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  1. http://forums.eidosgames.com/showthread.php?t=76531 Don't know if this is old news to any of you, but there is a fix called DDFIX for the Thief2.exe to use proper colours on new video cards; no crashing, no horrible bright banding, and no dithering. And another fix called Widescreen, that runs it at super high resolutions, with support for wide screen. I got mine running at native resolution - 1650x1080 Also the other main thing for me is I found a built in colour profile on my LCD monitor "Movie", which actually looks crap in day time, but at night time, it seems to more closely resemble the richness of colour I used to get from playing my CRT in the dark. Not quite as good, but not as washed out as the default profile. Enough to make me want to get back into playing the Thief 2 FMs again And as for Garrett's voice being too loud - edit cam.cfg, find master_volume, and replace the -1 with 1600. That fixes it.
  2. @Baddcog: I elaborated the gargoyle statue shader issue here: http://forums.thedarkmod.com/index.php?s=&am...st&p=160680 edit: and I totally do care about your models, they are always awesome. Actually, I'd like to see more of your models in the game, and I'd love to activate your lantern bot whenever I can find the time.
  3. This bug might be related to an animation: http://forums.thedarkmod.com/index.php?showt...mp;#entry163653
  4. In addition to the models you could make use of prefabs. That would save much time and it will be easier to create own missions in higher quality. A good example is the Amisfield Tower made by Komag: http://forums.thedarkmod.com/index.php?showtopic=8255 That would make a wonderfull prefab. Most people won't spend weeks for a building you may see only a few seconds in game, walking by or in the background. But if they are there as prefabs you just need to load it to your map, change a few textures rotate and scale it, remove or add a few brushes if u need to and it's ready. A wonderfull building which adds great atmosphere finished in a few minutes. You could do the same with candels with already added light entity, finished fireplaces, columns or evelators. The advantage of these prefabs is also that you can change them very easy to avoid that players think "I know exactly that from the last map, it's boring." What do you think about it?
  5. lol That would be hilarious. It was pretty funny...right after I posted on a couple of forums, the votes really took off. I think the Thief fans turned the tide. If only the entire country of Canada loved Thief, I could probably run for Prime Minister and win! haha
  6. Someone was working on a lute in the public forums but I don't know what happened to it.
  7. As far as I know, the instructions in this thread are still current. A Private Message on these forums is probably OK too. Would be great to have another programmer on board.
  8. Tool? I am a weapon, an invisible weapon, for an invisible war. http://www.eidosinteractive.co.uk/gss/dxiw/ Ahh the memories of hyping this game up and failing a college class only to be dissapointed with the end result hehe. It was ok but the forums made me think the game sucked. In the end I liked it . Anyway Deus Ex 3 must succeed. If Deus Ex 3 bombs Thief 4 very well could be canceled due to lack of funding. Eidos is in a bit of financial trouble at the moment. Also need the newest Tomb Raider to sell well .
  9. http://forums.thedarkmod.com/index.php?showtopic=7366
  10. Hm. It might just be the wrong combination of gl_ settings. I had trouble wrapping my head around that before, despite people trying to explain it. Maybe we can find something in the window thread: http://forums.thedarkmod.com/index.php?s=&am...st&p=148796
  11. I posted a new build (0.9.8pre1) in the public TDM Editing forums, you can use that one.
  12. I know this is in the off topic forums, but you do realize this is more of a Dark Mod/Thief oriented forum...right? I haven't seen anyone on here who quite shares your level of enthusiasm for Deus Ex.
  13. Hey guys, I've been following the mod for a while now and finally decided to get off my lazy ass and register for the forums. I most likely won't be an active member but I just wanted to tell you that you're all doing an awesome job and I can't wait to see a release! Good luck and keep up the great work
  14. Here's the relevant thread that explains the issue: http://forums.thedarkmod.com/index.php?s=&am...st&p=162282
  15. Ultra-short setup guide: - Send sparhawk PM with username/password - Install TortoiseSVN (assuming you're working on Windows) - Download the Mod as soon as sparhawk has confirmed your access - Install VC++ 2005 Express Edition (in case you haven't another IDE of your choice) - Install Platform SDK - Add settings for shared libraries (look at D3world or ask me) - Install Doom 3 (no spaces in the path) - Install Patch 1.3.1 (important, use the one linked on the wiki) - Compile your DLL (debug/release) - Push the DLL into the \Doom3\ folder right next to the EXE (this will override the one in the PK4).
  16. Well, I can't give you a 'professional opinion' But this might help. I'd do 2 things. First, the polys on the inside of main body. they are made of a skinny row, a wide (middle row) and a skinny row. Get rid of that and just make them 1 row. Then 'float' those trim pieces top/bottom. No need to waste polys building around the trim. It'll also give you fewer polys so easier to uv and less trouble shooting. You can also save uv space by putting those trims inside the window holes (just turn 'em sideways and leave some space). You got a lot of wasted space in the uv, you could get better resolution by moving stuff around. Then I'd take both the hi and low poly models, select all of the faces on the 'flaps' and detach them. Basically make 2 objects, 2 normal maps. Then you'll render the outer frame as one, and render the flaps as another. That'll get rid of the weird overlaps I bet. Then just put em back together (or just save the original) and copy/paste the textures together in photoshop. Since you have them uv'ed in one piece everything will line up. (But I'd compact the uv'es more first. I know alot of guys over at polycount forums (and excellent place for modelling help) that do very details models and characters do them in several pieces.
  17. Looking at the current def folder there are several naming schemes in use: - tdm_ prefix. Special case: tdm_ai_ prefix for TDM AI. - Map-specific (e.g. bonehoard.def, blackheart_manor_items.def). Problem with these is, if this is shipped in the def/ folder, then mappers will use the assets in other maps (count on it). IMO, no map that's on the main SVN (and not in a PK4) should have its own .def file unless the items contained within are truly map-specific (and I can't think why they would be); if they're potentially useful for other maps then they should go in generalised .def files. - Doom 3 names, e.g. heads.def. This is done to override the standard D3 files of the same name. It's not ideal but there's no real way around this without causing errors. - Weapons are prefixed with weapon_. This is a D3 convention. It might be more consistent to change these to tdm_weapon_, but I don't think it's that important. OTOH I don't think it'd hurt anything to change it, unless the weapon_ prefix actually means something to the code (but I can't think why it would). - Others. e.g. soundprop.def. If there's no compelling reason why these shouldn't have a prefix, then IMO they should be renamed. Ishtvan, are you okay with renaming soundprop.def to tdm_soundprop.def? So yes, I'd say that you should prefix new .def files with tdm_ unless there's a specific and compelling reason not to.
  18. The actual model feedback I have is consistent across all of them (and part of the gripe is due to my nature, so take it with salt): polycounts, polycounts, polycounts. There's no reason a small cylinder (e.g. panflute) can't be a rectangle. Or a larger one (an organ pipe), an octohedron. We do this with patches in the map editor all the time, using square cylinders. Rounded sides and tapered edges can be achieved with smoothing and materials. Sometimes it's okay for a scene to contain an item or two with a high count, but they do add up, and reduce a mapper's ability to add map detail. I'll reference a bell I made back in the stone age: http://forums.thedarkmod.com/index.php?s=&am...ost&p=83650 It's only got 12 sides (I could've, and maybe should've gone higher), but unless you're looking specifically at the edge, it looks round. All of the detail -- the trimming, the rivets, the scrollwork -- is in the material, none of it is modeled. Now imagine that on a much smaller scale; it wouldn't matter at all if a panflute pipe was 4 sided, maybe even 3. Look at the heads of the original Doom3 characters. They're a pretty extreme example, and I think id should've bumped it up. But still, unless you're looking for it, you don't really notice. Edit: Almost forgot: also, they appear faceted (e.g., the cauldron), though I haven't seen them for myself in game besides screenshots yet. Are you enabling smoothing? ASE supports it, and I believe LWO does as well. With it, most of the roundness detail and poly cost isn't needed.
  19. Yes, the bug tracker also double duty serves as a feature request list after discussing it on the forums
  20. Just to check whether we're on the same page, shotgun, you did check out the betamapper repository on your local machine? http://forums.thedarkmod.com/index.php?showtopic=5603
  21. I think it is due to Capela being vanished during the past few months. He volunteered to get them ready for submission, IIRC, which never happened. That's the thread: http://forums.thedarkmod.com/index.php?showtopic=6411 I think this task can be reassigned then - any volunteers?
  22. Okay I'll be refreshing the forums intermittently
  23. We do, though it's not great. I think you're being set up as a contributor shortly, which will give you access to the list of needed models: http://forums.thedarkmod.com/index.php?showtopic=7366
  24. Oh yeah one more thing "About the game itself, I can tell you right now: it looks really really great. First of all, from what I gathered, many issues have been taken into account and it looks the community has played a role in it since their worries are really taken seriously. Moreover, the early echoes from real players (including fans) are extremely positive. One last thing, if you're looking for freedom in DX3 you should not be disappointed, it will be a key element. Concerning the news releases, you need not worry... all in due time and regularly." http://forums.eidosgames.com/showthread.php?t=78639
  25. BEAR, the info is in the first post in this thread http://forums.thedarkmod.com/index.php?showtopic=8123 (last section: "Public Relations"). PM me if you are unsure what I mean.
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