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  1. 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
  2. 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?
  3. Okay I'll be refreshing the forums intermittently
  4. 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
  5. 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
  6. 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.
  7. For some reason, the hour or so of Half Life 2 I played bothered me. Not sick, just... weird. First time ever in a game, and Descent never bothered me a bit (quite a thrill, actually). I think it may be the narrower FOV? Isn't HL2 something like 70 degrees instead of 90? I could be wrong. Edit: Interesting, answered my own question. Yup: http://forums.nvidia.com/lofiversion/index.php?t191.html
  8. @HappyCheeze: As soon as New Horizon has set you up, you'll need to read through a few things before you have access to our SVN repository. This is the link you'll want to start with, take your time and work through that: http://forums.thedarkmod.com/index.php?showtopic=6694
  9. Ok, can you set up our two new Beta Mappers, New Horizon? @Flanders: you'll need to read through a few things before you have access to our SVN repository. This is the link you'll want to start with, take your time and work through that: http://forums.thedarkmod.com/index.php?showtopic=6694 (accessible with Beta Mapper permissions) I'll post that link in HappyCheeze's thread too.
  10. Yep, it was released just a little while ago http://www.ttlg.com/forums/showthread.php?t=122490 If anyone doesn't know this is part 2 of the Circle of Stone and Shadow Thief II Fan Mission campaign. It follows up where Cosas left off after Gathering at the Inn. I won't get into details, I have yet to play it (hopefully tonight). I was a part of this time quite awhile back and can say what I saw of the terrain in MissionX it is a pretty cool layout. I am very happy that my work will finally be released. I modelled the main characters (Raputo, Cloud) something like 4 or 5 years ago. At the time it was a pretty big deal for me and some of my first completed characters. AnarchicFox (I believe) did the skins so they should be looking really nice. I also did quite a bit of furniture and a few small items. Anyway, I figure anyone here would love to play this one but might've missed the announcement.
  11. I started a thread about them almost a year ago: http://forums.thedarkmod.com/index.php?showtopic=6754 Apparently, these items are on your ToDo-List.
  12. I've lost my acess to TDM resources and team forums, so I can not check these spiral stairs... But... what's the best method to build monster clip walls that would outline round surfaces (e.g. walls around spiral stairs or tower walls)? The one described in spiral staircase tutorial? (Unfortunately, there's no screenshots there now.)
  13. There is a sort keyword which is sometimes used on some original doom textures (mostly in the particle materials located in pak000.pk4 I think) but I don't know if that helps. I've also noticed that the vertex programs (water waves...) mess around with translucent stuff in front of them.
  14. Yup, there are a good few of us steadily working on stuff, posting in the internal forums about issue and things. Between us and the more official main mappers, there should be a good strong handful of cool missions ready for the mod release (probably around next summer)
  15. You're welcome. There are still a few steps left to go before the model is actually ready, but at least you have your first result. I was thinking that this conversation should perhaps be moved back to the public forums - I believe it could be quite instructive for others. What do my fellow team members think?
  16. You'll want to learn Normals for sure but they can always be added later in a mtr file. The collision and shadow are more critical as the model needs redone again later if not there. You should check out polycount forums for any information on modelling techniques. Our Wiki has all the basic infor but almost any modeller can learn alot from polycount. Some amazing stuff gets done there and everyone is really helpful. I am using XNormal for normal maps and AO baking right now, it seems to work really well. Normal map basics. I'm not gonna get in depth as there are tuts. Basically you need a low poly and a high poly version of your model. It's best if the low poly is fully encased within the highpoly and has bevelled edges. The high poly deffinately needs beveled edges, straight 90 degree edges don't get transfered as the normal map contains info on sides not depth. Also, each polygon on the model needs unique uv space, overlapping polys will leave black spots that get no light. Then you export the hi and low seperately and use a program like Xnormal or Doom3 to bake the hi-poly details onto your low poly map (the high poly model doesn't need UV coords).
  17. Bah, that page is just marketing hype - it's just an interview with the developer, not actual performance tests. You need an independant 3rd party for a reliable source. I made a post on how XP runs games faster than Vista, but decided it should be a new thread. http://forums.thedarkmod.com/index.php?showtopic=8089 The bottom line is - the numbers are out, and XP runs games faster than vista, and they look identical in terms of image quality, even the DX10 ones.
  18. Hey, Jerboa, welcome to our forums! We can always use more of such models, "everyday stuff" is good for the mission toolset. I suggest you drop a PM to New Horizon to apply for Model Contributor status. We can create an applicant thread for you, where we review your stuff and introduce you to how to get your model in-game. Have you a copy of Doom 3 around? The process of getting models in-game is not hard at all, but it may take some non-obvious steps.
  19. Continuing from this idea: http://forums.thedarkmod.com/index.php?s=&am...st&p=155603 Hmm, it strikes me that this might also be a very easy way to add variety to large groups of AI. It would be extremely easy to have a "tall" "medium" and "short version" of just about every AI we have. In fact, rather than every character needing animations exported separately, why not establish a series of default sizes for AI? We could have something like: Very Tall (6' 3") Tall ( 6') Average (5' 9") Short (5" 6") Instead of having unique md5anim files for each AI, we just make one animation set for each of those heights, and then create separate AI defs that point to each one. That means we could have, for example, 4 different heights of the same townsfolk model without any extra work. It might not always be appropriate for every AI (a Short elite guard would look weird, as would a Very Tall forger), but it gives a lot of extra variety (and saves a lot of exporting and nearly duplicate md5anims). The only downside I can think of is that you wouldn't be able to have a 5'11" or a 6'2" character--but since character heads are all slightly different sizes, I really don't think anyone would notice that AI come in only 4 different heights. Squill, any reason you can think of why that wouldn't work?
  20. OK, I've done one gold key in three versions for you to choose before I do the rest HERE. Drop the pk4 in darkmod and enter map inv_icons Scroll through the inventory and see a big icon, a small, and a big128 that is 128 x 128 (the other two are both 256 x 256) There is a big saving in disk space and I don't think I can tell the difference in quality. I like the big key because I like things nice and clear but probably many like small discrete icons.
  21. Was just browsing through the BCG forums, and stumbled upon this: Thank god.
  22. Okay, I'm done adding a few points. I eventually got stuck on fixing the rotation, so someone with a 3d program can probably do those much faster than me. Documentation for how to do it is here: http://forums.thedarkmod.com/index.php?showtopic=8070 These have been added: Base Humanoid def file (tdm_ai_humanoid): - palm of hand (left/right) - front-right and front-left of belt - back-left and back-right of belt - back-center of belt Builder def file only: - slung across back (left to right or right to left) - stacked across back (left to right or right to left). This is offset one unit farther back so that two weapons may be worn crosswise across the back without obvious clipping) TODO: We can move this to the humanoid base def file, so that other AI can optionally sling swords across the back, but I wasn't sure if all humanoids have Spine2 joint, or is it just the Builder? - Sword at hip (WIP) (I know the builder won't have swords, but wasn't sure if the citywatch mesh was up to date or not). I think the position is okay, but I couldn't get the rotation right by hand. Need a 3d program to generate Euler angles or something.
  23. Very, very nice, especially with such limited resources. I love that door texture, did you make that yourself? You definitely have the artistic and mapping skills necessary. The only other thing we ask of beta-mappers is enough dedication to stick it out and not disappear after a few weeks. I echo what Komag says about downloading the Thiefs Den alpha (you can use the wiki link at the top of the forums to find it). It includes a set of limited art assets, including some AI, that you could use. If you're willing to stick around for a week or two, you'll be a shoe-in for beta-mapper status.
  24. That would probably be better. I can upload the original freeware texture image if you want which is much higher res but I scaled it down to 1024 and cut the rounded corners. There is also a nice old leather book cover if you want. It is deeply 'embossed' (not sure if that is the right word) so would look good with a nice bumpmap. There is a small collection of stuff but I think not much else useful to TDM I don't think but if curious you can get it here... http://www.ttlg.com/forums/showthread.php?...766#post1751766 I also download skybox textures but not looked at them yet.
  25. Baddcog

    Model issues

    Well, I deleted those before Saint Lucia I'm sure. I don't know how they got back. But I don't want them put back in and released. Thiefs Den already uses a chest that's outdated, I'd like to not release more outdated stuff. chest1.ase (and chest1_lid.ase) are now chest_wood.ase and chest_wood_lid.ase chest2.ase is now chest_metal.ase and chest_metal_lid.ase chest3.ase is now footlocker_wood.ase and footlocker_wood_lid.ase Like I said, uv coords, centers, grid alignment, lid/grid alignment, locks have all been updated as have the names to better reflect what they actually look like. Here's a link to the post when I did it, was before thiefs den rleease http://forums.thedarkmod.com/index.php?s=&am...st&p=138312
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