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  1. Well we need to document it somewhere. I wouldn't mind being the one to write up the final docs, I just need to see a record of the desicions being made in the forums. Since those posts have been deleted, maybe we need to discuss it one more time. I know I just agreed with the Gem without a compass, but if we just settle for that gem&compass combination that I think you're talking about, I'd be happy to just have the topic finalised. I would really like to see a pre-rendered one like oDDity was talking about. His pre-rendered stuff looks phenomanaly better than any real-time rendering could. It sounds like we lost the posts where we made a desicion, so I think it needs a little discussion, one last time.
  2. I'm no expert on Zbrush though. Maybe it was becasue it was using local space instead of tangent, the normal maps were totally messed up. Which 3d app are you using, I'm sure there will be a normal map pluging for it. THe ATI normal map plugin has a plugin for Max, Maya and XSI, and there is already a normal map plugin based on the ATI one for Lightwave. Yreah, it would be nice to add all those uber details in Zbrush though and then norma;l map it. Maybe I should look into it a bit furthur, or you could make a post on the pixologic forums asking if you can make tangent space N-maps compatible wioth doom.
  3. yes. I be watching thy forums, milord. Gonna get some grand art done hopefully for thee soon.
  4. dear oDDity I know your honesty is your personal guide. And you told me you were honest with yourself till you get this level of modelling.. And i think you are about to write a book called LW for DOOM3..I mean you are really giving book level information..i have already made NOTES from oDDity document file...Im copying pasting everything you post... I know qemLoss is not that much functional..It needs lotta tweaking..But i was thinking the make the same model with lets say 5 or 4 patch division in modeler... And making everything in hires with this 5 patch division level and making a NORMAL MAP from that division level... and then Freeze the low poly object let say in 2 division..and make the triple later on.. what do you say ... actually i should try first..Because everything is already patch divided (sub patch) the tweaking should be less.. That s why i will model everything with subpatches what do you think? Thanks for reminding the smoothing angle 180... i was really freaking out already. from your posts i understand so many details. because i was getting excited more and more working here, i was pushing Atti to LW side hopefully he can try one day... Honestly, BEST..
  5. Yes, I am downloading it now. I see the dev forums now, thanks. Hehe, thanks! Glad to be a part of it.
  6. Just look in the forums. I think we have a beta here. BTW: Do you see the devs forums now?
  7. If we're going to be straying back ON topic, we should move back to the dev forums....
  8. 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
  9. 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.
  10. LOL That is an awesome description. Love the patch on his leg. Poor sod, I don't envy him in the slightest.
  11. 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
  12. 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
  13. 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.
  14. 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
  15. 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.
  16. 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.
  17. 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.
  18. 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))
  19. 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)
  20. That's what the IRC channel is there for. Details here: http://forums.thedarkmod.com/index.php?showtopic=450
  21. 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.
  22. 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.
  23. 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?
  24. 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.
  25. 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.
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