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  1. 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?
  2. Nope. I'm .:MOO:.TheDestroyer|CK|, a JKA clan. I am also a member of The Jedi Academy [.net], also a JKA group. TJA is a major 12-13 thousand people family. Cool eh? for the links, get star wars jedi knight jedi academy, learn to use it, then download http://jediknight2.filefront.com/file/OJPE...me_Manual;80816. With this, and Open Jedi Project Enhanced v0.0.9v you will learn to fight. OJP-E changes saber fighting big time. Swdroids.com is just a good lookin' site w/ nothing on it, its just my major file center. I test forums on it, etc. etc. I'm working on different projects such as a RP kit for STar Wars Jedi Knight: Jedi academy. -TheDestroyer
  3. I have just tested my PK4 with a virginal Alpha version and it works just fine. Don't know why it shows up black for you then.
  4. Wait, I don't understand. You have a CVS build? If so, can't you just upload these to CVS? Having them in a pk4 is fine, but then someone has to unpack it and put the files into the proper TDM folders. If you could do that in the beginning it's easier for whoever uploads it to CVS.
  5. Yes, they have the same material names. Are they again not working? Did you just put the PK4 into your Darkmod folder? I'm a bit confused by you description. I did not try it on an alpha build though, since that would not work worth the Cvs (ie. I have a purebred Cvs build). I'm downloading the 003 release right now though.
  6. Hehe! I still don't know how that one slipped by me, but I've put a new and improved version on the FTP. It's called "fireplaces_gleefulNEW.pk4".
  7. We've come full circle. So... http://forums.thedarkmod.com/index.php?s=&am...st&p=118792 (I could/will make a bugtracker entry of course; I just wanted to know if the request was outright rejected before doing so, or if it would be considered)
  8. Anyway, if no one can vote at all, then it basically locks in the result as of last night. I don't think it will hurt you, all in all. I think being popular on some internet forums worked in your favor for having a consistent turnout throughout, so if anything a final push might have worked against you, in relative terms I mean ... but that's just a guess.
  9. If you do a search in the public forums for "sinusoidal shearing", you can probably find Gildoran's examples of grass that sways using animated textures. There is also a tree that we were given by EOC that uses animated textures to make the leaves move. I don't know a whole lot about animated textures myself--I've used them a few times in menus, but that's about it. I know that you can scroll side to side or up and down, which works like a conveyer belt if you have a tilable texture. You can also rotate the texture. The speed of motion is customizable, and you can also make the texture go forwards and backwards (the swaying effect). I'm pretty sure you can also increase the intensity of the texture (a 'pulsing' effect).
  10. Here's an example of how the new weapons can easily be modified by different skins. By swapping different wood and metal textures, it's easy to make many different looks. These are just a couple. The rustic axe and mace could still use some work, but the others are "decent". I could work on them longer to make them even better, but I'm going by the philosophy that it's better to get lots of decent models in game now, so they can be used and then tweaked later, than a few excellent models here and there. Anyway, I think I'm going to take a break from the weapons for a bit and do something else. For those keeping track, our weapon totals are: 4 swords (longsword, shortsword, dagger, ceremonial sword) 3 axes (battleaxe, handaxe, rustic axe) 2 polearms (halberd, spear) 1 quarterstaff 1 hammer 1 mace ---- 12 melee weapons 2 longbows 2 shortbows ---- 4 missile weapons http://forums.thedarkmod.com/index.php?showt...enant&st=25
  11. BTW, mind if I remove floors_gleeful.pk4 from the FTP server, since all textures on it have been added to CVS?
  12. You know, my modelling has gotten a lot faster once I remembered the reloadmodels command...no more waiting for maps to load in between every model change. Just for people who don't know about it, there are tons of 'reload' console commands you can do to update changes immediately. http://forums.thedarkmod.com/index.php?showtopic=2149
  13. Lazarus

    Man

    I'm using IE7... but it does the same BS on Firefox. http://forums.thedarkmod.com/index.php?showtopic=6164
  14. Also, this just occured to me... Assuming we go with the regular and hires repository scheme, DarkRadient's users would be just fine if they downloaded the hires addon pk4.
  15. I'm not sure if this has been discussed before... I've just searched the forums but couldn't find any information about it (probably because I'm not sure what words to search for). I'll try to explain: In Thief3, you could wander around in the city, without people yelling ooooh, thief, because you're just a passenger pedestrian, and there's nothing that makes people think you're a thief. Apart from those who know who you are... This is what I really liked in Thief3... and if I remember it correctly, it wasn't the really case in Thief 1&2 (or at least it didn't really stand out as much as in Thief3). Also, it's funny how your own footsteps are "triggered" (people will come and take a look), and footsteps of a guard ain't. You probably know where I'm going to: how will others know you're thief and not just a regular guy, servant or guard? I recently saw a trailer of , and I immediately thought of Thief. Of course the game is a lot different, but the interaction with the crowd is a bit similar. Hitman also had some interesting ideas: the less you act like a regular guy, the more people will find you suspicious. I'm just wondering how this will be done in the Dark Mod Of course, most of this will apply to what's going on in the streets, and not really the mission itself.
  16. First of all: can somebody (New Horizon?) give him Applicant or Contributor status so that we can discuss things in more detail? @Arcturus: I could take a look at it now, and I have some feedback for you. - While the normalmaps look good in theory, they are almost not noticeable for the "old" and the "white_brick" textures. They should be much more pronounced. I looked a the textures using "r_skipBump" and could hardly tell any difference between the appearance with and without normals. edit: Ok, after looking at them at smaller scale it actually isn't that bad, but the lights have to hit the texture at really sharp angles to make it properly visible. So don't take this too seriously. The brick normal can definitely be deeper though. - The normalmap of the tile textures is very grainy or noisy. It makes the shingles appear like sand, which feels a bit wrong. The roughness should be decreased a lot, this would look much better. The diffusemap is non-tiling, which can probably be fixed easily. - The "old" texture has non-power-of-two dimensions (1068 pixels). This will not work when the imagesa re converted into the DDS format. All dimensions should be powers of two: 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, etc. Width and height don't have to be the same, of course. Please don't be discouraged by my feedback. If you are willing to put some more work on the textures, I can imagine that these could fit into our repository. I (or somebody else) can give you some more detailed instructions in the internal forums with respect to techniques and organisational stuff like naming conventions, DDS conversion and such. edit: Thanks for moving that, N.H.
  17. Yeah, mapping between info location names and some data in a text file, and maybe a way to load up certain presets for that data with certain names for user-friendly reverb environments. Here is a cut & paste from some posts on D3World: When the area label is a number (and I forget if the number is with or without quotes), it refers to a specific portal area. I don't know if we'll be able to map to this in DarkRadiant, because we don't know how the D3 map compiler assigns numbers to portal areas, although I could be wrong. We'll at least be able to do it for info_location entity names though. [EDIT: I think this file also allows a global reverb environment to be established for the whole map, and it gets overriden by reverb data on locations when present.] One suggestion for this functionality might be to add a link to the reverb menu as an option off of the entity browser when you have selected an info_location or derived entity. Then you know the name of the entity because it's already selected, and you can read/write the reverb data to/from the <mapname>.EFX file under the block for that location name. As for the actual reverb data: Well, we can look at what they put in the Id maps (in /base/pak007.pk4, *.EFX ) to get some idea of the possibilities, but there may still be variables that the sound engine allows but that they didn't use, and we don't know about (because we don't have access to the sound engine in the SDK). An email to Id asking what all the possible EAX settings in the EFX file are might help. There are also a few AI soundprop settings you can set on an info_location, we could add this to the sound properties GUI as well, but I think we can focus on player reverb for now.
  18. I'll set you up as an applicant, then you can post your samples in our private forums.
  19. I don't think the team has ever 'collectively' said any such thing. I think it's far more likely that they're too busy with new projects to respond to questions raised about a game they released three years ago than the possibility that they regularly read our public forums and were personally offended by the occasional isolated comment from individual team-members that they didn't think much of D3 as a game.
  20. You can see this often in some game forums, even D3world. Somebody comes in and says he has this great idea but he needs somebody who codes it for him. For the trivial task of implementing a full featured game you will get 20% of the income after release. Sure. these guy all have the notion that the idea of the game is the most imporant thing and usually they wont even give details because they fear that it might get stolen. Knigers is a good example for that. Of course the idea is important, but it's the hard work that really counts. In the end you can have good ideas all day long for free, but that doesn't make you rich, until you start implementing it.
  21. Just a reminder. I need everyone here to vote once a day until July 16th. It's a long process, but we can win it. Also, if you visit any other forums...pass along the info there too. If we can get support elsewhere, all the better. Thanks.
  22. Is the purpose of separating the TGAs from the DDSs to reduce the checkout times for developers, or to reduce the size of the final download when the mod is released? If it is the latter, it would seem to me to be preferable to put all of the images in the darkmod tree as normal, but when the final PK4s are generated, zip up the textures/ and dds/ folders separately and give the downloader the option of skipping the textures.pk4 if they want a smaller DDS-only download. SneaksieDave - I think I've figured out why you can't load the compressed normalmaps in D3. The unswizzling of RxGB compression takes place in the interaction.vfp fragment shader, which will not run on a Geforce 4.
  23. Welcome to the Forums! How's it going with your movie hunt?
  24. Very cool. Are any of these big enough to allow the player model to fit inside and crawl up a chute? If not, maybe some even bigger ones can be worked on to serve that 'secret passageway' purpose It looks like deeper fireplaces would be needed for that than what was shown here. (I haven't CVS'd the PK4 yet, but do look forward to trying.) EDIT: Not sure if this looks interesting or not. To me it does, but I'm biased, since this was a fireplace in the old house I grew up in. Feel free to make or be inspired by it. There's a removable black cast iron mesh grill that fits in the arc to prevent sparks from flying out. If I remember correctly, there were L-shaped iron brackets bolted into the bricks underneath the platform and into the wall to provide support to the platform from underneath.
  25. jdude, I have to commend you on the quality of your work, one look at that street and you can tell right away this is going to be a very fine looking Thief level in TDM. I'm also impressed with the scale of the effort. Perhaps you would be the sort of level designer with the kind of skills and ability to design/create fairly fast that would be capable of modeling the city as we are discussing in this thread below. Who knows, maybe jdude will be the first level designer/FM author that will come at least fairly close to the dream of modeling The City in TDM at a high quality level. And thus, of course, attain legendary Thief fan status. hehe http://forums.thedarkmod.com/index.php?showtopic=3470&st=0
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