r-foot-core', 'joint-r-ankle', 1.0), ('r-foot-heel', 'joint-r-ankle', 1.0), ('r-foot-nail1', 'joint-r-toe-1-2', 1.0), ('r-foot-nail2', 'joint-r-toe-2-3', 1.0), ('r-foot-nail3', 'joint-r-toe-3-3', 1.0), ('r-foot-nail4', 'joint-r-toe-4-3', 1.0), ('r-foot-nail5', 'joint-r-toe-5-3', 1.0), ('r-foot-toe-1-1', 'joint-r-toe-1-1', 1.0), ('r-foot-toe-1-2', 'joint-r-toe-1-2', 1.0), ('r-foot-toe-2-1', 'joint-r-toe-2-1', 1.0), ('r-foot-toe-2-2', 'joint-r-toe-2-2', 1.0), ('r-foot-toe-2-3', 'joint-r-toe-2-3', 1.0), ('r-foot-toe-3-1', 'joint-r-toe-3-1', 1.0), ('r-foot-toe-3-2', 'joint-r-toe-3-2', 1.0), ('r-foot-toe-3-3', 'joint-r-toe-3-3', 1.0), ('r-foot-toe-4-1', 'joint-r-toe-4-1', 1.0), ('r-foot-toe-4-2', 'joint-r-toe-4-2', 1.0), ('r-foot-toe-4-3', 'joint-r-toe-4-3', 1.0), ('r-foot-toe-5-1', 'joint-r-toe-5-1', 1.0), ('r-foot-toe-5-2', 'joint-r-toe-5-2', 1.0), ('r-foot-toe-5-3', 'joint-r-toe-5-3', 1.0), ('r-hand-finger-1-1', 'joint-r-finger-1-1', 1.0), ('r-hand-finger-1-2', 'joint-r-finger-1-2', 1.0), ('r-hand-finger-1-3', 'joint-r-finger-1-3', 1.0), ('r-hand-finger-2-1', 'joint-r-finger-2-1', 1.0), ('r-hand-finger-2-2', 'joint-r-finger-2-2', 1.0), ('r-hand-finger-2-3', 'joint-r-finger-2-3', 1.0), ('r-hand-finger-3-1', 'joint-r-finger-3-1', 1.0), ('r-hand-finger-3-2', 'joint-r-finger-3-2', 1.0), ('r-hand-finger-3-3', 'joint-r-finger-3-3', 1.0), ('r-hand-finger-4-1', 'joint-r-finger-4-1', 1.0), ('r-hand-finger-4-2', 'joint-r-finger-4-2', 1.0), ('r-hand-finger-4-3', 'joint-r-finger-4-3', 1.0), ('r-hand-finger-5-1', 'joint-r-finger-5-1', 1.0), ('r-hand-finger-5-2', 'joint-r-finger-5-2', 1.0), ('r-hand-finger-5-3', 'joint-r-finger-5-3', 1.0), ('r-hand-nail1', 'joint-r-finger-1-3', 1.0), ('r-hand-nail2', 'joint-r-finger-2-3', 1.0), ('r-hand-nail3', 'joint-r-finger-3-3', 1.0), ('r-hand-nail4', 'joint-r-finger-4-3', 1.0), ('r-hand-nail5', 'joint-r-finger-5-3', 1.0), ('r-hand-palm', 'joint-r-hand', 1.0), ('r-head-cheek', 'joint-head', 1.0), ('r-head-cheek-arc', 'joint-head', 1.0), ('r-head-lower-inner-orbital', '', 1.0), ('r-head-maxilla', 'joint-head', 1.0), ('r-head-outer-chin', 'joint-head', 1.0), ('r-head-temple', 'joint-head', 1.0), ('r-head-zygoma', 'joint-head', 1.0), ('r-hip', '', 1.0), ('r-hip-lower-abdomen', '', 1.0), ('r-hip-middle-abdomen', '', 1.0), ('r-hip-upper-abdomen', '', 1.0), ('r-jaw', 'joint-head', 1.0), ('r-lowerarm', 'joint-r-elbow', 1.0), ('r-lowerleg', 'joint-l-knee', 1.0), ('r-lowerleg-calf', 'joint-l-knee', 1.0), ('r-mouth-lower', 'joint-mouth', 1.0), ('r-mouth-lower-lip', 'joint-mouth', 1.0), ('r-mouth-upper-lip', 'joint-mouth', 1.0), ('r-nose-nostril', 'joint-head', 1.0), ('r-pelvis-gluteus', '', 1.0), ('r-teeth-low-cent-incisor', 'joint-head', 1.0), ('r-teeth-low-cuspid', 'joint-head', 1.0), ('r-teeth-low-first-bicuspid', 'joint-head', 1.0), ('r-teeth-low-first-molar', 'joint-head', 1.0), ('r-teeth-low-lat-incisor', 'joint-head', 1.0), ('r-teeth-low-sec-bicuspid', 'joint-head', 1.0), ('r-teeth-low-sec-molar', 'joint-head', 1.0), ('r-teeth-low-third-molar', 'joint-head', 1.0), ('r-teeth-up-cent-incisor', 'joint-head', 1.0), ('r-teeth-up-cuspid', 'joint-head', 1.0), ('r-teeth-up-first-bicuspid', 'joint-head', 1.0), ('r-teeth-up-first-molar', 'joint-head', 1.0), ('r-teeth-up-lat-incisor', 'joint-head', 1.0), ('r-teeth-up-sec-bicuspid', 'joint-head', 1.0), ('r-teeth-up-sec-molar', 'joint-head', 1.0), ('r-teeth-up-third-molar', 'joint-head', 1.0), ('r-torso-axilla', '', 1.0), ('r-torso-back-scapula', '', 1.0), ('r-torso-back-shoulder', '', 1.0), ('r-torso-clavicle', '', 1.0), ('r-torso-front-shoulder', '', 1.0), ('r-torso-inner-pectoralis', '', 1.0), ('r-torso-lower-back', '', 1.0), ('r-torso-lower-pectoralis', '', 1.0), ('r-torso-middle-pectoralis', '', 1.0), ('r-torso-nipple', '', 1.0), ('r-torso-outer-pectoralis', '', 1.0), ('r-torso-ribs', '', 1.0), ('r-torso-trapezius', '', 1.0), ('r-torso-upper-middle-back', '', 1.0), ('r-torso-upper-pectoralis', '', 1.0), ('r-torso-upper-shoulder', '', 1.0), ('r-upperarm-biceps', 'joint-r-shoulder', 1.0), ('r-upperarm-triceps', 'joint-r-shoulder', 1.0), ('r-upperleg-frontal-thigh', 'joint-l-upper-leg', 1.0), ('r-upperleg-knee', 'joint-l-upper-leg', 1.0), ('r-upperleg-thigh-back', 'joint-l-upper-leg', 1.0), ('torso-spine', '', 1.0), ('l-eye-cornea', 'joint-head', 1.0), ('r-eye-cornea', 'joint-head', 1.0), ('r-eye-eyebrown', 'joint-head', 1.0), ('l-eye-eyebrown', 'joint-head', 1.0), ('l-eye-lower-lash', 'joint-head', 1.0), ('l-eye-upper-lash', 'joint-head', 1.0), ('r-eye-lower-lash', 'joint-head', 1.0), ('r-eye-upper-lash', 'joint-head', 1.0)) def exportMd5(obj, filename): """ This function exports MakeHuman mesh and skeleton data to id Software's MD5 format. Parameters ---------- obj: *Object3D*. The object whose information is to be used for the export. filename: *string*. The filename of the file to export the object to. """ skeleton = Skeleton() skeleton.update(obj) f = open(filename, 'w') f.write('MD5Version 10\n') f.write('commandline ""\n\n') f.write('numJoints %d\n' % (skeleton.joints+1)) # Amount of joints + the hardcoded origin below f.write('numMeshes %d\n\n' % (1)) # TODO: 2 in case of hair f.write('joints {\n') f.write('\t"%s" %d ( %f %f %f ) ( %f %f %f )\n' % ('origin', -1, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0)) writeJoint(f, skeleton.root) f.write('}\n\n') f.write('mesh {\n') f.write('\tshader "%s"\n' % (basename(obj.texture))) # TODO: create the shader file f.write('\n\tnumverts %d\n' % (len(obj.verts))) for vert in obj.verts: if obj.has_uv: face = vert.sharedFaces[0] u, v = obj.texco[face.uv[face.verts.index(vert)]] else: u, v = 0, 0 # vert [vertIndex] ( [texU] [texV] ) [weightIndex] [weightElem] f.write('\tvert %d ( %f %f ) %d %d\n' % (vert.idx, u, 1.0-v, vert.idx, 1)) f.write('\n\tnumtris %d\n' % (len(obj.faces) * 2)) for face in obj.faces: # tri [triIndex] [vertIndex1] [vertIndex2] [vertIndex3] f.write('\ttri %d %d %d %d\n' % (face.idx*2, face.verts[2].idx, face.verts[1].idx, face.verts[0].idx)) f.write('\ttri %d %d %d %d\n' % (face.idx*2+1, face.verts[0].idx, face.verts[3].idx, face.verts[2].idx)) f.write('\n\tnumweights %d\n' % (len(obj.verts))) for vert in obj.verts: # TODO: We attach all vertices to the root with weight 1.0, this should become # real weights to the correct bones # weight [weightIndex] [jointIndex] [weightValue] ( [xPos] [yPos] [zPos] ) f.write('\tweight %d %d %f ( %f %f %f )\n' % (vert.idx, 0, 1.0, vert.co[0], -vert.co[2], vert.co[1])) f.write('}\n\n') f.close() def writeJoint(f, joint): """ This function writes out information describing one joint in MD5 format. Parameters ---------- f: *file handle*. The handle of the file being written to. joint: *Joint object*. The joint object to be processed by this function call. ident: *integer*. The joint identifier. """ if joint.parent: parentIndex = joint.parent.index else: parentIndex = 0 # "[boneName]" [parentIndex] ( [xPos] [yPos] [zPos] ) ( [xOrient] [yOrient] [zOrient] ) f.write('\t"%s" %d ( %f %f %f ) ( %f %f %f )\n' % (joint.name, parentIndex, joint.position[0], joint.position[1], joint.position[2], joint.direction[0], joint.direction[1], joint.direction[2])) for joint in joint.children: writeJoint(f, joint)
  22. Btw, obj import is not possible yet? Because it is now supported by tdm. Edit: I think it's possible to add support.
  23. We are proud to announce the release of: The Dark Mod 2.11 ! The Dark Mod 2.11 is primarily a bug-fix release. The majority of development time was dedicated to fixing or improving long-standing bugs or problem areas with the project rather than focusing on new features. That said, some of the improvements that were introduced to address these issues could very well be classified as new features in terms of the amount of changes required to bring them to life. A full changelog can be viewed here, but some highlights include: Major gameplay improvements! For players, Stealth Score and AI alert behavior has been improved to better detect tactile contact with AI and proximity. An older TDM release introduced a grace period feature that was overly broad and made some AI ignore players that were right in front of them. This has been substantially improved so stealth scoring and AI reactions should be a lot more consistent and logical. Players will also have a new Blackjack experience with better cues about whether a blackjack attack will succeed and improvements to the way that the blackjack attack is executed. Players can more smoothly transition from climbing as the player is now permitted to be crouched during the climb. There is a new multi-loot feature which allows you to pickup multiple loot pieces by holding down the frob button! Performance Improvements! The new volumetric light feature has been improved via a new blur phase. This means that you no longer need to increase the samples to reduce or remove banding and performance should be substantially improved. Before 2.10 ( dithering and low sample count): After 2.11 ( blurred and higher default sample count ) : Soft Shadows now utilize scissors and tile-based evaluation in stencil mode so that Anti-Aliasing no longer need be applied to the entire shadow buffer. Shadow Maps have improved mipmap, LOD and texel utilization. There should be fewer artifacts and better performance. Large models are now evaluated via a BVH structure so that they can be split for lighting and culling optimizations. AI think cycles have been optimized and perform less work per-frame. GLSL programs have been rewritten to have better performance on AMD graphic cards. Included mission improvements! Mission 1: A New Job now features subtitles! Mission 2: Tears of Saint Lucia has been improved with EFX reverb and a few bug fixes! Asset fixes and additions! Dragofer has fixed hundreds of assets that were missing setup definitions or other components that would cause the console to flood with errors on TDM launch or on the launch of missions. In addition, he has added hundreds of new and old assets from both TDM team members and members of the TDM community. Improvements for Mappers! The Engine now supports Obj model format Material Shaders no longer require you to add frob stages. Frob is now auto-generated. You can still add custom frob effects to materials if preferred Missions can now include decls that override those in the core TDM without using an override file to replace the entire core file. GUI scripting has been overhauled with better syntax and error reporting Dmap precision has been increased and Dmap T-junction performance has been optimized Please see our Moddb article for the full developer blog entry: https://www.moddb.com/mods/the-dark-mod/news/the-dark-mod-211-is-here To update, simply run the tdm_installer.exe file in your darkmod folder. Note that tdm_update.exe is no longer supported, but you can download the new installer from the Downloads page if you don't have it yet. Please be aware that old saved games will not be compatible with 2.11, so finish any missions you might be in the middle of first!
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