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  1. Followup: one way to fix the failure to run (this is on the dev/deployment side): -main article: http://llbit.se/?p=19 -thread with the specifics on how (specifically, the fourth post): http://forums.microsoft.com/MSDN/ShowPost....65&SiteID=1
  2. Just wanted to test it out in Linux. I have Doom 3 and the expansion installed, and I know they're fine I actually just finished the expansion about a week ago. When I follow the instructions in the wiki, the screen goes black as it changes the resolution, I very briefly see the Dark Mod splash screen, and then it disappears. I'm using 64 bit Ubuntu. Since I can play regular Doom 3, I assume all my 32 bit libaries are in good order. I have libmng1 installed, and I installed libdevil1c2. I did see in the error at the end dlopen '/home/doug/.doom3/thiefs_den/gamex86.so' failed: libIL.so.1: cannot open shared object file: No such file or directory but /home/doug/.doom3/thiefs_den/gamex86.so does exist, and libIL.so.1 does exist as well, in /usr/lib, so I'm not sure what it can't find, if it's libIL.so.1, where does it want it to be? DOOM 1.3.1.1304 linux-x86 Jan 16 2007 21:58:02 found interface lo - loopback found interface eth0 - 192.168.1.102/255.255.255.0 ------ Initializing File System ------ Loaded pk4 /home/doug/opt/doom3/base/game01.pk4 with checksum 0x51c6981f Loaded pk4 /home/doug/opt/doom3/base/game02.pk4 with checksum 0xf3ec6f7 Loaded pk4 /home/doug/opt/doom3/base/game03.pk4 with checksum 0x5d4230ea Loaded pk4 /home/doug/opt/doom3/base/pak000.pk4 with checksum 0x28d208f1 Loaded pk4 /home/doug/opt/doom3/base/pak001.pk4 with checksum 0x40244be0 Loaded pk4 /home/doug/opt/doom3/base/pak002.pk4 with checksum 0xc51ecdcd Loaded pk4 /home/doug/opt/doom3/base/pak003.pk4 with checksum 0xcd79d028 Loaded pk4 /home/doug/opt/doom3/base/pak004.pk4 with checksum 0x765e4f8b Loaded pk4 /home/doug/opt/doom3/base/pak005.pk4 with checksum 0x8ffc3621 Loaded pk4 /home/doug/opt/doom3/base/pak006.pk4 with checksum 0x95b65ab Loaded pk4 /home/doug/opt/doom3/base/pak007.pk4 with checksum 0x666bdb3c Loaded pk4 /home/doug/opt/doom3/base/pak008.pk4 with checksum 0x23ae5993 Loaded pk4 /home/doug/.doom3/thiefs_den/darkmod.pk4 with checksum 0xae7f9fe1 Loaded pk4 /home/doug/.doom3/thiefs_den/game01-base.pk4 with checksum 0xd29e6284 Loaded pk4 /home/doug/.doom3/thiefs_den/thiefs_den.pk4 with checksum 0xb87d41de Current search path: /home/doug/.doom3/thiefs_den /home/doug/.doom3/thiefs_den/thiefs_den.pk4 (44 files) /home/doug/.doom3/thiefs_den/game01-base.pk4 (2 files) /home/doug/.doom3/thiefs_den/darkmod.pk4 (2 files) /home/doug/opt/doom3/thiefs_den /home/doug/.doom3/base /home/doug/opt/doom3/base /home/doug/opt/doom3/base/pak008.pk4 (3 files) /home/doug/opt/doom3/base/pak007.pk4 (38 files) /home/doug/opt/doom3/base/pak006.pk4 (48 files) /home/doug/opt/doom3/base/pak005.pk4 (63 files) /home/doug/opt/doom3/base/pak004.pk4 (5137 files) /home/doug/opt/doom3/base/pak003.pk4 (4676 files) /home/doug/opt/doom3/base/pak002.pk4 (6120 files) /home/doug/opt/doom3/base/pak001.pk4 (8972 files) /home/doug/opt/doom3/base/pak000.pk4 (2698 files) /home/doug/opt/doom3/base/game03.pk4 (2 files) /home/doug/opt/doom3/base/game02.pk4 (2 files) /home/doug/opt/doom3/base/game01.pk4 (2 files) game DLL: 0x0 in pak: 0x0 Addon pk4s: file system initialized. -------------------------------------- ----- Initializing Decls ----- ------------------------------ ------- Initializing renderSystem -------- using ARB renderSystem renderSystem initialized. -------------------------------------- 5166 strings read from strings/english.lang Couldn't open journal files execing editor.cfg execing default.cfg execing DoomConfig.cfg couldn't exec autoexec.cfg 5166 strings read from strings/english.lang ----- Initializing Sound System ------ sound system initialized. -------------------------------------- ----- R_InitOpenGL ----- Setup X display connection dlopen(libGL.so.1) Initializing OpenGL display Using XFree86-VidModeExtension Version 2.2 DGA DirectVideo Mouse (Version 2.0) initialized Free86-VidModeExtension Activated at 1024x768 Using 8/8/8 Color bits, 8 Alpha bits, 24 depth, 8 stencil display. GL_RENDERER: GeForce 8800 GT/PCI/SSE2 GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_bindable_uniform GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_buffer_float GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum ------- Input Initialization ------- XKB extension: compile time 0x1:0x0, runtime 0x1:0x0: OK XKB extension present on server ( 0x1:0x0 ) ------------------------------------ dlopen(libasound.so.2) asoundlib version: 1.0.14a Alsa is available ------ Alsa Sound Initialization ----- opened Alsa PCM device default for playback device buffer size: 5461 frames ( 21844 bytes ) allocated a mix buffer of 16384 bytes -------------------------------------- ...using GL_ARB_multitexture ...using GL_ARB_texture_env_combine ...using GL_ARB_texture_cube_map ...using GL_ARB_texture_env_dot3 ...using GL_ARB_texture_env_add ...using GL_ARB_texture_non_power_of_two ...using GL_ARB_texture_compression ...using GL_EXT_texture_compression_s3tc ...using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 ...using GL_1.4_texture_lod_bias X..GL_EXT_shared_texture_palette not found ...using GL_EXT_texture3D ...using GL_EXT_stencil_wrap ...using GL_NV_register_combiners ...using GL_EXT_stencil_two_side X..GL_ATI_fragment_shader not found X..GL_ATI_text_fragment_shader not found ...using GL_ARB_vertex_buffer_object ...using GL_ARB_vertex_program ...using GL_ARB_fragment_program ...using EXT_depth_bounds_test ---------- R_NV20_Init ---------- --------------------------------- ----------- R200_Init ----------- Not available. ---------- R_ARB2_Init ---------- Available. --------------------------------- ----- R_ReloadARBPrograms ----- glprogs/test.vfp glprogs/test.vfp glprogs/interaction.vfp glprogs/interaction.vfp glprogs/bumpyEnvironment.vfp glprogs/bumpyEnvironment.vfp glprogs/ambientLight.vfp glprogs/ambientLight.vfp glprogs/shadow.vp glprogs/R200_interaction.vp glprogs/nv20_bumpAndLight.vp glprogs/nv20_diffuseColor.vp glprogs/nv20_specularColor.vp glprogs/nv20_diffuseAndSpecularColor.vp glprogs/environment.vfp glprogs/environment.vfp glprogs/arbVP_glasswarp.txt: File not found glprogs/arbFP_glasswarp.txt: File not found ------------------------------- using ARB_vertex_buffer_object memory using ARB2 renderSystem found DLL in pak file: /home/doug/.doom3/thiefs_den/game01-base.pk4/gamex86.so copy gamex86.so to /home/doug/.doom3/thiefs_den/gamex86.so dlopen '/home/doug/.doom3/thiefs_den/gamex86.so' failed: libIL.so.1: cannot open shared object file: No such file or directory Regenerated world, staticAllocCount = 0. Shutting down sound hardware ----------- Alsa Shutdown ------------ close pcm dlclose -------------------------------------- idRenderSystem::Shutdown() Sys_Error: couldn't load game dynamic library
  3. I'm at work and can't check for certain, but here's a post I made where I asked Dram in a PM where he got the source for them, and he'd replied that he'd imported the md5s. It was in August last year and we had oDDity's files by then. http://forums.thedarkmod.com/index.php?showtopic=6365 And here's the thread where he worked extensively to adjust it to our liking, with pics and everything. http://forums.thedarkmod.com/index.php?showtopic=5889
  4. GOD is punishing the Giants huh. OK, now you've gone too far, please leave the forums immediately
  5. We've already used some concave cms successfully. I'm pretty sure we posted that exact quote in another thread. http://forums.thedarkmod.com/index.php?s=&am...st&p=137162
  6. Can you head to the C:\WINDOWS\system32 folder and tell me which version the file dbghelp.dll has on your end? Right-click the file, go to properties and then version. My version is 5.1.2600.2180 which seems to be the most recent one, according to information I found on some forums.
  7. You can, but eventually it would be easiest if you got yourself hooked up with SVN. Then you can download the mod and look at all our assets, as well as upload anything new that you make. Instructions are here: http://forums.thedarkmod.com/index.php?showtopic=5449
  8. http://forums.thedarkmod.com/index.php?showtopic=6840 The thief fov was off 270 degrees according to Spring so I switched skeletons on the thief so he'd use the city's rig (because the original mesh was facing the z-axis when it should be facing the x-axis). I added player specific animations like crouching (in third person he no longer gets stuck in crouching position because he now has crouch up/down anims) & creeping. The fov now looks fixed. Other issues I fixed were timing the footsteps so no player can tap the movement keys & stay silent. The footsteps are within 2-4 frames within the start of the animation, so if a player taps up/down/left/right, there will be footstep sounds instead of silence. His lower leather tunic thingies still clip into the legs so that's one issue with the mesh. Let me know what you think. As usual I might've forgot to commit something. EDIT: There are leaning animations but there's no support script-wise. Oh yeah, thanks to squill for the new citywatch animation rig. I used them for the player anims model_src on svn has the new source maya animations . . .
  9. There's this one, I think that's the most current one: http://forums.thedarkmod.com/index.php?showtopic=4888
  10. Okay guys 'n' gals. I rerigged the thief & I'm applying the citywatch animations to him, as well as adding player specific anims, because of the 270 degree visual cone (and the model is facing the z-axis when he should be facing the x-axis) as seen here: http://forums.thedarkmod.com/index.php?showtopic=6840 The rig is still being tweaked because his legs are clipping through the lower tunic (or that fancy skirt thingy he's wearing). What's the cvar to see an ai's visual cone?
  11. I have no idea how to fix this, but from reading the forums..it doesn't feel like we have a very good workflow/pipeline or whatever it's called, for animation. It looks like we're on the right track, creating a 'master' rig, but then perhaps things seem to get a little hazy. I'm a bit concerned about that as it could mean having to cover a lot more of the same work over again in the future. Are these new rigs going to add special bones for attachments, like they did in T3? I was following that in another thread, but I'm not sure I understand exactly what was decided there.
  12. Welcome aboard, Tricko. I think your permissions are now set. You've got a lot of reading ahead of you! You should definitely check out our models webpage: http://www.tjoff.com/jens/darkmod/gallery/...m.php?albumID=4 (the password is in http://forums.thedarkmod.com/index.php?showtopic=609) This will give you easy access to models that are completed, so you can check out styles, etc. There is also a master list of models still needed in the model forum. And, as greebo said, don't hesitate to ask.
  13. @Tricko: Once you're setup with the correct permissions, be sure to check out this post. http://forums.thedarkmod.com/index.php?showtopic=6694 I wrote this as some sort of startup guide for Beta Mappers/Contributors, which should cover things like our SVN repository, licensing issues and general notes about our Team "policies" (if this deserves this name). Generally, don't hesitate to ask us if you're running into troubles with anything. Don't silently chew on things - this would be a waste of time.
  14. Here is my bridge that caused that bug exported as a prefab. Just plant in on the ground and step into the irongate ingame. Aparently the form woun't let me upload the prefab so I am just going to post it in code tags. Remove it later on if you want. Version 2 // entity 0 { "classname" "worldspawn" // primitive 0 { brushDef3 { ( 0 0 1 -208 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/flat/tiles_stone_large_dirty_001_wet" 0 0 0 ( 0 1 0 -1152 ) ( ( 0.03125 0 56 ) ( 0 0.03125 8.5 ) ) "textures/common/caulk" 0 0 0 ( 1 0 0 -320 ) ( ( 0.03125 0 56 ) ( 0 0.03125 8.5 ) ) "textures/common/caulk" 0 0 0 ( 0 0 -1 0 ) ( ( 0.03125 0 56 ) ( 0 0.03125 8.5 ) ) "textures/common/caulk" 0 0 0 ( 0 -1 0 896 ) ( ( 0.004882812427240425 0 0.123046875 ) ( 0 0.004882812427240425 0.015625 ) ) "textures/darkmod/stone/brick/tiling_1d/poolwall_large_dirty_greengrey_001_wet" 0 0 0 ( -1 0 0 256 ) ( ( 0.03125 0 56 ) ( 0 0.03125 8.5 ) ) "textures/common/caulk" 0 0 0 } } // primitive 1 { brushDef3 { ( 0 1 0 -1152 ) ( ( 0.03125 0 56 ) ( 0 0.03125 8.5 ) ) "textures/common/caulk" 0 0 0 ( 1 0 0 -704 ) ( ( 0.03125 0 56 ) ( 0 0.03125 8.5 ) ) "textures/common/caulk" 0 0 0 ( 0 -1 0 896 ) ( ( 0.004882812427240425 0 0.123046875 ) ( 0 0.004882812427240425 0.015625 ) ) "textures/darkmod/stone/brick/tiling_1d/poolwall_large_dirty_greengrey_001_wet" 0 0 0 ( -1 0 0 320 ) ( ( 0.03125 0 56 ) ( 0 0.03125 8.5 ) ) "textures/common/caulk" 0 0 0 ( 0 0 1 -208 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/flat/tiles_stone_large_dirty_001_wet" 0 0 0 ( 0 0 -1 144 ) ( ( 0.0195312497089617 0 0 ) ( 0 0.0195312497089617 0 ) ) "textures/common/caulk" 0 0 0 } } // primitive 2 { patchDef3 { "textures/darkmod/stone/natural/rock_large_grey_001_wet" ( 5 3 10 1 0 0 0 ) ( ( ( 680 892.2424242424241 -3.172065784643305e-015 0 -2.8125 ) ( 680 1022.121212065113 -3.172065784643305e-015 0 -1.40625 ) ( 680 1151.999999887803 -3.172065784643305e-015 0 0 ) ) ( ( 680 892.2424242424241 120 5 -2.8125 ) ( 680 1022.121212065113 120 5 -1.40625 ) ( 680 1151.999999887803 120 5 0 ) ) ( ( 512 892.2424242424241 120 8.75 -2.8125 ) ( 512 1022.121212065113 120 8.75 -1.40625 ) ( 512 1151.999999887803 120 8.75 0 ) ) ( ( 344 892.2424242424241 120 12.5 -2.8125 ) ( 344 1022.121212065113 120 12.5 -1.40625 ) ( 344 1151.999999887803 120 12.5 0 ) ) ( ( 344 892.2424242424241 -3.172065784643305e-015 17.5 -2.8125 ) ( 344 1022.121212065113 -3.172065784643305e-015 17.5 -1.40625 ) ( 344 1151.999999887803 -3.172065784643305e-015 17.5 0 ) ) ) } } // primitive 3 { patchDef3 { "textures/darkmod/stone/brick/tiling_1d/poolwall_large_dirty_greengrey_001_wet" ( 5 3 3 1 0 0 0 ) ( ( ( 320 896 5.329070518200751e-015 1.685546851716936 0.01562499999999997 ) ( 320 896 144 1.685546851716936 -0.6874999895226212 ) ( 320 896 144 1.685546851716936 -0.6874999895226212 ) ) ( ( 320 896 144 1.685546851716936 -0.6874999895226212 ) ( 320 896 144 1.685546851716936 -0.6874999895226212 ) ( 320 896 144 1.685546851716936 -0.6874999895226212 ) ) ( ( 512 896 144 2.623046837747098 -0.6874999895226212 ) ( 512 896 144 2.623046837747098 -0.6874999895226212 ) ( 512 896 144 2.623046837747098 -0.6874999895226212 ) ) ( ( 704 896 144 3.560546823777259 -0.6874999895226212 ) ( 704 896 144 3.560546823777259 -0.6874999895226212 ) ( 704 896 144 3.560546823777259 -0.6874999895226212 ) ) ( ( 704 896 5.329070518200751e-015 3.560546823777259 0.01562499999999997 ) ( 704 896 144 3.560546823777259 -0.6874999895226212 ) ( 704 896 144 3.560546823777259 -0.6874999895226212 ) ) ) } } // primitive 4 { patchDef3 { "textures/darkmod/stone/natural/rock_large_grey_001_wet" ( 5 3 10 1 0 0 0 ) ( ( ( 704 1152 -3.172065784643305e-015 0 0 ) ( 704 1022.12121217731 -3.172065784643305e-015 0 -1.40625 ) ( 704 892.2424243546211 -3.172065784643305e-015 0 -2.8125 ) ) ( ( 704.0000004107425 1152 144.0000004107425 5 0 ) ( 704.0000004107425 1022.12121217731 144.0000004107425 5 -1.40625 ) ( 704.0000004107425 892.2424243546211 144.0000004107425 5 -2.8125 ) ) ( ( 512 1152 144 8.75 0 ) ( 512 1022.12121217731 144 8.75 -1.40625 ) ( 512 892.2424243546211 144 8.75 -2.8125 ) ) ( ( 319.9999995892575 1152 144.0000004107425 12.5 0 ) ( 319.9999995892575 1022.12121217731 144.0000004107425 12.5 -1.40625 ) ( 319.9999995892575 892.2424243546211 144.0000004107425 12.5 -2.8125 ) ) ( ( 320.0000000000001 1152 -3.172065784643305e-015 17.5 0 ) ( 320.0000000000001 1022.12121217731 -3.172065784643305e-015 17.5 -1.40625 ) ( 320.0000000000001 892.2424243546211 -3.172065784643305e-015 17.5 -2.8125 ) ) ) } } // primitive 5 { patchDef3 { "textures/darkmod/stone/natural/rock_large_grey_001_wet" ( 5 3 10 1 0 0 0 ) ( ( ( 704 892.2424242424241 -3.172065784643305e-015 0 0 ) ( 692 892.2424242424241 -3.172065784643305e-015 0 -0.05859375 ) ( 680 892.2424242424241 -3.172065784643305e-015 0 -0.1171875 ) ) ( ( 704.0000004107425 892.2424242424241 144.0000004107425 0.703125 0 ) ( 692.0000002053712 892.2424242424241 132.0000002053712 0.703125 -0.05859375 ) ( 680 892.2424242424241 120 0.703125 -0.1171875 ) ) ( ( 512 892.2424242424241 144 1.640625 0 ) ( 512 892.2424242424241 132 1.640625 -0.05859375 ) ( 512 892.2424242424241 120 1.640625 -0.1171875 ) ) ( ( 319.9999995892576 892.2424242424241 144.0000004107425 2.578125 0 ) ( 331.9999997946288 892.2424242424241 132.0000002053712 2.578125 -0.05859375 ) ( 344.0000000000001 892.2424242424241 120 2.578125 -0.1171875 ) ) ( ( 320.0000000000001 892.2424242424241 -3.172065784643305e-015 3.28125 0 ) ( 332.0000000000001 892.2424242424241 -3.172065784643305e-015 3.28125 -0.05859375 ) ( 344.0000000000001 892.2424242424241 -3.172065784643305e-015 3.28125 -0.1171875 ) ) ) } } // primitive 6 { brushDef3 { ( 0 0 1 -260 ) ( ( 0.01302083281593192 0 0 ) ( 0 0.01302083281593192 0 ) ) "textures/darkmod/stone/natural/rock_large_grey_001" 0 0 0 ( 0 1 0 -912 ) ( ( 0.009645061700005408 0 0.728515625 ) ( 0 0.01929012340001082 0.0078125 ) ) "textures/darkmod/stone/sculpted/tiling_1d/trim_small_001_wet" 0 0 0 ( 1 0 0 -704 ) ( ( 0.03125 0 56 ) ( 0 0.03125 8.5 ) ) "textures/common/caulk" 0 0 0 ( 0 0 -1 208 ) ( ( 0.005208333333333333 0 0 ) ( 0 0.01041666666666667 0 ) ) "textures/darkmod/stone/sculpted/tiling_1d/trim_small_001_wet" 0 0 0 ( 0 -1 0 896 ) ( ( 0.009645061700005408 0 0 ) ( 0 0.01929012340001082 0.0078125 ) ) "textures/darkmod/stone/sculpted/tiling_1d/trim_small_001_wet" 0 0 0 ( -1 0 0 320 ) ( ( 0.01041666666666667 0 0 ) ( 0 0.01041666666666667 0 ) ) "textures/common/caulk" 0 0 0 } } } // entity 1 { "classname" "func_static" "name" "func_static_4" "model" "models/darkmod/architecture/fencing/irongatesegment.ase" "origin" "384 900 40" } // entity 2 { "classname" "func_static" "name" "func_static_5" "model" "models/darkmod/architecture/fencing/irongatesegment.ase" "origin" "448 900 40" } // entity 3 { "classname" "func_static" "name" "func_static_6" "model" "models/darkmod/architecture/fencing/irongatesegment.ase" "origin" "512 900 40" } // entity 4 { "classname" "func_static" "name" "func_static_7" "model" "models/darkmod/architecture/fencing/irongatesegment.ase" "origin" "576 900 40" } // entity 5 { "classname" "func_static" "name" "func_static_10" "model" "models/darkmod/architecture/fencing/irongatesegment.ase" "origin" "640 900 40" }
  15. The sword joint is not going to move. The object will go from being attached to the sword joint to the hand joint. Basically, just animate it as if the sword/weapon doesn't exist. See: http://forums.thedarkmod.com/index.php?s=&am...st&p=142216
  16. squill, can you make these controls for the tweaked rig I post in this thread? http://forums.thedarkmod.com/index.php?showtopic=7259 So we have one standard and to not make skin job on two rigs istead of only one. Its still ascottk's rig, but with model tweaked to more closely match the bones.
  17. The milestone goals for the coding and sound department have been defined and posted to the bugtracker. See also this post in the information forum: http://forums.thedarkmod.com/index.php?showtopic=7262 For the animation department, we just have a vague which might need some redefinition. Does the animation department want to define some goals they want to achieve till June? I believe that clear goals could help to focus on what's important, but ultimately this has to be decided by the people who actually do the work on our characters. Please post here what you think what's wise - I can help you guys putting the stuff in the tracker, if you want me to.
  18. The Pope needs a plugin:http://usa.autodesk.com/adsk/servlet/index...&id=6839916 & these settings work for that maya plugin: http://forums.thedarkmod.com/index.php?s=&am...st&p=143138
  19. Thanks dave, didn't think of hat just got it out of the pk4 files
  20. I have read in that thread about issues with forceware drivers: http://forums.thedarkmod.com/index.php?showtopic=7078 Could this be applicable in your case?
  21. Welcome to the forums! We're badly in need of animators - be sure to send New Horizon a PM, so he can bring you into the Applicants forum.
  22. Yes, you can do that sort of blending with vertex maps, I think it only works with ASE files exported from max. I remember talking about it on the doom3world forums a few years ago, if you ask there you'll get a clearer answer.
  23. I think things look very promising. For now Tricko, I'll set you up as a contributor and also give you access to the beta mapper forums. You'll have contact with actual mappers and be able to take requests for anything we might not have.
  24. Yay I fixed the other problem! But now I got a new problem... When I start the Thief's Den up I get this "Error during initialization" ------ Initializing File System ------ Loaded pk4 C:\games\doom3\base\game00.pk4 with checksum 0x29cdb978 Loaded pk4 C:\games\doom3\base\game01.pk4 with checksum 0x51c6981f Loaded pk4 C:\games\doom3\base\game02.pk4 with checksum 0xf3ec6f7 Loaded pk4 C:\games\doom3\base\game03.pk4 with checksum 0x5d4230ea Loaded pk4 C:\games\doom3\base\pak000.pk4 with checksum 0x28d208f1 Loaded pk4 C:\games\doom3\base\pak001.pk4 with checksum 0x40244be0 Loaded pk4 C:\games\doom3\base\pak002.pk4 with checksum 0xc51ecdcd Loaded pk4 C:\games\doom3\base\pak003.pk4 with checksum 0xcd79d028 Loaded pk4 C:\games\doom3\base\pak004.pk4 with checksum 0x765e4f8b Loaded pk4 C:\games\doom3\base\pak005.pk4 with checksum 0x8ffc3621 Loaded pk4 C:\games\doom3\base\pak006.pk4 with checksum 0x95b65ab Loaded pk4 C:\games\doom3\base\pak007.pk4 with checksum 0x666bdb3c Loaded pk4 C:\games\doom3\base\pak008.pk4 with checksum 0x23ae5993 Loaded pk4 C:\games\doom3\thiefs_den\darkmod.pk4 with checksum 0xae7f9fe1 Loaded pk4 C:\games\doom3\thiefs_den\game01-base.pk4 with checksum 0xd29e6284 Loaded pk4 C:\games\doom3\thiefs_den\thiefs_den.pk4 with checksum 0xb87d41de Current search path: C:\games\doom3/thiefs_den C:\games\doom3\thiefs_den\thiefs_den.pk4 (44 files) C:\games\doom3\thiefs_den\game01-base.pk4 (2 files) C:\games\doom3\thiefs_den\darkmod.pk4 (2 files) C:\games\doom3/base C:\games\doom3\base\pak008.pk4 (3 files) C:\games\doom3\base\pak007.pk4 (38 files) C:\games\doom3\base\pak006.pk4 (48 files) C:\games\doom3\base\pak005.pk4 (63 files) C:\games\doom3\base\pak004.pk4 (5137 files) C:\games\doom3\base\pak003.pk4 (4676 files) C:\games\doom3\base\pak002.pk4 (6120 files) C:\games\doom3\base\pak001.pk4 (8972 files) C:\games\doom3\base\pak000.pk4 (2698 files) C:\games\doom3\base\game03.pk4 (2 files) C:\games\doom3\base\game02.pk4 (2 files) C:\games\doom3\base\game01.pk4 (2 files) C:\games\doom3\base\game00.pk4 (2 files) game DLL: 0x0 in pak: 0x0 Addon pk4s: file system initialized. -------------------------------------- ----- Initializing Decls ----- ------------------------------ ------- Initializing renderSystem -------- using ARB renderSystem renderSystem initialized. -------------------------------------- 5166 strings read from strings/english.lang Couldn't open journal files execing editor.cfg execing default.cfg execing DoomConfig.cfg couldn't exec autoexec.cfg 5166 strings read from strings/english.lang ----- Initializing Sound System ------ sound system initialized. -------------------------------------- ----- R_InitOpenGL ----- Initializing OpenGL subsystem ...registered window class ...registered fake window class ...initializing QGL ...calling LoadLibrary( 'opengl32' ): succeeded ...calling CDS: ok ...created window @ 0,0 (1024x768) Initializing OpenGL driver ...getting DC: succeeded ...PIXELFORMAT 10 selected ...creating GL context: succeeded ...making context current: succeeded ------- Input Initialization ------- Initializing DirectInput... mouse: DirectInput initialized. keyboard: DirectInput initialized. ------------------------------------ sound: STEREO ...using GL_ARB_multitexture ...using GL_ARB_texture_env_combine ...using GL_ARB_texture_cube_map ...using GL_ARB_texture_env_dot3 ...using GL_ARB_texture_env_add ...using GL_ARB_texture_non_power_of_two ...using GL_ARB_texture_compression ...using GL_EXT_texture_compression_s3tc ...using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 ...using GL_1.4_texture_lod_bias X..GL_EXT_shared_texture_palette not found ...using GL_EXT_texture3D ...using GL_EXT_stencil_wrap ...using GL_NV_register_combiners ...using GL_EXT_stencil_two_side X..GL_ATI_fragment_shader not found X..GL_ATI_text_fragment_shader not found ...using GL_ARB_vertex_buffer_object ...using GL_ARB_vertex_program ...using GL_ARB_fragment_program ...using EXT_depth_bounds_test ---------- R_NV20_Init ---------- --------------------------------- ----------- R200_Init ----------- Not available. ---------- R_ARB2_Init ---------- Available. --------------------------------- ----- R_ReloadARBPrograms ----- glprogs/test.vfp glprogs/test.vfp glprogs/interaction.vfp glprogs/interaction.vfp glprogs/bumpyEnvironment.vfp glprogs/bumpyEnvironment.vfp glprogs/ambientLight.vfp glprogs/ambientLight.vfp glprogs/shadow.vp glprogs/R200_interaction.vp glprogs/nv20_bumpAndLight.vp glprogs/nv20_diffuseColor.vp glprogs/nv20_specularColor.vp glprogs/nv20_diffuseAndSpecularColor.vp glprogs/environment.vfp glprogs/environment.vfp glprogs/arbVP_glasswarp.txt: File not found glprogs/arbFP_glasswarp.txt: File not found ------------------------------- using ARB_vertex_buffer_object memory using ARB2 renderSystem found DLL in pak file: C:\games\doom3\thiefs_den\darkmod.pk4/gamex86.dll copy gamex86.dll to C:\games\doom3\thiefs_den\gamex86.dll game using MMX & SSE & SSE2 for SIMD processing enabled Flush-To-Zero mode enabled Denormals-Are-Zero mode --------- Initializing Game ---------- gamename: baseDOOM-1 gamedate: Jan 17 2008 Initializing event system ...700 event definitions Initializing class hierarchy ...160 classes, 313600 bytes for event callbacks Initializing scripts Compiled 'playerPositionThread': 632.9 ms ---------- Compile stats ---------- Memory usage: Strings: 38, 4880 bytes Statements: 24183, 483660 bytes Functions: 1192, 125472 bytes Variables: 81980 bytes Mem used: 1199856 bytes Static data: 2277552 bytes Allocated: 2827252 bytes Thread size: 7068 bytes ...8 aas types game initialized. -------------------------------------- Parsing material files ------------ RCF Server started ----------- -------- Initializing Session -------- --------- Game Map Shutdown ---------- -------------------------------------- ******************** ERROR: LoadTGA( guis/assets/mainmenu/buttons_settingsmenu/weapons.tga ): Only type 2 (RGB), 3 (gray), and 10 (RGB) TGA images supported ******************** Error during initialization Shutting down OpenGL subsystem ...wglMakeCurrent( NULL, NULL ): success ...deleting GL context: success ...releasing DC: success ...destroying window ...resetting display ...shutting down QGL ...unloading OpenGL DLL
  25. @HalfKaztBoy: Your Doom 3 installation seems to be bogus. The pak000.pk4 - pak0004.pk4 files appear to be missing entirely. I'd advise you to reinstall Doom 3 + Patch and then try again.
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