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  1. It will be tomorrow I will leave the error in the map when I release it, I'm just fixing it up tonight and I will put it in a .pk4 tomorrow.
  2. @SneaksieDave: I do agree that it looks not phenomenal, but it's not hopeless. It should definitely go, but I would suggest to actually moving them from the repository into some kind of "texture cemetery" where they can be resurrected from. Should we create another repository for such things? As for the maps: There are quite a few garbage maps in our darkmod/maps/ folder which should be removed entirely. I don't think that it's a huge problem if a texture goes missing, as these are testmaps in the first place. Just apply any other texture, for testmaps it doesn't matter. We could create some sort of "Textures Removed" thread where the deleted textures are "announced". Beta mappers who used this texture can still retrieve it from the repository and include them independently in their PK4 if they really insist in using this crappy texture.
  3. phide

    "etc" or "ect"?

    That's proper for Oxford-worshiping, pencil-in-sleeve-pocket American English as well, but not necessarily required for informal situations (such as these extremely informal forums). To be 'ULTRA PROPER', one might even consider writing out a number such as 523. Crazy, crazy! Now, any individual caught having confused 'loose' and 'lose' should be labeled a dunce for all eternity. That's just plain deplorable.
  4. Next weekend I'm going to film more reference footage, is there some list of anims we will want, not just urgent ones but future ones? I already looked at this thread for ideas. http://forums.thedarkmod.com/index.php?showtopic=5342 I've made up quite a list myself. The focus is on female reference this time, as I've got one of my female friends to act this stuff out but she gave me some good ideas for the male characters too, which I'll get someone to act out as well. I have a table of characters, and animations for each. CHARACTERS Female Guard Female Guard with sword out Noblewoman Nobleman Upperclass female servant Upperclass male servant Common female (peasant, servant, civilian) Female holding torch Big matronly servant woman ANIMS FOR EACH (some will be redundant, there will be overlap.) Walk Search Run Cower Take damage Death Look under Give up search Startled Flee Look around search Point alert Frustration Bored Knock out Greet GENERAL ANIMS (some generic, some specific to characters, also just notes. Eg the apron one is an idea for the big servant woman "idle" anim) Carrying tray (servants) Hold skirt and walk up steps (females) Flirt (female upper class servant greet male, no lesser than guard though) Conversations Shrug Drunk idle Drunk walk Blind weapon swinging Restless sleeping Kneel down and examine Kneel down and examine, holding a torch Writing at desk Admiring something Take Bored Shiver Cast spell Fluff out dust from apron (big servant woman) Fix hair (noblewoman, upperclass female servant) Bluster eg. "Don't you know who I am??" (nobleman cower)
  5. We've gone through and cleaned out a lot of old members and beta-mappers. If you haven't posted for five or six months, your status has likely been reverted to regular member, and you will only be able to see the public forums. If anyone was caught in this sweep and thinks they should still be a member, just PM me or another admin.
  6. I asked the T2X team if they would be willing to share their footstep sounds with Dark Mod and they kindly agreed to let us use them. The new T2X footsteps have been uploaded to CVS, along with a new sound shader. The agreement with the T2X gang is that we do not let anyone outside the mod know that we are using their footstep sounds. Internal knowledge only. Upon release, the step sounds may only be used by FM authors for Dark Mod FM's. The tweaked settings won't become default until the new build of the pk4, so you'll have to add the tweaked settings in your Doomconfig.cfg file for them to work properly. Here are the relevant settings. seta pm_stepvol_crouch_creep "-7" seta pm_stepvol_crouch_run "4" seta pm_stepvol_crouch_walk "-2" seta pm_stepvol_creep "-5" seta pm_stepvol_run "8" Additional footstep sounds have been added, thanks to the generosity of T2X. There is also a jump sound for each of the material types. Currently, our player does not use this. It would be beneficial if our player did use the jump sound...rather than simply playing a footstep, as the player currently does.
  7. 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.
  8. 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.)
  9. 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.
  10. 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
  11. 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
  12. 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/
  13. 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
  14. 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.
  15. GOD is punishing the Giants huh. OK, now you've gone too far, please leave the forums immediately
  16. 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
  17. 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.
  18. 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.
  19. 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
  20. 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.
  21. 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 . . .
  22. There's this one, I think that's the most current one: http://forums.thedarkmod.com/index.php?showtopic=4888
  23. 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?
  24. 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.
  25. 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.
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