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The current rigs from ascottk are still usuable. Some tweaks have to be done to the weighting of the legs/ hands? But you can still use those as a basis for animating. I guess these are the latest (top)? http://forums.thedarkmod.com/index.php?showtopic=5035
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Welcome to the Forums, phide. Concerning a startup task: we were badly in need of lockpick sounds and wood impact sounds. Does this sound suitable for you? We would need to discuss the requirements we have for these sounds beforehand of course.
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Excellent! We could certainly use some help from someone of your talents. I checked out your samples. Some of those are exactly what we need (especially the page flips and lock clacks), which is great. You've got my vote. We have to be careful about our sources; we haven't quite decided what licence TDM assets are going to be released under, but it's probably going to be the equivalent of a Creative Commons licence, possibly a Non-commercial one, possibly a Sharealike one. Either way, it's probably best to avoid samples taken from royalty-free libraries unless one is quite sure that they're compatible with whatever licence we end up using. We still need a lot of foley done; many of our foley sound effects are still placeholders. We're better off in terms of ambients, but you can never have too many of those either. There are more comprehensive to-do lists in our private forums.
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Yes, we want grouping and layering be supported. See discussion here: http://forums.thedarkmod.com/index.php?showtopic=6697 The D3Ed problem makes the custom map format a non-ideal solution, comments are a no-go too. No conclusion yet, but the possibility of creating a separate information file containing the additional stuff is a possibility. The way it currently is, the WorldSpawn is in fact a so-called "Doom3GroupEntity", which is the same type as the func_statics are - technically this is correct and still most users don't notice. It's the selection/traversal code which treats the WorldSpawn's children in a special way. So, the special code for making the worldspawn objects behave more userfriendly is already there.
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add collision model to bottles. http://forums.thedarkmod.com/index.php?showt...mp;#entry131392
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Greebo is definitely an exception with the time thing. Personally I'm still at uni, and during term my TDM output falls to a few hours per month, not counting the time I spend reading the forums (which I've never timed). Almost all our discussion happens on our private forums. If you want to discuss something privately, the forum's Private Message feature is probably the best way to do it; but usually we just use the forums themselves, since there's not a lot that benefits from being made personal. The benefit of putting it on an internal forum for the entire team to see is that we can pool our knowledge better.
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I was flipping over Nisstagm's contributor thread here: http://forums.thedarkmod.com/index.php?showtopic=5450. Nisstagm himself seems to have disappeared, but he left a few FBX files on our FTP: carry1.fbx, carry2.fbx, holding.fbx, interact.fbx, reachout.fbx, scrub.fbx, scuff.fbx and sleepy.fbx What are FBX files? I gather these are not yet ready for use in-game? Can somebody check out these animations, whether their quality is ok or if they are useable? What is necessary to get them in-game?
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I'm afraid that you need the 1.3.1 version of the SDK. Most of us don't have a lot of time. Greebo is an exception; I am decidedly not. That's quite alright. Forums. This thread is internal, by the way.
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I already set you up with developer rights for The Dark Mod and as "updater" for DarkRadiant. That's absolutely no problem, I'm aware that I'm probably the only one from TDM team who can spend so much on the mod. Any help you can provide is appreciated, that's for sure. As soon as I'm ready with merging my AI changes back into the main codebase, I can assign you a few startup tasks. Or Ishtvan assigns you something for the meantime. We have a lot of internal forums, which are the primary means of communication. We once had an IRC chat, but this was already out of habit when I joined one and a half year ago.
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But regardless, our licensing status is at the moment quite unclear. I opened up a thread in the internal forums: http://forums.thedarkmod.com/index.php?showtopic=6752 And yes, I think the video should probably put up on thedarkmod.com - monthly updates would suit us well
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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).
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There was, but there seemed to be a misunderstanding and he left to work on the opendarkengine project. From where I stand, it came down to complete and utter silliness. I messaged him at TTLG and invited him to work on the Dark Radiant renderer. His apparent assumption was that this meant access to the TDM assets, which it didn't. TDM and Dark Radiant are separate code bases, and you don't need TDM assets to work on the Dark Radiant Renderer...because it already works natively with Doom 3...which he obviously had because he was working on a doom 3 model something or another. If it was another part of Dark Radiant, like stim/response...then yes, I could see it...but not for the renderer. I know, I would like to see it improved too. I've been pouring over coding forums, it's not an easy sell.
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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.
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Please also note that in f.i. Germany, the games are quite crippled/self-zensored, which means that you are basically forced to buy your Steam game via some foreign mercchant. (via an proxy in another country as Valve checks the IP!) However, do not try to get a refund for these games when you bought them via your credit card, as this will not only disable the game you bought (AND returned legally), but your entire account: From: http://www.slyck.com/forums/viewtopic.php?f=31&t=37355 So, they can simple turn around and deactivate all your bought games for no reason whatsoever. I think this is the reason why "software-as-a-paid-service" will fall flat on it's nose. Hopefully soon.
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Tagging - another idea for grouping objects
PinkDot replied to PinkDot's topic in DarkRadiant Feedback and Development
But tagging is not a grouping really - it doesn't change the structure of map objects. And you can assign some spawn_args (=tags) to brushes as well, so it should work. I added some "tag"" to one of my brushes, it was added to the list, not ignored, it was saved with a map, compiled with no problems, so actually the core functionality is there already - we CAN add "tags" to brushes or entities. But we cannot select by spawnargs (=by tags, as far as I know). It would be actually useful feature not only for tagging - you could use it by selecting all entities with f.e. "noshadows" spawn_arg etc. Missing any form of grouping feature is really bad. It takes ages to select complex group of entities - using brush for selecting usually ends up with selecting more than you need and than you have to spend some time on unclicking unwanted entities and so on... Tagging has another advantage over regular grouping - you could select f.e. only books in whole map. And together with filtering option you could hide everything except books, so you could focus on editing them only. -
Tagging - another idea for grouping objects
PinkDot replied to PinkDot's topic in DarkRadiant Feedback and Development
I don't mind if tags would be a string as a property of some spawn_arg or they would be unrecognised spawn args (without a need for a property to put in). It's just a matter of aesthetics and functionality (practice would tell it). The thing is if selecting objects in DR by those tags is possible or not. For me it looks quite easy to do and gives really great possibilities of organizing stuff in the scene. -
Tagging - another idea for grouping objects
Tels replied to PinkDot's topic in DarkRadiant Feedback and Development
Couldn't you just add a spawn_arg "tags" and have the property of it be the "tags"? Just like "name" contains an arbitrary string, "tags" could do, too. Or did I misunderstood you? -
As far as I know there's some limitation in .map file structure that makes grouping objects impossible. Recently I thought about alternative method - tagging entities instead of grouping them. Tags would be assigned just like any other spawn_args. Actually - the functionality is already there - you just write any word and it's added to the list. I'd say tag would be anything which is not a recognised as spawn_arg. The only functionality which has to be done is "Select by Tag/Spawnarg". It shouldn't be difficult to do, should it? And there's really plenty of possibilities to make selecting a group of objects easy and flexible. I mean diffrent modes of selecting etc., but these are details at this moment. Of course any object could have many tags, so you can have f.e. galleon with all stuff on it tagged with "galleon". But if you want to move only lamp on the galleon, you could select lamp and light source tagged f.e. "lamp_12" and "galleon" tag would be ignored. Another great functionality would be filtering by tags. What do you think about it?
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Been lurking on these forums for about a year now and figured id sign up and offer to help in any way i can. Heres a couple of textures i've been working on, let me know if there any use to you mappers? Preview Download I know theres only 8 but i'll keep working on more if there up to your standards? Also i can model if thats any help, already done a few simple crates and world objects. I don't have any portfolio or anything, but if you wanna assign me a modeling/texturing test, fell free?
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Hey nightshifter, Welcome to the Dark Mod forums I'm glad you enjoyed the vid. Yes, please show us some screenies, I think anyone who had enough patience with Dromed will have more then enough for Dark Radiant
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The original was really only meant for me, but Dram posted it in the forums. There is smaller version available that is 50 megs. Coming soon.
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Uhm, is it just me or is the normal map reversed? the left one (without) has the stones sticking out, the right one looks like all the "stones" are actually depressions: http://forums.thedarkmod.com/index.php?act=a...ost&id=1492 I notice a similiar effect on "sloppy_bricks_red" or something, where the mortar actually sticks out and the bricks are depressed. That should be the other way, as mortar sticking out would be the first thing that gets broken off and weathered down by the elements. (unless the wall was made 2 weeks ago with plenty of mortar quelling out between the bricks
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I was referring to this one: http://forums.thedarkmod.com/index.php?s=&am...st&p=121951
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If what you've listed above is the same as the rgb/color keywords, then it won't really desaturate the colour, it will just move it closer to black (or white if you use an additive blend). It's definitely useful for creating new textures without the need for more files, however. http://forums.thedarkmod.com/index.php?showtopic=6170
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We also have transparent lit and unlit glass. http://forums.thedarkmod.com/index.php?showtopic=6180