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Searched results for '/tags/forums/reference material/' or tags 'forums/reference material/q=/tags/forums/reference material/&'.
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The best place for you would be the Doom3world forums. You'll get all these answers and the hundred and one other quesitons you'll likely have. Blender has its own subforum there. Yes, you can use belnder to make your own models and put them n doom, but I'm not sure you can modify the existing ones and then expect them to flawlessly use the same default animations agian. It depends if the blender md5 importer imports the vertices in the correct order. I know the maya importer does not.
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Damn I remember reading a huge discussion on CGTalk forums about how something just like this would walk properly but it was a long while ago and I forget it all heh. Not too sure if I could find it. I'm also disconnecting my internet tonight because I'm moving back into a dorm for the year tomorrow. Been really busy with packing and getting ready so I haven't had time to do much of anything lately.
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I've just discovered that the server seems to not send outgoing emails for whatever reason. This is obviosly bad because people signing up to the forums can't activate their accounts etc. I'm looking into it. If you are having problems (re-)activating your account, please email me: modetwo [at] night-blade [dot] com
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Just got back on the forums again..... Nice creepy ambient...... Especially the background moans/groans. The backwards voices sound like something that should be in "The Cradle." This would even work in an area that was just outside the city gates, or in a creepier part of town. Maybe even in a wooded area.... I can hear it breathe!!! Nice production, too! Good stuff! Very Thief-y!
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Be sure to check out this thread for needed animations: http://forums.thedarkmod.com/index.php?showtopic=1650
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Yep, we're already going to do this: http://forums.thedarkmod.com/index.php?showt...indpost&p=11432 (That's a private board, someone can quote it if they want) Yes you'll never get rid of all exploit's 100%, but you need to minimise it, and some of us feel this would be too big an exploit. In my opinion, the goal of any game where you have an opponent is to look for weaknesses in your opponent and exploit those weaknesses. In a real life sport game, the rules of what you can and cannot do are clearly defined. In a video game, you are left to your own devices to work out what you can and cannot do, and this is where I think a lot of fun comes from. You won't know it's an exploit till you exploit, so you can't blame people for looking for exploits because I think tha'ts what we're supposed to be doing in a game. For me, every additionaly exploit I have to ignore makes me less immersed.
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There were a few different exploits, but those weren't the only considerations. There would be a tremendous amount of work involved. I know we've discussed this already in the public forums, but to briefly summarize: There are lots of pathfinding exploits. AI is halfway down ladder, thief blocks ladder at bottom. What does AI do? Or the AI is just at the top, but the thief stands in the way. AI is still on the ladder so cannot draw a weapon, so what do they do? AI catches thief while both are on ladder. What does AI do? Combat on ladders would require an entirely different set of coding and animations (two sets, actually one for going up and one for down). There's the kill/ko guard while on ladder exploit, as you mentioned, which can be used against multiple guards. Many types of ladders require the player to turn around and jump off at the top to reach the next level. How does the AI handle this? Anyway, that's several of the problems. Solving them seemed to require either a large amount of work or an immersion-breaking 'fix'. As for mantling, I don't know how difficult it would be to program.
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The domain will be transferred in an hour or so and the forums will be closed until the new DNS settings have kicked in.
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lol yes, cant wait to hear them err...how do we make them work on certain textures btw? i think we should make something in the material files to say its tile/wood/etc. something like the "noshadows" or "noselfshadow" things there. basically something like "tile" "wood" etc
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I like it, too -- has the T2 feel to it. It looks a little awkward, though -- as maybe he'd tip over on his head. But maybe that's what's giving him character? I just see a baancing issue. There was an idea to give bi-pedal bots an extra joint -- similar to how an animal's hind legs work. Not sure what everyone else wants though. I admit my sketch here isn't the best, and we all agree it shouldn't look like he's wearing Nike's®, but maybe this helps to show you what I mean: Source: http://forums.thedarkmod.com/index.php?showt...indpost&p=32776 I also feel your bot should have bigger, more stable foot pads.
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I'm loosely a fan, read some good stories like At the Mountains of Madness and Shadow over Innsmouth. My gf is a lovecraft uber fan. She hangs out as a regular in the Call of Cthulhu: Dark Corners of the Earth forums. Ia Ia Cthulhu ftagn!!
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Hm my post didn't go through? Wierd. I was saying we should move the discussion here http://forums.thedarkmod.com/index.php?showt...t=0entry37402
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I was just following the description, is this link the most recent information concerning necromancers? http://forums.thedarkmod.com/index.php?showtopic=2089
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I don't know how prop attacthments are handled in Doom 3, I suppose I'll have to check at doom3world forums to se if anyone has any info, but there are lots of prop attachments like cups and spanners that the ai can hold, I'd guess it's just attached to the hand bone. I'm not sure why you'd want a city watch to be using a hammer, or a servant using a sword anyway. I think it's much better to have diversity in the characters than have them all use the same skeleton and animations. That means I have to start bulding them all around a seketon template like in Nightblade, which kills creativity.
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And specifically, where to stick them. Priorities: we have to keep them separate somehow, and make it obvious precisely WHICH textures are from realtexture.com The best way to do this is to give them an extension, RT_ to the filename. If it's a prefix it won't interfere with the _local and other suffixes. Additionally the material files should be separate. Again, an RT_ prefix should suffice. ie. rt_walls.mtr and textures: rt_wall1_d.tga That should help make it obvious which are which. I'm starting on pack 3 (the largest one, I have them all now). All come with heightmaps which I'm converting to normalmaps with not much tweaking at the moment. The priority is to get them ingame and working. Then if there are problems with how they look, we can alter them. But I think most should be perfect.
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The mod's obviously don't want a shit throwing contest, so I'll defer to them. As a matter of pride, I will say that I'm not finished argueing, but I'll only respond to one final thing: That is precisely my point. Outside isn't a game, which is why it's reality. Although the statement itself is, I admit, narrow, it was (I thought) sufficient IN GENERAL TERMS to explain my thesis. Realism is an ABSOLUTE representation of reality, as was the holodeck...though I will remind you that the holodeck, as well as star trek itself, isn't real. When we as a species can create a fully realized, three dimensional game world that can be recognized by all five senses as being indistinct for reality, then I will be more than happy to defer to your arguement. I will also say to Mr. B that although my tone was obtuse, I was not outright insulting. People on forums have a tendancy to say things to a faceless name they wouldn't normally say to a nameless face. Keep that in mind next time you throw feces at your monitor. Sorry to derail the thread. Hylix.
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Egads. I hadn't seen this until just now. Yes, remove any mention of "Thief" or "Garrett" in relation to Dark Mod. If you're using it on other forums, remove the "Thief" title from there as well. We are more than happy that you are eager to help promote us but this kind of promotion will get us shut down and the last year of work will have been for nothing. As the others have stated, this is not Thief. I also mentioned in a previous post that we can not have the name Garrett associated with this mod, so please do not refer to the character as such. We appreciate the enthusiasm but careless disregard for someone elses property will get us slapped with a court order faster than you can say.... Edit: Signature removed until it has been edited.
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I'm not sure about the latest animation. It seems like a much too agile jump for someone in restrictive armour. My suggestion would be to make it more of a lean-step than a jump. It doesn't have to be quite that fast either. The idea is that the AI will use this when a character points a bow at them, so it's not like they're trying to dodge an arrow already in flight. I'm going to start a thread elsewhere about the weapon issue, since we do need to decide how that's going to be done. There is a thread for installing CVS, http://forums.thedarkmod.com/index.php?showtopic=359 but most people have run into problems at one point or another, so don't be afraid to ask for help.
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BT, I would hold off on converting the textures to JPG. I need to make sure everyone has read this thread. http://forums.thedarkmod.com/index.php?showt...=25entry36852 ...and this. New Texture Guidelines I would like to keep the texture process as uncomplicated as possible. We have to consider that we will want to keep a back up of the super hi-res on CVS as well as the TGA RLE versions. The Ultra hi-res respository would only be accessed by texture artists who are uploading. [this just needs to be setup as a separate repository like Darkmod_Src] The TGA RLE compressed repository would reside within the mod...or at least that's what I'm suggesting...as it would be a seamless transition and I've finished cleaning up the repositories this week. [i have completed this transition as of yesterday] If we're still considering a JPG repository, then that will mean three versions of the textures on CVS and I'm not sure that's the best use of our resources. The TGA RLE versions have brought the entire mod down to a managable level and doesn't require any filters or reconfiguration.
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And see this thread. Renz normal mapped this and it looks like the mortar is protruding - and it was, it had to be inverted. http://forums.thedarkmod.com/index.php?showtopic=2137&st=100# It seems that renderbumpflat makes them look inside out, and renderbump and the nvidia normal mapper makes them look 'normal'.
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Heh, when you eventually get going, you really put some effort into it) YOu have a great feel for the style of Thiefy architecture. No one can upload to the forums BTW, that upload dialogue is as redundant as you appendix.
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Heres another city streets concept with a quick lighting study. Also: Does anyone know why I can't upload images to the forums? I have to link all of these to my own webspace to show them, which is fine, but I will run out of space someday.
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One thing we shouldn't have done was mention that we got em for free outside of the dev boards here. If any of us have let that fact slip in any other forums, we should go back and edit em out...just say that we got a big pack of textures and leave the rest to the imagination.
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That woudld be a good ida. People can discuss it in the other forums, because this one is only for news updates.
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i want to use some images from your galary to make a sig with a Url to your web site for all the forums i use. it would look sweet and be a direct link to your mod on every post i make ( and well all no what a spamer i am lol ) it would give people who arent looking for a thief mod or even ever heard of thief to check it out.