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  1. BEAR

    ttlg down

    Is ttlg down for everyone else? It went down last night it seems and there has been no annoucement in IRC and even the host of the temporary forums is down. downforeveryoneorjustme.com doesn't even register the domain name :-/
  2. May be overloaded at the moment. Eidos forums are on fire post-announcement but TTLG's Thief Gen was already heading towards mental for the last 24 hours.
  3. Springheel

    Thief 4

    Questions like the above suggest either 1) they have no idea what they are going to do with the series, or 2) they already know what they're going to do but want to generate traffic on the forums and give the appearance of listening to fan input.
  4. brethren

    Thief 4

    I feel compelled to say, this has been known for quite a while now. http://www.ttlg.com/forums/showthread.php?...933#post1807933
  5. brethren

    Thief 4

    I read somewhere the Crystal (Tomb Raider Underworld) engine has been highly modified for Deux Ex 3 and is barely recognizable, whatever that means. Whatever that does mean, you can bet it will be even more so (modified) for T4. Edit: Here's, its in the faq from the Eidos forums:
  6. Ok, just finished making an industrial style building. About 1.5 years ago I made a map for the teaser trailer - library, and in that I had made some buildings from patches and brushes. Well, now I decided to re-do them and make them fit more to our standards. Here are screenies: Comparison shot of my old patch and brush version vs my model version Size of the building in comparison to a City Watch guard Top to bottom perspective shot Looking up at the buildings The windows on the old version were add blend lit, while the model version is lit by lights. The windows themselves in the model version are composed of 3 layers - from closest to the wall to furthest are: *The diffuse glass layer - opaque and is the main texture *The reflective layer - gives the glass pane look and is basically a reflect cubemap *The frame layer - basically the frame of the first layer but with an alpha map to hide the glass. This is over the reflect layer so that it does not have a reflective sheen over it. I'm going to make more buildings in this style and then make an Industrial style map for showing them etc.
  7. Yeah. I think there is even a patch for Steam, because there was som problem that didn't work in the steam release. So, yes, Doom 3 is indeed released on Steam now.
  8. @Noisycricket: I'll set you up as Animation Contributor in a minute. There is a startup post describing how to get ready for direct contribution here: http://forums.thedarkmod.com/index.php?showtopic=6694 Now I've got 2 requests for you: - Please take your time to read through that post, it contains a lot of info for starters. - Please stick around for more than just one or two animations. The team is "marked" by literally dozens of people showing up, putting efforts in their application, only to disappear right after they got SVN access. Please don't be one of them, it's so disheartening for the team to invest time on a newcomer, help him getting ready only to see after three weeks that time is wasted for nothing. That said, we're happy to help in case you're hitting a wall or something.
  9. I'm pretty sure we tried all those things a year ago when this first came up. Let me see if I can find the thread. This is all I can find at the moment: http://forums.thedarkmod.com/index.php?showt...hinges&st=0 I don't remember, but apparently: "Polygonoffset seems to be designed to address exactly this problem, but for some reason it doesn't work for me--it just turns the material black and the z-fighting is still there. I thought turning the texture into a decal might work, but it has the same result." Seems like there were a few working options: 1. Move the hinges further out on existing doors. 2. Make new door models with fully modeled hinges. 3. Use a LOD system to swap between two different models Maybe #2 is the way to go....would the extra polys be significant if they were non-shadowcasting? - That's annoying. It would take me literally 15 seconds each if they were .lwo files.
  10. Yeh I didn't mean to show the whole machine. I meant to see how two parts of it interacted. For instance, if you were doing a piston/crankshaft of an engine. It would mean u could quickly make the two parts sync together. An animation would be fine... even if it was stick figures, just so u see they are correctly syncing. If I could have another wish... then on patch verts, I'd like to be able to hit shift vert, and select all verts in that row or column. At the moment, I have to hold shift in cam and select each one individually. Not a problem for simple ones, but tedious on complex ones.
  11. Why not give him svn acces ? Doesn't he need that to access the model repository? And he needs that to commit his own animations. Just send a personal message to Sparhawk with your preferred password for svn access. One of the admins can change your status to contributor, I'm sure one will do if they read this . Once you are made a contributor you should start with reading this: http://forums.thedarkmod.com/index.php?showtopic=6694
  12. BEAR

    Art Dispute

    Thanks Komag She knows I'm doing it, and its adorable how she is acting disinterested, but notices when anyone votes and wants to know what forums I posted it on so she can read what people say, but passes it off as just curiosity.
  13. Forgot to look at this earlier, but the pulsating effect looks neat. But the frobhighlight as in this post: http://forums.thedarkmod.com/index.php?s=&am...st&p=179533 looks just as good to me, personally I think we can do without the pulsating effect.
  14. I found the old post in one of the internal forums. I was asking the same sort of question as you. I'm not sure I got it exactly right: The image posted is like a pyramid on top of an inverted pyramid. I think also it ought to be rotated 45 degrees. So it's like a diamond with 6 points rather than a star with its points in the centre of each side of the cube volume. I think this is probably right. Someone will confirm or correct no doubt. [EDIT] Otherwise, why do we want a spherical light if the falloff is already perfectly spherical?
  15. I don't think it's nailed down yet, I'd say whatever arrangement caused the following image (in springheel's post) http://forums.thedarkmod.com/index.php?s=&am...st&p=179369 would be the one to go with, since it seems just 90 degrees off, which is what you showed in your screenshot. How many heads are there? When I changed the rig, for some reason, exporting the weight maps and re-importing them didn't seem to work this time, although it did last time. If we decide there are too many heads to change then we need some way of modifying the skeleton without having to manually weight the mesh verts back on again.
  16. Yes & No It's how Maya handles angles & orientations. When you look at a joint in Maya, the attribute editor shows Transform Attributes in the upper area of the editor & I assume that info for animation. Below that is the Joint area with "Joint Orient" values & I assume that's for the default rotations. Those are the values I had to match in order to get the copy_joint thing to work. I posted pics of the attribute editor here: http://forums.thedarkmod.com/index.php?s=&am...st&p=182433
  17. I thought iD disabled the CD check themselves in one of the earlier patch versions. I certainly don't recall ever needing the CD after starting with the editor.
  18. Yes. There should be a link to the appropriate patch in the information section. There are some patches labeled 1.3.1 which are not the correct ones, so this is it for sure.
  19. Yet another thread about progress or the lack thereof. Models listed are at least started. Builder Guard As taken from Springheels thread. - clipping of legs through armour when walking (in progress) - hand texture needs modifying - hand size is rather small (in progress) - walk animation is borrowed from proguard so reposition sword bone so it doesn't go on the hip. walk animation is no longer going in circles but now he wanders & changes direction randomly City Watch - rigging touchups (messed up mesh, detached triangles, where the chain mail material is applied FIXED) - more mesh to the neck - fix idle & other animations. The arms & hands clip through body. - cvs commit - figure out why head is showing as black box - separate mesh where chainmail material should go - has mitten hands & head detached City Watch Elite - figure out why head is showing as black box (bb-head) Stupid mistake. I had an older, conflicting def file using the same head mesh - may need to add more mesh to the neck on the main body after fixing bb-head. - update on cvs - has mitten hands & head detached Proguard - resized - detach head - mitten hands - delete weapon from mesh Thief - rigging tweaks may need more tweaks but it's good for now - mitten hands - detached head General - spinning"helicopter" AI (walking animation problems) - WIP (borrowed from proguard) http://forums.thedarkmod.com/index.php?showtopic=3916&hl= - fix head meshes to better fit bodies.
  20. Done now: http://forums.thedarkmod.com/index.php?s=&am...st&p=181979
  21. squill got back to me in email and said yes, that is what we should do. Judging from Springheel's pic http://forums.thedarkmod.com/index.php?s=&am...st&p=179369 looks like the head needs to be rotated forward 90 degrees.
  22. Are you talking about this? The texture in question is just the scrollwork. The brown bricks behind it are a different texture: http://forums.thedarkmod.com/index.php?act=A...ost&id=3224 But that's undoubtedly not what you're talking about, especially not after all your crumb experimentation... like I said I'm probably not sure what you're asking. Edit: Anyway, considering you're saying you're doing scaling in the editor, and getting results like the first photo in this post, that's fantastic!
  23. Here are the meshes I have not done anything with: *Builder Acolyte Noblewoman Elite Guard Eite Citywatch *Mage Builder Forger Revenant Spider Naked Chick Any of the placeholders The acolyte and Mage are not yet rigged and may need some work to get them ready for it. The other characters all need updating (full hands, removing head from shadowmesh, separating into effective submeshes, etc). Let me know what you have in mind and I can tell you what the status is of the other characters. http://forums.thedarkmod.com/index.php?s=&am...st&p=156217
  24. greebo

    Main Menu

    There it is, I knew we did this once. http://forums.thedarkmod.com/index.php?s=&am...st&p=154397
  25. Woah you came out of nowhere. Welcome back! This thread is about turning while moving - we already have a turn-on-the-spot one. Ish also brought it up here, which I had already added to my todo list in my signature http://forums.thedarkmod.com/index.php?showt...mp;#entry179074 I've added this thread to it as well now, just in case.
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