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  1. This has caused problems with models too, which were using the old shader names. http://forums.thedarkmod.com/index.php?s=&am...st&p=184767
  2. Just get everything done within 30 days. http://forums.thedarkmod.com/index.php?showtopic=9279
  3. Springheel

    Thief 4

    Some quotes from Stéphane D'Astous, the general manager at Eidos-Montreal, that make me cringe: Read: We're trying to target non-stealth gamers. Let's stay close to the fans by selling them things! That's something to be proud of. We can't reveal anything at all, but we will have things to sell you today or tomorrow. . That sounds like 'marketing speech' to me. It's interesting that he's already convinced people will be "happily surprised and impressed", yet the Eidos forums are only just starting to ask questions like, "What factions do you want to see in the game?" Why bother asking questions like that if you already feel like you have something the fans will be impressed about? Seeing as just about every conceivable option for T4 has been debated to death on TTLG, what revelation could possibly "surprise" anyone? This idea is repeated at least five or six times in the interview. Sounds like they definitely are planning on doing something different. Their focus seems to be on putting their own stamp on the franchise. By contrast, we never talk about "a fresh approach" when talking about TDM...our first line of description is always, "capturing the feel of T1/2". They're *proud* of that logo?? They think using ridiculous 12-yr old L33T speak is "very respectful of the fanchise"?? That speaks volumes.
  4. 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 :-/
  5. 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.
  6. 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.
  7. 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
  8. 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:
  9. @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.
  10. 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.
  11. I added a new CVAR g_testModelHead and changed the testmodel code to use that entityDef defined there. The default value of this CVAR is "head_citywatch", but you can change it to any other head entityDef you want. The CVAR is archived, i.e. the change is remembered between sessions. So, the testmodels are no longer headless. New PK4 is on the way.
  12. Done and on SVN. It's all scripting, so no PK4 update needed. You can now set the following spawnargs to force-enable or disable arrow sticking on a per-entity basis: arrowsticking_forceenabled arrowsticking_disabled Full docs on wiki here. So you should now be able to just set "arrowsticking_disabled" "1" on the rat, and arrows should no longer stick in it. Let me know if this doesn't work for you.
  13. 1) In Tears of Saint Lucia (And thief 1-2), if your lightgem was at its lowest, you could only be noticed by touch or sound. 1) It's pretty unimpressive without 3rd person view 2) In 1st person, you would have to draw clunky and sort of ugly "ghostly body parts" to show as a "You are wall-hugging" indicator (like Thief 3 did). What you said was absolutely true in Thief 3, but it unfortunately doesn't work well in a first-person game. I'm almost certain that after we release, someone will come around with a Dark Mod patch or mod that could add 3rd person and wall-hugging. By the way, glad to see you registered on the forums and show such interest in the mod!
  14. 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
  15. 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.
  16. Fidcal (or anyone else who is having this problem), could you grab the latest darkmod.pk4 and try something for me? I added some logging to the code the gets the briefing text from the xdata, maybe it will point me at the problem. Run the Rain Test mission from the Start Mission menu. When you get to the briefing page, bring up the doom console. There should be messages of the format: WARNING: DisplayBriefingPage: <blah blah> Please send me all of those entries. There should be at least 3, at the end of the log. Thanks!
  17. 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.
  18. Fidcal

    Briefings

    I'm setting up three test packs : test_fm1, test_fm2, test_fm3. These are just empty rooms with a single Doom texture, light and player start plus text displayed to say what map is running. It will be useful for testing, as examples to mappers, and also I want to try it with Garretloader. Got the three showing on the start mission menu and install 1st one get empty briefing screen. I have this xd file in the the test_fm1 folder. I've also tried it in the pk4 itself I am launching via tdmlauncher.exe maps/test_fm1/mission_briefing { "num_pages" : "2" "page1_body" : "Briefing test for test_fm1 : test page 1" "page2_body" : "Briefing test for test_fm1 : test page 2" } BTW, no objectives or purchase screen yet. The shop did not show, not even empty, and the mission would not run it just showed the empty background of the gui menus.
  19. 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?
  20. 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.
  21. 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
  22. 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.
  23. Done now: http://forums.thedarkmod.com/index.php?s=&am...st&p=181979
  24. 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.
  25. 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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