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  1. I love how writing sound propagation code leads me to post uninformed questions in so many other development forums... Anyway, I have to load a collision model for doors early on in my code, and I have a choice about whether to let it go ahead and use the rendermodel as the collision model if no .cm file exists for the model, or give an error at this point about the door not having a .cm file. I don't know how you guys make collision model .cm files, maybe they're automatically generated from SURF_COLLISION surface when importing the model? I dunno. I'm inclined to just do what D3 does when it loads collision models, which is try to find the .cm model, and if not, use the rendermodel. Because maybe you guys like to use SURF_COLLISION in your models themselves rather than generating a separate .cm file? I just wanted to check what you modelers' preferences are. As a side note, if I'm reading the code right, for a collision model to be precached on map load, the model files MUST include a .cm file, otherwise it's dynamically loaded from the rendermodel every time an entity using that rendermodel needs a clipModel (which I would think would be bad). So that may be one argument for making .cm files.
  2. ConTEXT has alot of Doom 3 packages available for it too, so it's really useful for people that wanna use it for making material files. I've had it for awhile, but I haven't really gotten into it just yet.
  3. I use notepad to make my material files too, and it only messed up the formatting once when I was converting an .rtf file to .mtr.
  4. Anything you guys would like to see from us on the PR side of things (this isn't a mod feature discussion, mmk?), or to make these public forums better, more exciting, a public IRC channel, anything? We're a touchy-feely mod team, we want our fans and critics to be treated well. :lol: Seriously though, don't suffer in silence!!!!
  5. I think both sound power level and sound pressure level at 1m are in dB. When a sound program outputs a volume in dB, that is probably the sound power level going to your speakers right? Using the same format as D3 is fine, but you'll still need to provide a volume for 'suspicious sounds' to balance for gameplay reasons, etc. Propagated sounds will sort've be a separate definition in a def file. So footsteps on different materials could have several different actual sounds, but for propagation there might be only one existing "default footstep," and the player object would multiply the propagated volume by some amount based on how fast you're moving (creeping/walking/running/crouching) and what material you're on (wood/tile etc)
  6. Not many forums can have the luxury of allowing guest posting, and it's no wonder really. http://penny-arcade.com/view.php3?date=2004-03-19
  7. My opinion (though I'm sure it counts for little like most opinions) is that the release of the Deadly Shadows editor actually helps TDM. Why? well... Here's a quote from Krypt at the TTLG forums: I think it's apparent that no matter how great the future TDS FM's will be (and based on community precident, they will be great), the gameplay elements that were removed from TDS will be impossible to implement even WITH the SDK. Alot of people held high hopes for the TDS SDK not only for the ability to make brand new missions with the brand new engine, but primarily to re-implement gameplay dynamics (and some would call staples) of the Thief seiries that most believed the programmers were unable to fully realize due to time constraints, but that the elements themselves were still in fact latent in the editor itself. I think, even now with this new information, there are pioneering modders who are trying deperately to make a rope arrow or swim around. Unfortunately, water and rope arrows simply weren't programmed in at all. My point is that even if TDM is half as good as it appears it will be, it will feel more like Thief than it's Official sequel (TDS). People didn't moan and groan about no water and no rope arrows just because they wanted options, but because they wanted more of what they had come to expect...look how aggrevated fans of the Fallout series became when thier beloved RPG became a RTS sim. No matter how large the levels become, or how high-res you make the texures, it'll still be TDS. Once people start realising that they'll never have rope arrows and water and leaning forward etc, I think the community will be ready to try anything resembling a true Thief experience. Right now, TDM is our best bet. I think some of the TTLG crew bite at TDM because they care so much for the original programmers and creators of the "Official" thief sequel. Seems to me there'd be alittle trepidation at the thought a mod made by a bunch of guys on a game forum with no monetary incentive could make a better all around experience for free than a huge group of paid, established developers, many of which worked on previous iterations of the game, and force us to shell out $50 to play it. Just a thought. Or two. Hylix.
  8. Well, I find it a pain in the ass to have to name them one thing when I'm testing them on my system and then rename them and change the material file when I'm ready to upload.
  9. Ahh, didn't think of that. I'll add a steampunk catagory in there then. I'll go ahead and redo some of the material files and upload it. Gimme about an hour or so. Oh yeah, for modding purposes I have a test folder in there for textures I haven't placed yet but wanted to see ingame. Everything that'll go in there from here on out will be labelled test01, test02, ect, so I don't have to do too much if I wanna check em out ingame. If they look good I'll go ahead and throw them in one of the other folders. This folder probably won't exist once the mod is finished up.
  10. There are tutorials on doom3world.org on how to get your own weapons into Doom3. http://forums.thedarkmod.com/index.php?showt...indpost&p=14120 That is in the resource thread. If you don't have access there, Ive pasted my post here; http://www.doom3world.org/phpbb2/viewtopic...3017&highlight= Just scroll down (past the useless Video tutorials section) down to the TXT/HTML tutorials section. There, they are all categorised, into Scripting, Mapping, Lighting, In-game models, etc.
  11. :lol: Just a few seconds ago I posted a similar thread in the models section. We should discuss this together, so we don't need to reorg every few months. http://forums.thedarkmod.com/index.php?showtopic=1335
  12. http://forums.thedarkmod.com/index.php?showt...indpost&p=19130
  13. How would you "see" me around EvilAvatar unless I registered? I don't think I need to post in the forums to be able to form a conscious opinion of the site.
  14. Hmm.. where could this have come from??? Nah, similar to BT. I jumped into the forums around when DromEd was to be released, and had no nick. Assuming that it would just be a matter of "grab the editor and disappear" I had no idea this awful choice of a name would be around for years. Since then, I've had a few ideas for good ones, but how does one change? Bah.
  15. Direct link: http://www.evilavatar.com/forums/archive/i....php/t-268.html
  16. welcome to the tdm forums uglyed nice to have you here (@ others he's a pretty nice guy from the german ttlg. made some awesome custom objects for T2 )
  17. I have searched now high and low for Doom3 tutorials, but haven't found anything beyond the most basic stuff. Do you know of any thing I should bookmark and read? Here are a couple I found: http://doom3.planet-multiplayer.de/article.php?150.200 (only the most basic stuff - I already read it) http://forums.glenmurphy.com/4/ (Not much there) http://www.planetdoom.com/leveled/tutorials/ (Simple, basic, not good...) There are a few that I think might be interesting (e.g. more than just "create your second room, create a ladder): http://www.planetdoom.com/leveled/videotuts/ (Edit: Ah, crap, planetdoom is part of fileplanet, which wants you to register with the evil[tm] gamespy before you download. Screw that Unfortunately, most of the "custom" objects (e.g. animated objects, textures) stuff deals with 3DS Max, which I do not have access to. So, there goes this idea. Is there are a comprehensive guide to doom3 mapping/scripting? If not, would it make sense to start one? I wouldn't have a problem in hosting a wiki letting us pool our wisdoms together. Best wishes, Tels
  18. Just wanted to bring this to everyones attention. To be sure there was no confusion as to how everything needs to be done to avoid black models ingame, I have setup a sticky with the appropriate information. The skins for models have now been reorganized and are on CVS in the new format and all the material files have been updated as well. I suggest updating from CVS before uploading any new files/ changes to avoid any possible corruption. Please be sure to read this thread.
  19. Oh yeah, Odd, the reason I put an asterix beside the paintings is that I've made about a dozen different skins based on your template(s). I uploaded them to the FTP site because I didn't quite know what to do with them. They're under textures and called springheel_paintings.rar It's probably just a matter of tweaking a material file, but if you wanted to either tell me how to do it or handle it yourself, It'd be great to get those in game. They would really spice up our screenshots. examples:
  20. One thing I will have to add for model skinners is the new setup I'm working on. Instead of putting the model skins in the same folder as the model, all the skins are now going into their own textures folder. The path to this folder should be models/props/textures I'll have it wrapped up and on CVS by the weekend. The placement of the models will be the same as before, only the texture folder is different. This way we won't have dozens of different skin paths to deal with in the material files.
  21. There is one area in which T3Ed could be far, far superior to TDM - The City. The City could be expanded upon (see the Map Project over at TTLG Thief Gen forums) and new missions could be plugged into it. I've talked all about this over at thiefpetition.com. And I think it is early to knock T3Ed - you have no idea what it will be like. I know the D3 engine is next-gen in comparison but still, you don't know.
  22. Zol, a guy I discussed ambient lights with over at D3W, just sent me an ambient lightsource without any falloff on the texture. Turns out it worked exactly like I thought the ambients should...I can make it any size I want and it's still evenly lit. There was only one small and very weird hitch..I had to rename it from nofalloff to ambientLightnfo before it'd work. Before it just cast your average light, it was blocked by geometry and cast shadows, after the renaming it acted like an ambient light. I wanna test this out to see if it's just me, or if D3 depends on naming to determine the type of light along with the globals. I'm gonna upload em both, anyone that wants to try them out is more than welcome...and send me the results when you're done. Zol's Ambient My Ambient Edit: Just figured it out...there was a naming conflict with his. Because he installed it in /base it overwrote the Id made texture, but I installed it in /darkmod so it was being overridden by the original material.
  23. now is that guy naturist or just plain perverse ? sometimes i feel things are a bit ill around these forums:)
  24. Ishtvan

    Cities

    The tutorial probably didn't cover making the sky a "no bullethole" surface. There's probably a way to set that property on a D3 material, but I don't know what it is off the top of my head (maybe you could make it no_collide, because the player's never going to be trying to jump out of the sky either. that might let bullets pass right thru into space, but you might have to put an invisible collision box beyond that or something for leakage reasons (so the bullets would pass thru the skybox you can see, and then hit the box beyond that you can't see) ). I don't know, maybe there's a better way to do that. I don't know if it'll leak with a no_collide brush or not.
  25. Guest

    Forum Error

    Hi, I am registed, was logged in (it said I was) and tried to post a message, but got this message. "Sorry, an error occurred. If you are unsure on how to use a feature, or don't know why you got this error message, try looking through the help files for more information. The error returned was: "Sorry, an error occurred. If you are unsure on how to use a feature, or don't know why you got this error message, try looking through the help files for more information. The error returned was: Sorry, you do not have permission to start a topic in this forum Useful Links · Forgotten Password Recovery · Register a new account · Our help documentation · Contact the forums administrator" I have never been able to post when logged in, I have to logout to guest post. Could someone fix this please? I have registered, and was logged in. Doesn't make sense, if as a guest I can start a topic, but not as a logged in user. Fix this please...
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