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The problem I wanted to point out is, that a speaker from, let's say Uganda, would type it quite differently then me, or some other speaker fom Japan. So writing in this way would be quite hard to read, because there wouldn't be a single way how to write, but many. I think this is exactly the problem that cultures suffer from where they have quite a lot of dialects. There is a reason why they choose an official language and stick to it. And of course it's hard to write this way for me, because I'm not used to it. I can read and type in english without thinking, but this is only because I do it now for years. Writing in this way is similar to learning to write in a new language. After some time I would be jsut as fast with it, as I'm now with regular writing.
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Ah, thanks. Applegeeks' forums aren't bad for tutorials either.
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If you're interested in some good tutorials and critical feedback, there are a couple good forums to look at. Epilogue is one that has a lot of stuff available that might help. http://www.epilogue.net/cgi/phpBB2/
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Well I read in another post o the forums here that 7500-8k polys is the target for characters. I'll have no problem whatsoever getting to that level from the current 30k It's never a good idea to have large details like the belt buckle just a flat plain with a normal map, it's always best to have some basic geometry there as well that more or less follows the high res shape. That's not a problem though, there's a plugin for Lightwave call qemLOSS which does just that job. I'll have to get this textured and normal/spec mapped and into Doom to see what the final effect will be. I currently have no idea how god/bad/average it will look inside the game.
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For some reason I cannot change the size of the model viewer window and it is so big that the okay button is below the windows bar so I cannot click it. I have to restore down the window then restore full to make it fullscreen and for the button to be visible. I've tried moving the edges to resize and it doesn't work at all.
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If you find something out then you should probably download this http://forums.thedarkmod.com/index.php?showtopic=255 and incorporate it there to test it out. My next plans are to figure out how to change the buttons, and how to let the SDK do something for me.
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The same thing also happens in fantasy novels. There will be some evil magic which seems unstoppable, but at the last minute, someone will find a new bit of magic or ancient artefact lying around, which will counter the evil magic, or discover that the dark lord has some weak spot which no one noticed before. That's the nature of entertainment. Of course, the reason for this is very simple - the sort of people who are capable of writing really intelligent satisfying plots, do not waste their lives doing so. It's generally people who are as thick as pig shit who end up writing stories..
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So many games use that marketing trick. The stupidest one I've ever heard was an Nintendo 64 hype article claiming one of the features to be "object pop-in removal". Even back then, I knew enough that the way this would be achieved would be the laughable idea that it has enough CPU power that you'll never see pop-in in games ever again. The only reason it was listed as a feature was to make people go "COOL - no more objects popping in!"
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Not really related in line with what we were talking about here....but I just mocked this up for fun. Someone at the ionstorm forums asked if we were going to change the name or just leave it as "The Dark Mod". Thinking of how Eidos and Ionstorm may take to us creating a mod inspired by one of their intellectual properties, I felt it would only be fitting to call the game THIS. On a half serious note...*L* I think I might even like that name. HA. @ pakmannen: Wow, I love that mock up. @ Springheel: I see where your coming from. The inspiration for that idea came from the idea that the fans will be creating prophecies in a sense. Fan Missions are essentially adding to the story. Kind of mystical and fantasy oriented I suppose, but it's also in line with the Thief universe, just approaching if from a different and I think more cerebral direction. Kind of quiet and reflective, like the game itself. As more fan missions are written, it would be like the prophecies unfolding. Just some thoughts to ponder. Anyway, enjoy my silly mockup.
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Fidcal, I've added an arch tut to the Wiki patch tut to get arches like these: For some reason I cannot link to this page directly. IE7 just shows all the Wiki pages as darkmod.com, I can't even save the Wiki in my favorites, it always directs me to darkmod home page.??? Funny, if I use the link for the texture tool from Fidcal's post I can navigate the Wiki and it'll show me the correct address. So here's the Patch Tut for arches. But if I go through the main page I only get darkmod.com .
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Thanks for the comments guys. Fidcal: Could you explain why it looks like it doesn't fit? Is it the Architecture, lighting, too open/cramp? I've also added iron textured supports to the arches to hide the texture seams at the corners. I was having problems with dimensions and texture alignment before I took those screens, but I took another look at it today and fixed it up. I lowered the floor in the bare area, since I figured this would be a good area to try out water. angua: I love patches. They are one of the main reasons why I'm liking Radiant over UnrealEd (Which I feel is too restricted to static meshes). STiFU: Thanks, and I'm assuming you mean the openess and lack of objects? Dram: Thanks. New Horizon: Thanks, Downloaded. Springheel: Thanks and the reason they were so low was because of the many changes that the halls went through until I was happy with the current look. But I did raise the torches and it does looks better now. plasticman: Yes I was being metaphorical when I said carving. I use the room tool and then add solids and patches. The niches so far have been the only place I've used subtract.
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Yes there is a glprogs folder already in the thiefs_den folder. I highly recommend installing that file to improve the ambient lighting. Yeah the torches are pretty low but I figured they were just special low down dungeon/sewer torches (for some reason)
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Yes. You should talk to Fingernail about that. He can give you access to the teams forums where we have the concepts and everything.
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It's possible I'm not seeing the animation properly in-game (and I can't watch the vid at work for some reason). I'll check again. However, I think that it might be worth distinguishing between the idle animations of guards (which probably would be somewhat stiff, with legs slightly apart) vs regular civilians (which might be standing more casually). Ah, yes, that is something we need. In fact, I think that would be the default...guards would not run unless they're alert and/or chasing the player (in which case their weapon is out) or they are panicked, which is a separate animation. The following are the run animations we need:
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I think I remember seeing you around on the ISA forums back before Thief 3 was released, that render of the Thief jumping the wall looks really familiar (and absolutely completely amazingly awesome). I'm impressed, everyone else is impressed, and you're already a member of the team as I write this. Welcome to the team, man..hope you have fun.
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I don't wear glasses, or contacts. I use Windows Server 2003 and Ubuntu Linux. I use Windows for my day to day work, and Linux for personal use. That's changing though, the only reason I don't use linux for work is because I'm so used to the adobe suite. Once I am more efficient with the vector apps for linux, I'll do all my work there. Linux is really great, I gotta say. I've had far fewer hassles with it than windows.
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Vista and Dark Radiant don't play well together
oDDity replied to Baddcog's topic in DarkRadiant Feedback and Development
No, you use it for the same reason everyone else does, because you can then laud it over the windows-using plebes. The one thing I've noticed ALL linux users have in common, is their taking of every opportunity to drone on endlessly about it, and insinuate how only the intellectual elite use linux (the perfect OS), and all the idiots use windows. What's actually true is that only nerdy little autistic computer geeks with glasses like the bottom of sawn-off coke bottles use linux, and everyone who's normal uses windows and shuts up about it. The worst thing that could happen to you nerds, is that everyone started using linux, because then you'd no longer be able to have you little delusions of superiority. -
Vista and Dark Radiant don't play well together
oDDity replied to Baddcog's topic in DarkRadiant Feedback and Development
This is the only app I've had any trouble with under Vista, so I'd point the finger at that. The only reason you don't have much trouble for linux versions of apps, is becasue 90% of apps don't even have a linux version. With the vast array of apps available for windows, 100X more than all other platforms combined, you have to expect to have issues with a few of them. Blaming the OS is an oversimplification. I suppose Linux is 100% bugfree is it? -
I did this for Phantom a few weeks back, it'll tell you everything you need to know getting textures into the game...along with links to an indepth normalmapping tut. http://forums.thedarkmod.com/index.php?showtopic=101 It sounds like you've already found the proper way to add a light, you just didn't switch to the renderer so you could check it out in realtime. To do that just hit F3 to switch from the cam to the renderer, and then F4 to enable realtime updating so it'll apply all your lighting information. When you say premade room do you mean one of Id's maps? For that you'd have to find the name of the texture you wanna replace, open pak001.pk4, track it down in there, and replace the 3 dds textures with your custom one. But that could lead to some really funkified results cuz their texture could've been applied to the wall in some weird way which might stretch and distort yours out of proportions if it isn't the right size, it'd be better just to make your own simple room in the editor for testing purposes. To do that all you'd need to do is make a texture set and use a generic name like Wall_Test01 or something like that. Plop it in a certain folder for easy access like base/textures/darkmod/test, make the appropriate .mtr file, then build your room using it. If you like it you can just rename the 3 textures and move it somewhere else, if not you can just make another set with the same name and overwrite the ones you have in the test folder. The next time you reopen the editor it'll have the new textures already in place to check out. I do something somewhat similar to that. If I find something about the texture I don't like while I'm working in the editor, I'll close it and zip up the current files, change it to fix what needs fixing, then just overwrite the files with the new texture and fire up the editor again to check it out.
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Greetings Everyone! I wanted to start this thread on behalf of the DarkMod team to help keep our guests informed on our progress; to let them know there's DarkMod life in the project even when it may seem there is none -- and to keep them updated as such. There won't be a set schedule as to when this thread will be updated, but maybe check back from time to time. Anyone can post here and I'm sure you'll hear from other team members here in the future. Although many visitors might already have http://www.mindplaces.com/darkmod/index.htm bookmarked to see updates on screenshots and concept artwork, etc., some don't have it bookmarked and may not know about it. Other forums actually point to our site here and I figured there might be some benefit to providing occasional updates here via this forum, too. As an update for our guests out there, I can say that I've seen a LOT of activity from our team members behind-the-scenes on this DarkMod project. There are many discussions going on and a lot of concepts being worked on. As a team member with a primary focus on artwork, I've personally created a few concept drawings and have seen fellow artists showcase some very nice concepts. Our programmers, 3-D modellers, audio experts, etc. are also very active in these early stages of the project. I want to assure our guests that there's a lot of DarkMod life behind-the-scenes that you might not otherwise see from the outside. We have a long road ahead of us, but we have an enthusiastic group working on this and I'm confident you'll be happy with our DarkMod work once complete. Stay tuned, as I'm sure there will be many more updates in the future! Until then, may shadows continue to guide your journeys. Darkness_Falls
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There's certain aspects of the game which are fun in a basic form I thought. There's a particular gun, the LR3000 that is silenced and has an attached scope that the description says is intended to be a mass produced cheap sniper rifle alternative. I had a ton of fun with this gun, for some reason it just just great
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Writing a particle previewer would be a very interesting task but it is one I do not want to do before the scenegraph is fixed. The reason is that there are already two completely separate pieces of render code (the main camera, and the model selector preview) and I would rather unify everything using a single high-quality renderer than implement yet another quick-and-dirty renderer for the particle preview.
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Or register here at the forums, so you can see the rest of the boards.
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http://forums.thedarkmod.com/index.php?showtopic=159 The second post in this thread is the important one. The aim of this thread is to collect all information about what we want to do on a more detailed level but not TO detailed. So discussion about conecpt art should be here, but the information that this beast should be done shouild be posted there as well. You should also look through the document and add items in the lists, if you think that they should be included and I forgot them. For example: I listed a number texture themes and what each theme must provide for. If you notice that a theme, or a texture for a theme is missing, the list it, there so we can keep track of it. You don't need to be specific, but specific enough that we know what you are talking about. Of course even if you are an artist, that doesn't mean that you may not look through the other sections to check if we forgot something. If you decide here that you want to do a belcher but the coders don't know about this, you can not animate your model afterwards.
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If you agree or decide something like that, then you should post it in my project definition thread, so we can include/remove it there. Not everybody is following all the threads, but we should all know about these things. That's why I started this thread. http://forums.thedarkmod.com/index.php?showtopic=159 Usually I don't look much into the Art threads, because I'm not an artist and can not contribute much there. So most of the time, when I look at these threads, I just look at the pictures and hope that the first mod is appearing fast because of the great graphics. But I don't read all the postings here. I guess there are others as well and we shouldn't rely on this when deciding what we want and what not. Especially since a thread has only a limited time and after that only few remeber it and what has been decided. Don't forget. If you decide something here, then the coders will also have to know about it, to give it life.