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  1. Yes, you can do that sort of blending with vertex maps, I think it only works with ASE files exported from max. I remember talking about it on the doom3world forums a few years ago, if you ask there you'll get a clearer answer.
  2. I think things look very promising. For now Tricko, I'll set you up as a contributor and also give you access to the beta mapper forums. You'll have contact with actual mappers and be able to take requests for anything we might not have.
  3. In most if not all of your cases it is due to mis-installing the patch. The patch does not properly install into the correct directory. By default it says it will install in some C:/Program Files or something like that. You need to change it to install right into your main Doom 3 directory. So just try to install the patch again, carefully setting the correct directory, and you should all be all set. This same problem has occured over and over again for many people on various forums. I think it really needs to be added to the install directions for the mod on the wiki and elsewhere. It's getting to be a common issue.
  4. Welcome to the forums! Glad to see the demo has stimulated some people to try out mapping for it. There will eventually be a user-friendly objectives editor in DarkRadiant, but right now the only way to enter them in is with spawnargs, and it's not user-friendly at all (although I think maybe easier than DromEd ). I'm also still revising some things in the objectives system, so it's still subject to change. You can take a look at how they were handled in the Thief's den map, by looking for an entity called target_tdm_addobjectives. That's where the objective information is stored, although I think Fidcal also did some tricks with triggers and counters to set up certain objectives. [EDIT: Just saw the video for your mod, it looks very interesting, and looks like it has very different gameplay from Doom3, which is good!]
  5. There are some sounds we made for our map (some zombie sounds and moving stone sounds, they can be found in the pk4). Shall I add them to the existing darkmod content or keep them seperately?
  6. UPDATE 13-01-08: I have tested doom 3 with the 1.3.x patch and the latest nvidia forceware beta 169.28 and doom3 now works again. But thief2 is still broken, the main menu/cursor is still corrupt and when you try to start a game it crashed to desktop... ORIGINAL 29-12-07: Its been reported that Doom3 is broken under forceware drivers 169.21 and above under WinXp. The game is corrupted in both the menu and in-game, this also effects T2/SS2. I have found multiple instances of this drive breaking upto another dozen games on the nVidia forum http://forums.nvidia.com/index.php?showforum=18 biker
  7. Right so Ive been back for a few days now and finally managed to jump back into it Heres a question: How do I get the renderbump command to reference the objects UV map? Whenever I run the command I get the default 1-sided map (which isnt even registered as a UVmap) O Ive been tinkering a bit and learning more about the engine through various forums so Ive got the model in game, just really the normal maps that are causing the only issues. Ive already got a basic .mtr file that should work fine, soooo.. Hints, tips, tricks? thanks
  8. @bob: Thanks for the PK4, the isolated .map file would have been enough, but that's ok as well. Yes, there is a bogus patch in the .map file with vertices set to infinite coordinates. DoomEdit doesn't like this, obviously. We could circumvent such problems perhaps if DarkRadiant emits a warning during the map saving process (like "Invalid Patch Vertices found. Correct? Yes. No.").
  9. http://www.filefactory.com/file/5d57ba/ Okay, hopefully that pk4 is right.
  10. This is a half life 2 thread but it might help. http://www.halflife2.net/forums/archive/in...hp/t-72866.html
  11. There is usually always somebody around on these forums, so why should this change after the 15th?
  12. There are a sizeable number of us who read the forums daily or nearly daily. I haven't counted but I'd estimate about a dozen(?) So don't worry, there will be support. We can't promise that we'll be able to solve every problem immediately, and we can't promise that we'll be heard over the inevitable frenzied chaos, but we'll be here.
  13. Model Folder Structure I guess I have spent way too much time on your wiki... By the way here are some nice tutorials for lightwave and maya in the context of doom 3 models. Baddcog probably already knows these, cause I saw him post in those forums... Aparently you find no good doom 3 tutorials for 3ds max, so I guess I'll make a transition over to Maya.
  14. angua

    Vine Arrow

    I've played around a bit and made a little particle effect. The effect together with a map is on ftp: http://208.49.149.118/TheDarkMod/maps/test.../vines_test.pk4 (already compiled, just type "map vines_test")
  15. Maybe he read the bugreport I filed after posting here pointing this out on the after some months? http://bugs.angua.at/view.php?id=472 Eclipses happen in the manner of minutes and it would be certainly very odd if the moon stayed the same for even 10 min, let alone for an hour mission playtime. This is also affected by the place from where you photograph the moon. I think that by just looking at the photo you might be able to deduce where it was taken. Moon looks different in Europe than in Australia. Technically, at least all the moon pictures in TDM should either: * look like they are from the same place, preferable the northern hemisphere * are of (always the same) fictional moon Yes, they do. As I wrote last year. And in the bug report. http://bugs.angua.at/view.php?id=472 This is not a personal attack/critic, but I really do wonder how bad our internal team communication must be if 2 or 3 persons can "discover" the same issue over the course of a few months and not notice the other "discoveries". (I also blame myself for wasting countless hours on the forums but not finding 30min to just fix the dang moon myself Anyway, back to the topic at hand, I also wrote that clouds heavy enough for rain also block the moon. The only way you could see the moon if you have partial clouds, e.g. heavy rainclouds over you, and less/no clouds to the side where the moon is. However, the cloud layer in TD is uniform. So I would say just remove the moon from the missing. The texture should also be fixed, tho.
  16. Over at Polycount forums there's an on going thread for low poly models. Some pretty cool stuff, it's amazing how good some of the modelers are. Anyway, I've been watching it for quite awhile and just wanted to do something different to kill some time. I always liked Bender so I gave him a go. The point of that thread its to make the best possible model under 450 polys and as low res tex as possible. I made my tex 256x256 but tested with 128x128 and it looks just about as good so I'll probably end up using that. It was fun, I think I might end up doing the cast of Futurama as just a random project.
  17. I submitted the site to Digg a long while back.. http://digg.com/software/The_Dark_Mod_A_Do...the_Thief_games It almost had enough support to hit the front page (which would expose it to millions). I busted my ass trying to get people to sign up and support it, but unfortunately it wasn't enough. Maybe someone should re-submit it and have the fans here go there and digg it. And my topic here: http://forums.thedarkmod.com/index.php?showtopic=4253&hl=
  18. What surprises me is that there are no 1st person ninja stealth games that handle stealth in a Thiefy way and incorporate Dark Messiah type combat with a ninja stealth slant. I'm talking about a game where you are a hired assassin that has to use ninja skills to break into castles and palaces and take out the target with the minimum of fuss. Would be easy to do now from a technical POV but just needs someone with the vision to create a workable 1st person combat system that is far more sophisticated than that in Dark Messiah. I've posted my ideas for character skills progression in a Thief world that I think would suit both the larger gaming demographic and even the hardcore like oDDity, here: http://forums.thedarkmod.com/index.php?showtopic=6420 You could easily have difficulty settings that restrict any of those aspects and therefore the game could be as arcade-y and assassin orientated as you like, as pure Thief with ghosting requirements as you like or anywhere in between. Dark Messiah already gave us an example of how limited multiple character progression paths could work. It's fault was in not really allowing for as satisfying gameplay if you chose pure magic or pure stealth. Did anyone ever try fighting the Orc chieftain as a pure stealth or mage character? The problem was that the game was far too combat oriented - a Thief game would not suffer this since you always have the option of avoiding AI or, using the system I propose, taking them out in a more stealthy fashion.
  19. Ah, I've updated the links in that post so that it links to the new wiki site now: http://forums.thedarkmod.com/index.php?s=&am...st&p=128770 For your convenience: http://wiki.thedarkmod.com/index.php?...ng_The_Dark_Mod The SVN URL is: https://darkmod.homelinux.com/svn/darkmod/trunk/
  20. Take this as your startup guide: http://forums.thedarkmod.com/index.php?showtopic=6694 You'll need TortoiseSVN and checkout the Mod using that software.
  21. I have just experienced this bug for the first time! It got fixed by Alt-Tab'ing to another window, then going back to DR. But then I searched around the forums and found this thread, and I got it in my head to try to reproduce the problem. This time the problem was a bit different, and it would never fix, so I had to close DR. I really like toggling 3D movement, but if that capturemouse fix mentioned above can be implemented it would be good. However, I've never gotten the problem before now, so I think it could actually just be lived with if necessary, since it's so rare an pretty much benign.
  22. Are you working in DarkRadiant or Dromed? That sounds like a Dromed error, as Dromed uses multi-brushes and DarkRadiant uses Prefabs. Also, I don't think raising the object limit in DarkRadiant that can be handled outside of the coders (meaning it has to change for DarkRadiant, not on a mission by mission basis) In Dromed it is in Dark.cgf I believe, at the top of the file is a line Max Objects (or something) that is set default at 2400, you can change to whatever you like. If you are working in Dromed I suggest you got to TTLG forums as all these answers have been answered and alot of people there still use Dromed. Most of us are using Dark Radiant over here.
  23. Welcome to the forums and thanks for the cheers. I don't know how familiar you are with the legacy GtkRadiant, the point where our customised editor DarkRadiant branched off. We spend much time in improving the codebase in many ways, refactoring the old (C-style) code, increasing the stability, better support for the Doom 3/DarkMod engine, fixing bugs, etc. There are still areas where vanilla DoomEdit (shipped with the game) provides more features than DarkRadiant, but overall DarkRadiant beats DoomEdit in terms of stability, texturing and (that's my personal opinion) usability. The editor has been used as the primary editor by most of our Beta Mappers, so we already have a small testing community in-house. We also implemented two DarkMod-specific modules: the Stim/Response editor and the Objectives Editor, more are likely to come as the main mod heads towards completion. The editing tutorials on our wiki (which is down as we speak) are geared towards DarkRadiant, this is where Fidcal did a really great job. In case you didn't know, we have a dedicated website for DarkRadiant: http://darkradiant.sourceforge.net, where you can download the latest release, look at our bugtracker and such. The roadmap is constantly in flux, but we are currently planning to rewrite DarkRadiant's scenegraph implementation to lay the foundations for a new renderer. The codebase is open, you can look at it by checking out the SVN repository at sourceforge (you'll find a link on the website).
  24. Here are the tgas: http://208.49.149.118/TheDarkMod/Textures/...s_angua_tga.pk4 another 40MB
  25. There are tuts at Doom3World forums and modwiki that will give you basic info on how uses textures and whatnot. Hopefully our Wiki is up soon. In the mean time so you know, this is a shader file, that's how you set up the tex for in-game usage: Obviously it's name is vase. I'm not sure how the paths work in Lightwave, I think it saves the path name? 3ds max ase files you can edit with notepad and to put this in a material slot it would look like //base/vase2 right below that is material type. The vase sounds like ceramic. It doesn't cast shadows on itself (saves rendering performance, also - this mesh has a shadow mesh that is lower poly than the vase to save rendering performance. If you want an object to be moveable it needs a simple collision mesh too. very low poly shape like a cube or 5 sided cylinder... below diffuse and spec if the code that makes things highlight for frobbing. This goes on all materials. Objects have a line that allows them to be frobbed or not. That is in the def file. vase2 { surftype15 description "ceramic" //noselfshadow [b] diffusemap[/b] models/darkmod/props/textures/vase2_d specularmap models/darkmod/props/textures/vase1_s { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white rgb 0.40 * parm11 } { if ( parm11 > 0 ) blend add map models/darkmod/props/textures/vase2_d rgb 0.15 * parm11 } } This is something I've been meaning to make a post about. Requirements to get an object in game so someone else doesn't have too. We have caught up on most of the old objects so it'll be nice when all new objects are completely finished by the modelers themselves. If you have Doom3 then I'd take a look at the modwiki (your friend google knows ) and actually get that mask in game. Anyway, it looks good. --I just lost a huge edit explaining the ins and out of modeling for doom. sorry I'm not going thru it again, this is good link though doom3 dev
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