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  1. Editing archetypes does not make sense in the context of a Doom 3 mission, because the concept of the "gamesys" does not exist. In Dromed, you could completely customise the gamesys and bundle it with your mission, but in Doom 3 this does not happen -- if you changed a basic entity declaration, this would affect ALL missions that used that entity class, not just your own map (consider it as though all changes you make are written to the dark.gam file, rather than the gamesys in your own mission). In Doom 3 you would to create your own entity types for your mission, in a separate DEF file, and bundle this in the PK4 along with your other resources.
  2. Probably not as he's on dial-up, iirc. But it should be ok, if he's using just the PK4 and the def/ and script/ files. Not a very clean solution, but it should work. Or he would find a way to obtain the mod without having to squeeze it bitwise through his modem (snail mail, broadband at work, etc.)
  3. Ohh hell yeaaah. The PC is Unstoppable so far this year. Assasin's Creed, Condemned 2: Bloodshot, and Mass Effect will get ported the proper way to the PC. :rubs hands in anticipation: http://forums.gametrailers.com/showthread....d=1#post8082546 http://biz.yahoo.com/bw/080212/20080212005536.html?.v=1 Thank you ports. Now I have no need for a console.
  4. There appears to be a lot of hate toward Bioware right now because they have not fixed the issues and are working on a PC version. Ouch . http://masseffect.bioware.com/forums/viewf....html?forum=125
  5. Here's the info for modifying animation speed: Try using this to create walk cycles for D3 monsters http://forums.thedarkmod.com/index.php?showt...&hl=setrate
  6. DarkRadiant can load DDS (but not the RxGB ones, they seem to be proprietary), and mimics the same behaviour as Doom3 does: dds/-Folders are searched first, "real" folders have priority over PK4-folders, texture extensions (.tga/.dds) in the material file are ignored.
  7. Crispy came across a very talented modeler on the indiegames forums, who goes by the name of Tricko. Since we're in pretty good shape as far as characters go, he suggest Tricko apply as an object modeler. I agree with this as well. Here is some of his modeling work. http://www.wazgrafix.com/
  8. 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
  9. Gildoran

    Cutscenes?

    There's no reason this couldn't be applied to moon-beams... just keep in mind that in order to get rays, you need to block the moon with something thick that has occasional holes (hence why the clouds look different in the rays AVI - the original clouds tend to produce a warm glow rather than sun-rays), so fog might not work so well. I guess if you're not worried about whether the rays are tied to the shape of the fog, you could use an arbitrary texture to produce moon-rays. I don't have SVN access at the moment, and I think I'd upload the sky as a PK4, so FTP might be more appropriate. In any case, I'd like to try improving the sky a little (moving the sun towards the horizon and increasing the contrast of the clouds a bit more, so that sunbeams tend to be more apparent with more realistic clouds) before uploading it.
  10. GOD is punishing the Giants huh. OK, now you've gone too far, please leave the forums immediately
  11. 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
  12. 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.
  13. 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
  14. 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.
  15. 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 . . .
  16. There's this one, I think that's the most current one: http://forums.thedarkmod.com/index.php?showtopic=4888
  17. 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?
  18. 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.
  19. 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.
  20. @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.
  21. 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
  22. 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.
  23. 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
  24. 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?
  25. 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.
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