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  1. Sorry for the global post, but this is joebarnin and I can't post to the private forums or sent a PM. Here's the error I get: ----------------------------------------------------- Forbidden You don't have permission to access /darkmod/index.php? on this server. Baby Jesus cries... ----------------------------------------------------- I am logged in as joebarnin when I try to post.
  2. Oh, really? I didn't know that Ghandi already knew about TDM forums. Quite strange to think about what this guy already knew.
  3. He didn't have these forums, but he certainly did bitch about it--a lot. In fact, it was from people's responses about what he was saying that he finally got around to doing something about it.
  4. Can't even read ttlg forums anymore unless I log out. Can't post. I see Nightstroll has posted the same HERE but Nightstroll can post by trying to post and when asked for user/password it works. But that don't work for me so I can't post at all. Anyone else? Only other thing I can think of trying is set up a new user name. Think I'll wait a day or so....
  5. Okay, I missed your other post (I've only been awake for a couple of hours & I'm not a morning person): http://forums.thedarkmod.com/index.php?s=&am...st&p=122467 It sounded clearer than dynamic mics so I was wondering . . . I plan on starting my own online mastering service eventually so I need to pay attention to that stuff. I'd love to take a stab at it! That's more than I did when I had a drumset in the basement at the last house I have 1.5 & 2.0 installed. I love voxengo plugins, nice & transparent. The elephant limiter is a helluva lot better than Audition's. Maybe it's not his voice but how it's mixed. Okay, now this next post . . . VH's 1984 remastered. UGH! Severe clippage. No wonder why I didn't listen to it very much. Ouch. It shows . . . If you can afford it (it's not expensive) try to make some broadband absorbers. Essentially they're wood frames with Owens-Corning 703/705 fiberglass with some kind of acoustically transparent material covering those. I couldn't find any rigid fiberglass so I bought Sound Choice fiberboard from Home Depot:http://www.temple.com/fiberboard/fbsound.html Those have a layer of acoustic foam with fabric covering those. I should post some pics sometime. I can't find the tut on the broadband absorbers but just google for DIY acoustic treament.
  6. I spoke with SiO2 from TTLG and he is interested in taking a look at the Level Preview Render for Dark Radiant and potentially doing some work to improve it. The level preview really doesn't give an accurate representation of what you're actually getting, so it will be nice to see if we can get it a bit closer to what it actually looks like in D3. SiO2 should be signing up on the forums soon, and I'll setup his permissions.
  7. Are you kidding me? What about this post then? You were quoting me: http://forums.thedarkmod.com/index.php?s=&am...st&p=122415 Note that Quark is Pascal (Borland Delphi). Switching it to compile with VS would be a major project. Or do I get something wrong here? I didn't suggest that. Of course this would be a LOT of work.
  8. Wow, those are great! I'll definitly include some of them in the future, there are some really cool ornaments there. (Interesting how much effort they've put into creating nice covers for man-holes... ) Welcome to the forums, BTW!
  9. Do we have any kind of consensus here? I tried the pk4 file and also wasn't getting the new builder guard (though I did see the new d3 entities in the atdm:ai window).
  10. I was under the impression that typically the mod directory has highest precedence, then if it doesn't find it there, it looks in the PK4s in the mod directory, then it looks in the PK4s then in the base directory. (with the exception that the game DLL which needs to be in a PK4 to be loaded)
  11. You might need to extract it into the darkmod directory. Shouldn't the pk4 override anything else?
  12. Still not sure I understand. I open a map which previously had been built with the original builder guard; he looks the same. I try to add a new one; he looks the same. Where should I be going or what doing, to see this new version? I imagine he's being redefined by D3 as the one that's outside the PK4, which is the original, older version.
  13. Oops, a typo on a folder name. It should be models/md5/chars/builders/guard I missed the 's' in the pk4. Try downloading it again.
  14. Is he named/set up as the same thing? I still get the original guard, even with the pk4 dropped into the folder (I'd assume that means D3 gives files outside of pk4s precedence over files inside).
  15. I hope I do not sound like an asshole, but I don't feel comfortable with the thought of Potterr producing a loader for The Dark Mod. Given the amount of crashes people are experiencing with GL and Poterr's lack of presence and support on the TTLG forums for more than a few months are not really strong pro arguments in my book. Also, GarretLoader is probably one of the ugliest applications ever produced. I vote for doing this on our own, if it turns out that we can't handle the process from within the game.
  16. Interesting thread at TTLG. The Mystery Dev is back...this time releasing some old materials from the unfinished LGS game, Deep Cover. http://ttlg.com/forums/showthread.php?p=1621710#post1621710
  17. The reason behind me saying you should use an alpha plane for details is that I imagined the details would be paint and/or goldleaf (or silverleaf) designs. In which case you really don't need normals (bumps) for the details. Also because the wood on a lute would be sanded very smooth so you wouldn't get woodgrain bumps thru the paint. It will also allow you to use an existing wood texture and ONLY make a texture for the details (256x256 is probably fine) If you painted the entire lute on a tex you'd probably need to make a 512x512. So it'll save space this way also. The 2 polys MIGHT add 2kb to the model, a 512 map would add at least 1 MB over a 256. I made a wooden sign which I wouldn't do this on, because it is made from rough boards. I want the paint to follow the shape of the cracks ect... So it needs to be applied to a wood texture that matches the normal map. @Max For the sword I'd probably NOT add planes for details. Instead you probably want to use a plain metal diffues (no details) and any shapes in the sword will be in the normal map. That'll make it look forged 'cause all the details show in the shadows. The specualr only makes parts shiny or not. So a leather handle specular would be black (not shiny), the polished metal blade would be white. A rusty blade would be specaled grey/white/black Well, in 3dsMax it is the material browser, a pop-up window that has slots for each texture. Each slots material has properties, one of them (the important one for games) is the map. This is where you load your texture (you can drag from a folder and drop into max). Then drag it onto the object. Then use the uvw tools to align it on the object. @demagogue, Since you are using LW you have NO choice but to triangulate if you want to import into D3. (3dsMax files work fine without this step). I'm not sure how LW works in this aspect. But in 3dsMax I can turn the edges in the center of a square that aren't outlined (they can be guessed as to their location, or seen from the lighting sometimes). But it is tougher, so triangulating them (turning into 3 sided polys in Max terms) just makes them easier to work with, that's all really. But sometimes it makes detailed models harder to work with cause there are so many lines on screen (that's the main reason to work with higher sided polys). A little unclear about what exactly you mean in that last part, hope I'm getting it right: The engine DOES care about how many polys you have, thus the need to be conservative and try to build as low poly as possible while still getting the desired shape and lighting props. Of course times are changing. In Max's 'something for ladies' post I posted a pic of a chest I made. The finish one for game is about 800 polys, maybe a little too high but it's a fancy chest that I hope won't end up in EVERY room of a castle. The high poly version for the normal map is 25,000 polys. It loaded in game just fine and could be used in a small area just fine probably, but overkill. I think I get what you're asking after reading again. The engine will render the light and shape based on how the triangle of the back of lute are. No matter if the are triangulated or not. They are there, just hard to see without being outlined. So I'd probably finish fleching out the basic shape and get it right where you want it. When you are done shaping, then triangulate and turn the edges. Always turn edges that need it. --------------------- This is why GOOD low-poly modeling is usually thought to be harder than high poly. With high poly you can add all the curves, shape, ect and make something look real. Low poly really makes you work to get a convincible and good looking object, textureing also plays a huge part because it can mask the fact that something is low-poly. This is a really interesting thread you guys might like, Low Poly Models : Polycount forums http://boards.polycount.net/showflat.php?C...;gonew=1#UNREAD You can see lots of great work there, along with pics of the maps and wire frames to get an idea what those guys are doing. This is one pic I thought was cool, old school low poly Oh yeah, @Max you probably only wnat to load a normal in the editor. Like in the pic of the doors, I used the normal for the hinge because that's where all the shape is, I wanted to align that. The diffuse is plain metal so it doesn't show you any reference. Then you need to make a material file, combining all your maps (diffuse, normal, spec) into a material. The name of the material is what you put on the object before export (in LW I believe - I know its different than 3dsMax, for 3dsmax I have to edit the object files with notepad and put the material names in myself). I think LW can handle the material names somehow, it is on the Wiki.
  18. Just got a good news alert for you guys. I read on Gamespot forums but lost the thread. Basically PC Gamer UK says it's one of the best games ever made. Also there's a pivotal moment in the game that was very shocking and cool. You know one of those gaming moments that never goes away and stays with you in your fond memories. Like playing Thief: The Dark Project and hearing the A.I. talk with themselves.
  19. Well, let's try it out in-game because screenshots rarely do justice: http://208.49.149.118/TheDarkMod/models/as...st_genmetal.pk4 The map is "test_genmetal". There's a couple of loot goblets in there and some examples of material usage.
  20. It's really the kind of thing you pick up in wiki, forums, and tutorials. D3ed uses a similar system so its not completely new.
  21. Anyway, don't hold off uploading PK4 until the end... things are easier on me if I just have to upload a few textures at a time. Also, if you can send me a single set of textures that matches your plans, we can discuss any problems I might have before you do a hundred of them.
  22. I was replying when you were So yeah, it would be copies of existing textures. I was planning on uploading a pk4 before anything went to cvs. I'm far away from doing that though.
  23. When you say "adding trim to existing tdm textures", do you mean making another trim texture that works well with an existing texture, or do you mean making another copy of the texture with trim at the top/bottom? I'd prefer the former. When the trim is part of a larger image, it's a pain for mappers to fit it to stuff. Also, could you please package the trims/etc in a PK4 and send them to me instead of directly adding them to CVS?
  24. As for the lantern, I've corrected its path. Apparently somewhere in a pk4 in my darkmod directory, there's another latern. As for the strange light, thank you for the fraps. I've managed to reproduce it on my computer by setting the quality to low. I'll see if I can find a fix. Edit: Crap... I think I know what's causing it, and I'm not sure if it's possible to fix on low quality. It's due to lack of anisotropic filtering. Anyway, about the only way I know to fix it is to turn up anisotropic filtering: try setting "image_anisotropy 4". I've noticed image_"lod_bias -2" can also help it, at the expense of making things look too sharp. When anisotropic filtering is turned off, any surface viewed from an angle becomes blurry. In the case of the projected lights, they're getting sort of a double-whammy: the angle at which they're projected across the floor stretches them, and then they get stretched even more by your perspective when you're far away. With anisotropy turned off, you get some really nasty blurring effects. This is making me think that if we're not careful, maps may have different effects on the lightgem based on difficulty level. I'll try experimenting some more to see if it's possible to use nearest neighbor filtering in specific light materials or anything. Edit 2: Good news! Nearest neightbor filtering and linear filtering fix it! I've decided to go with linear filtering. I'll upload the new version now...
  25. Maybe I'm just drawing a blank; maybe this is impossible. Do we have any of oDDity's original character models or templates or basic bodies or anything I can open and play around with in Blender? Thus it could be either ASE or LWO. I know they are md5anims, but is there a converter, or any other possible method, if in fact we don't have the originals? I checked the doom3world Blender forums, and while there is apparently an md5 importer, it doesn't work for md5anims. If none of this is possible (which I'm doubting, because somehow all of this character work going on recently wouldn't be possible... I think?), then to Dram: how did you make the little bust statues in the mansion out of a character?
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