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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
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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.
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It really depends how he goes about it. If he would fire people over sandwich-stealing or merely because they're going through a rough patch then obviously that's bad. But if he's actually well-intentioned and really does want to promote good relations among the team, then he'd just go and have a friendly chat to the sandwich stealer, and try to get the divorcee more involved in group activities. I think either case could be inferred from his comments, so it's not fair to immediately assume that one of them is true. I think you're jumping to conclusions. I can't say that your conclusion is necessarily wrong, but I can't say that it's necessarily correct either. Give the guy a chance.
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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.
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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?
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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.
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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
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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.
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@mohij: Thanks for the patch, this does work fine. And it was quick. I know that I haven't mentioned this before, but I think it should be expanded to take an existing info_player_start into account. Otherwise the map would end up with several info_player_start entities (but only one would be considered by Doom3). There is a class available named EntityFindByClassNameWalker (in entitylib.h) which can be used to search for a specific entity class. If such an entity is found, it should be moved to the specified location instead of creating a new entity. The ideal solution would be to perform this check before the context menu is actually shown, such that you can rename the Menu item caption to "Move player start here" instead of "Add player start here". This could be more complicated, but I guess you should be challenged a bit.
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Thanks for the patch, I already committed it to SVN. I saw you're using spaces as indentation, which is probably not a problem, I just wanted to point out that I used tabs (that are displayed 4 spaces wide) for all my refactoring.
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I can't upload .patch files. So email then. Can I edit the bugtracker and add myself as "assigned to", or has an admin to do this?
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Done now: http://forums.thedarkmod.com/index.php?s=&am...st&p=181979
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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.
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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!
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@spar: Not a specific example built right now, but I recall resizing a table to be huge when we discussed it in another thread about this topic, long ago. There were some difficulties getting it right, and once I rotated the object in the editor, the scaling broke. Hm. I wonder if they could have changed something with the patch? @greebo: Yep, I believe so. In that case, rotate your model as you want it, do the scale hack, and then build a clip brush around it. *shrug* Anyway, I just meant that we could always just leave it alone, leave it unsupported, rather than actually disabling it... it's got some use afterall.
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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
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There it is, I knew we did this once. http://forums.thedarkmod.com/index.php?s=&am...st&p=154397
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Thanks. I've tried that though. Doesn't seem to work. I've got Dark Radiant 9.1 (is that right?, the one just released) and I've got the 1.3.1 patch for Doom3. I've added that to my shortcut path, Doomedit comes up but if I want to add a darkmod model I have to go to Add New Object. (My dark mod stuff is here: doom3\fs_darkmod is that wrong? I know the rars had everything in a darkmod folder (not fs_darkmod) and I can't say why I changed it, but at the time it was only way to get editor to work (dark radiant 8.01? -last version) Sorry, it's hard to explain things at home from library ya know, I can't directly reference anything. Anyway, I can load a Darkmod map when running Doomedit with that info in shortcut, but everything Darkmod is missing, black textures and boxes where objs should be. I've tried path names in Doom window: fs_darkmod/maps/city_area ect... but always get Can't find maps/fs_darkmod/maps/city_area.... Can only load a map if I place it in Doom3/base/maps
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I'm quite happy for DarkRadiant to be adapted for other purposes -- it is open-source after all -- however the only changes that can go into the main codebase (i.e. the current DarkRadiant SVN repository) are those which support Doom 3 or the DarkMod. Anything that was specific to another engine, such as the map file exporter you mentioned, would have to be maintained elsewhere. With this in mind, you are certainly welcome to work on and submit a patch for an enhancement or fix that benefits all of us -- the DarkRadiant bugtracker would be a good place to identify issues needing attention.
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There is such a thing as freedom of speech and I'm in favour of it. I was jarred and shaken when I shot guards in Thief for the first time, because they looked cinematically realistic, because as I already posted I played less realistic games prior. Does that mean I should have lobbied to ban Thief? Now I am more discriminating with computer game realism, and everything looks like a pathetic patch of polygons, and I have absolutely no reaction to gibs. (gibs stands for giblets - the bloody entrails - and I love giblets on rice in my local chinese restaurant, Kom Jug Yuen - much better than their beef) Yes, and it wasn't socially acceptable for a negro to drink from a white man's water fountain.. I'm not elaborating here.
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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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Wishlist For Darkradiant
OrbWeaver replied to sparhawk's topic in DarkRadiant Feedback and Development
That's exactly what the Filter system allows you to do -- you can filter by entity class (worldspawn, light, func_static etc), texture (e.g. hide all textures/common/visportal) or "object" (which currently means brush or patch IIRC). Both negative and positive filtering is provided, with sequential operation (i.e. hide all entities, then add back all of the entities of class "light") and regular expressions ("hide textures/common/.*"). Take a look in the .game file in the install/games directory to see the current filter definitions, which should demonstrate how you can write your own. Greebo might know more about this; I have a feeling there is already a "jump to entity" feature of some description, which might already be able to do this (or could be upgraded to do so). -
This is the (lengthy) thread about it. http://forums.thedarkmod.com/index.php?showtopic=7263 There are still a few issues to be worked out before it is finalized.
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Where's the new rig? I looked all over the forums to find more info but I found very little about it.
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The spider needed the dir joint so I had to add them to the spider's skeleton in order to get the walking animations and walk ik working: http://forums.thedarkmod.com/index.php?s=&am...st&p=107450