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  1. Why do you upload it as a rar file? It's a repository. It would be more convenient if you just upload them as individual files. People can always choose to download them also individually if they don't want the whole pack, and you don't have to unpack it. The only thing that makes sense to be packed up is if you have a releasable version of your map and you want to distribute it. In that case it makes sense to put it in a PK4, because that's how poeple expect to play it.
  2. There it is! : http://www.shaze88.com/downloads/autres/lamp.rar 185 Polys, Sorry if you don't like the texture, Im kinda bad at texturing And if you want more details, I can always add more polys Everything is in a pk4, so you can just add the pak and see it within the game
  3. greebo

    2d help

    Sounds like you're set to apply to Contributor status then - just drop a PM to New Horizon and let him know that you want to contribute textures. We'll set up a thread for you where I can guide you through the texture creation process plus set up your SVN access. To summarise what has to be done for these textures you can have a look at this article: http://wiki.thedarkmod.com/index.php/...to_The_Dark_Mod For your textures, this would boil down to: Find a suitable name, according to our conventions on the wiki Create the DDS diffuse maps (and specular maps, if there exist any) Create the JPG editor image (256 pixels max.) Create a shader which contains the frob-highlighting and ambient stages Send that package to me and I'll see if anything's missing. Upload to darkmod + darkmod_hires As soon as you have contributor status, you can also upload the textures yourself once you have your SVN account readily set up. We have a startup thread in the internal forums, which will explain all the details.
  4. I'm almost certain Dram tried a smaller version but we decided to revert back. edit: Ah, here's the thread: http://forums.thedarkmod.com/index.php?showt...;hl=arrow++size I notice that broadheads don't really sink into AI very much (usually just the tip of the arrow) so that might make them look a bit larger when they're sticking out.
  5. Fidcal

    Briefings

    But I can't get my custom launcher to work it. I am passing the arguments dmargs_Windowed.txt and dmargs_fullScreen.txt. Just searched the forums but can't find those mentioned. Must be here somewhere. No, it's searching correctly because it just found this post! I know I didn't dream them up so where did I get them from? Did you pm me? wiki?
  6. I checked the forums and didn't see a topic in relation to this, so I apologize if this has been already brought up. Once I used the compass it stuck on my inventory items and made my inventory unusable. I couldn't turn the compass fully off but i could cycle through two of the items in my inventory, but I wasn't able to use them. I had to go outside and pick up another item for the inventory before I could use it correctly. Also once I had it working the gold status was displayed over the inventory. I don't know if this one was my fault or what. Aside from that this is an absolutely amazing piece of coding. The world was fully beautiful and the AI was smart as hell. The water and lighting effects were brilliant. I personally didn't like not being able to jump from ladders, but that's my preference and I'm not gonna knock it because that could mean more coding. If you need more info on this let me know and I'll try to reproduce. My stats for my pc in case you need them Windows XP 1 gig ddr ram amd 3800+ 2.4 ghz radeon x1650 EDIT: I have been play testing it again to see where it messes up and I have found that this is easily clearable in game cycling through the inventory with the [ or ] keys. The problem lies in the - key to get to the inventory. So I don't know if the compass is supposed to stay up when you use the - key for the inventory but that is what is causing the problem for me. Noticed another cool thing though. I hit the fat guy with a gas arrow while he was next to the torch in the courtyard and it knocked the torch out as well. I thought that was awesome, though I am not sure if that was intended. So if I wasn't clear let me know, and if I was just being dumb and breaking the game by doing something I wasn't supposed to let me know.
  7. I am note sure, actually I like the in-game version of the old one more. Maybe the new normal map needs a bit more work? I get this error since last fall and up to day I have not been able to checkout the highres repo completely. After a few months of trying I have given up. It seems to be a server problem, but sparhawk hasn't responded yet. Edit: See here for October 2007 post: http://forums.thedarkmod.com/index.php?showt...st&p=128650 I don't know since I couldn't check out more than a few on none of my computers.
  8. Well, this is the mtr /////////////// //cubemap no alpha /////////////// teapot_env { metal { blend diffusemap map models/darkmod/props/textures/bc_teapot.tga } bumpmap models/darkmod\props/textures/bc_teapot_local.tga { blend add cubeMap env/gen1 texgen reflect } specularmap models/darkmod/props/textures/bc_teapot_s.tga } hacked from a guy at D3W. I deleted a bit of stuff, his was glass so there was translucent, ect... Give it a test though, let me know what you think. I think it definitely adds some depth. -edit- looks like env folder has the reflections, just checked and that's where our water reflections are. so gen1 must be a stock doom reflection map, 'general reflection #1' eh? Too lazy to look in those pk4's
  9. Well, some people don't consider TDM forums to be random in fact... Congrats Dram. Have a good one...
  10. Heh, I never noticed the calendar link. But wait, what I am trying to get at is that to know the birthday, the person in question needs to enter it here. So, you say, people actually put in their real birthday when signing up to random forums? Guess I am getting old
  11. hey, nice update. sounds like almost everything i mentioned is actualy on the road map. i like it. other then what i mentioned its going to take alot of playing to find more things that might bug players cause everything seems to be working very good. also of course his post wasnt negative, even if it was i would never handle a situation in a negative way. chances are while i was reading it it would apear as a calm informing voice in my head. i understand what its like to see the same post about the same things over and over on the forums, or posubley a thread about some things already being discoused or have been. thanks for pointing me in the right direction for some info tels. lots of good stuff.
  12. Very nice! Don't feel that you actually have to try and improve the existing image file...it would be equally fine (if not better) to find a *better* reference image and use that to create a new and improved version. For example, if there's a crappy grey board texture, you could find photos of similar grey boards and make a replacement texture. We just want the 'type' of texture to stay similar in case it is being used in maps already. Here are some textures that we know need improving: http://forums.thedarkmod.com/index.php?showtopic=3903
  13. I think every single texture from you is a welcome addition, whatever it is. If you're motivated, you could also look through the textures from the olden days in our repository and replace them - there are a few especially bad ones (like the floor in test/walk_ik.map, which has all the shadows baked in the diffusemap). A short notice on the forums before replacing them would be nice, though.
  14. Looks like this idea is not new...Ascottk suggested it a while ago, back when I really had no idea what he was talking about. http://forums.thedarkmod.com/index.php?showtopic=5269 There was never any followup on the idea, as far as I can see.
  15. For future reference, here's Oddity's animated gif of the original bow animation: http://forums.thedarkmod.com/index.php?s=&am...ost&p=15050
  16. Hi, and welcome to the forums I'm glad you liked Thief's Den - it was created by Fidcal, and we all had much enjoyment in playing it as well. As for the bug reports - a lot has changed since Thief's Den, and many bugs are now no longer bugs. As for jumping off ladders, you can do so simply by facing away from the ladder and pressing jump - I'm not sure why it did not work for you. The gas arrow taking out torches is intended, as it theoretically "chokes" the torch of air. It was also discussed whether it should be flammable but was decided against. BTW, what framerates were you getting?
  17. This guy's offering to write music for T2 FMs. Not even heard it yet so no idea if he's any good but just thought I'd post the link... http://www.ttlg.com/forums/showthread.php?...251#post1743251
  18. Be aware, that if the PK4 contains a DLL which Doom might recongize, you may not be able to delete the file while Doom 3 is still running.
  19. I've uploaded a collection of our textures used in the Bonehoard to ftp: ftp://208.49.149.126/TheDarkMod/Textures/...tures_angua.pk4 (~ 45 MB) Gildoran, would you like to look through them? I've already renamed them and put them in more or less appropriate folders. I've made a small map too, where you can have a look at them (angua_test.map, just run it with the "map" command). All the diffusemaps and specularmaps are dds, so you have to have seta image_usePrecompressedTextures "1" in your DoomConfig.cfg file.
  20. There is also a thread at TTLG: http://www.ttlg.com/forums/showthread.php?t=121677 The whole thing is absolutely mind-boggling.
  21. Yep, though I assumed he was the same height always: http://forums.thedarkmod.com/index.php?s=&am...st&p=153690 Don't know when exactly this may have happened but it's been this way a while now.
  22. are you MageofFolenn on Black Cat Forums? B/c if you aren't, you must be soul-mates, or long lost twins or something.
  23. I am perma banned on Black Cat Games forums for raging and also I was framed by some ppl so better not to tell anyone anything. Lest ye wish to unleash Ragnarok once more.
  24. Restarting the mod might work. After all there is no primary Doom 3 game. The original game is also a mod, with no special behaviour. The game DLL is in a PK4, and when the game starts it behaves exactly like it does when loading a mod. The engine is a complete seperate entity, which loads the mod at some point, which happens to be the Doom 3 game, when you are running the unmodified game. So it definitely should be possible to reload the mod, by switching the mod back to ourselve as if it were just loaded.
  25. Number 1 would still display all the maps in the 'selected' pk4, really no way around that. For a campaign though, I'm not sure how we can control that really. The player should naturally want to start at the beginning though.
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