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  1. For now I'm going to spawn the hanging light for the rope, but its going to get in the way, with the huge light fixture at the bottom. It would be really good to have a working rope mesh to work with. We have a lot of aesthetic models, but nothing functional. No weapons or anything. Does anyone else think that the modelling really has to start to focus on the things us programmers are going to have to test with? Modelers will need to go here http://forums.thedarkmod.com/index.php?showt...indpost&p=14120 to see my post on how to find the good tutorials, and learn how to name joints ready for rigging in the game to rag-doll physics, which is what I need for the rope arrow. Well the direct link to the tutorials is here http://www.doom3world.org/phpbb2/viewtopic...3017&highlight= Just remember to follow my tip (in that post I linked to) about scrolling down PAST the video tutorials till you get to the text tutorials. Then scroll down to the modelling section, it has the info you guys should need. (If you see "modelling the plasma tick" then you're in the right section) (Also there is how to get animated models in the game, which you guys will need to know to make the weapons) Well the most pertinent link I could find quickly is this http://www.planetdoom.com/leveled/videotut...ain/index.shtml Which actually has tutorials on animating and rigging. However, they're all video tutes. They are all about 20mb, but you should only need the one that has rigging in it (down the bottom). I'm sure if you search, you'll find some text based tutorials. I found built in stuff for a ROPE in Doom 3 - yes a rope, that has physics applied to it and everything - however you can't climb it, it's just another form of rag doll. What it does mean is that probably the hardest part of the "visual" part of the rope has been done already, but the game is missing a rope mesh. Looks like they half implemented it and didn't make the mesh. So all you guys really need to do is model a rope mesh with the appropriate number of joints, and name them correctly. But I'm going to tell you guys how to look into the parts that links your model to the physics in game. At the very least, you can see where your joint names need to match up with what's listed in the .af (articulated figure) files. Either you'll have to make your own .af files, or at least give us programmers a list of joint names in your model. So here's how to get your hands dirty by looking at .def files. There's no programming in there, its just a bunch of file name associations and settings for individual objects. It's where meshes and animations are linked to the in-game objects. In pak000.pk4, there is a folder called "def". That is where all the def files are. The one with the rope in it is called "env.def". Open it and search for rope. Here you can see it is pointing to mesh files at models/md5/environments/ropemesh.md5mesh and models/md5/environments/ropeanim.md5anim But if you go to the "models" folder (in one of the other pak files, I can't remember which one), you'll see that neither of those files exist. You'll see a line that says "articulatedFigure" "env_rope.af" To get to the env_rope.af file, no need to delve through pak files - in the Doom 3 editor, type "editAFs" in the console tab. It brings up a window where you edit "articulated figure" properties. Choose "env_rope". Now you can see a bunch of settings, but really, I think I will take care of the details there. But you guys should know about it because I THINK that's where you start telling the game what you named your joints when you were modelling. That's pretty much all I can tell you for now. The rest should be found by searching www.doom3world.org or the rest of the web. The link I put up there is still a good place to start.
  2. Actually, I think Tyrot's got the finished/colorized fountain, according to his post over here: http://forums.thedarkmod.com/index.php?showt...indpost&p=13323 However, there are two fountains in that thread. I think (though, don't know) that Tyrot was only going to do the colorized one. I didn't get a chance to finish this one, but maybe there's enough here to work from. The only part of this fountain I didn't finish was the base. Whereas the other one was completely made of stone, I envision this one here having an aged metallic top of some sort (brass? copper?), maybe with some gold accents incorporated throughout the remainder of the fountain? Scratch that, how about the whole fountain being ivory marble with gold accents?:
  3. Hmm...I'm not a modeller so I can't really give you much info here. All I can tell you is that you export them into either ASE or LWO text files and you probably write a material file for em from there. This should help you out far better than I can... http://www.doom3world.org/phpbb2/viewtopic.php?t=5474
  4. isn't point 1 and 2 more or less the same? anyway you can only make an object self-lit with a specific material - for example: models/props/lights/lantern/walllight1window { [...] //unimportant stuff { blend map models/props/lights/lantern/walllight1_d.tga rgb 1 //that makes the texture self-illuminated } an object can't be a lightsource in D3 you always have to "attach" a lightsource to it. of course this can be automated - means that when you add an object "wallight" the lightsource is already attached to the object with specific settings.
  5. If we have a signpost with each model, telling the name, the mapper can easily find each mode when he goes through the map and of course screenshots can always be taken. The major point of this map would be for us to check if all the models work properly, because we would immediately see when one is screwed up. But it might also be usefull as a browser, even though I'm aware that it might be painfull to load up the map each time. That's why images should also be taken, but we don't need to do this right now. Renz: Just because mappers have been putting up with far less doesn't mean there is room for improvement. Also the more important point is that we need such a testmap to see if all the models are working. I certainly don't want to run through several maps just to get a look at our models when somebody screwed up the material file.
  6. Hey, wow! That T1/T2 effect sounds pretty cool! See this thread for more info: http://forums.thedarkmod.com/index.php?showtopic=938. Maybe we should be doing the machine types of sounds in stereo rather than mono, to achieve this effect? What do you think we should do, Pak? Here are the above files re-done in this sweet T1/T2 style. Compare them with the original mono files posted above: machine_hum_4-swirltest.ogg machine_hum_3-swirltest.ogg machine_hum_2-swirltest.ogg machine_hum_1-swirltest.ogg Also, Pak, I've made that 'wet finger around a wine glass' sound less pronounced here in this "humamb" file than in my original one, per your request. In doing this, I noticed there was a slight sparkle sound hidden in this file. I liked it, so I brought it out more for us to hear (humamb_1_sparkle.ogg). I could imagine the sparkly one used in a crystal cavern or something. humamb_1.ogg humamb_1_sparkle.ogg And Pak, I've removed the "hiss" from the Harp sounds, per your request. Also added a new one (harp_loud_2.ogg). harp_soft_1.ogg harp_loud_1.ogg harp_loud_2.ogg Additionally, I've created a new Ocean Shore sound. I made this sound as though it's off in the distance rather than really close: ocean_shore_1.ogg Comments are welcome.
  7. Thanks Saxmeister! I'll try this out. PS: FINALLY! Something Sparhawk is not good at or doesn't understand! PPS: Just created some sample files using this cool effect. See the following thread: http://forums.thedarkmod.com/index.php?showt...indpost&p=14256
  8. Just throw in however many joints you think looks right. The model will stretch and shrink in-game, and we can decide how many joints we need for the maximum length to look right. For now, anything will do. Make it 5 or something. Here, please have a read of this http://forums.thedarkmod.com/index.php?showtopic=1052&hl= It describes what the rope will be, in detail.
  9. I've come to realise that the way our current directory is set up is a bit....counterproductive. You can blame it on me considering that it was originally my idea, but I was more of a stark newb then and I now have a better idea of how to approach this. The biggest problem with the current directory is that it's a pain in the ass having to jump from folder ot folder just to load up specific textures that you need. None of the other editors out there, be it vanilla Doom 3, Unreal, Farcry, or whatever, are set up this way. I'm thinking of modeling it around a theme specific setup rather than the set/subset dealie we have now. For example, instead of: Mansion/walls/stone/mansion_wall_stone01 Mansion/doors/wood/mansion_door_wood03 or Crypt/doors/metal/crypt_door_metal01 Crypt/Floors/stone/crypt_floor_stone06 ..it'll be designed to load up every specific texture for that theme and organized by name. Like: mansion/mansdoor02 mansion/mansdoor04 or crypt/crypfloor06 crypt/crypwall07 That way a mapper won't have to jump back and forth between folders to have access to all the specific theme textures. If he wants to get to the door textures all he has to do is scroll down the window til he reaches em then jump back up to the walls later. Easy as that. Plus we have to consider that we're wasting tons of space by having an extra _ed file in there when we can just use the diffuse for both. This is how Id has it set up and we could easily cull an extra 60 meg from the mod by doing this. It'll take alot of material rewriting and texture renaming, but it won't be as difficult as last time thanks to Blackthief reorganizing all the materials into seperate files. The only problem I see with it is if we get ALOT of textures, as in more than 200, in a specific folder....but overall this is a much better setup. Your thoughts?
  10. Yes. You can throw punches from different sides and do a counter-attack, which usually leads to death of your enemy I just recently (not a week ago) played the game through. Here're some of my thoughts: What I didn't like about it was the feeling of me running in a tube. The levels were too narrow and pretty straight forward. You never really got any choices to make, saying which road to go. And in a sneaking game that's pretty much the worst thing you can do IMO. I did like the whole Riddick character. Anti-heros are always my thing. And yes, Vin Deasel do rock your socks, and so does the other voice actors. Also liked the 'preying mode'. Kinda succesfull. The HUD is pretty much perfect: when you're just running along without no combat or anything, there's nothing disturping you on the screen. Very well done. (Take a hint Dark Mod team. Oh, and when you were hanging on a rail and moving sides-to-sides the view throwed you in the 3rd person mode. Otherwise it's always 1st person. This system could allow you guys to make the Dark Mod game environment even more usefull, like I've stated in my previous topic -> http://forums.thedarkmod.com/index.php?showtopic=679 This way it wouldn't look bad to make the thief more acrobatic. The drawback is of course can the thief fans take it. Overall it was worth the 36 euros I payed for it, but it could have been A LOT better.
  11. now that's why we dont give access to our forums for any greenpeace activists... btw do i underand correctly that you throw these things together on one day?
  12. You know you're playing too much Thief when... ..you start making posts on internet forums entitled 'You know you're playing too much Thief when...'
  13. I can tell you exactly how I did it and provide the material file if you wanna do it yourself. It's not all that difficult, just really time consuming. If you wanna check out a huge jpeg showing em all off, go to: ftp://208.49.149.126/thedarkmod/screenshots/t3_tex.jpg
  14. I thought we had an agreement that we keep silent on public forums about the new abillities of Garretts special moves and martial arts capabillities.
  15. It Is Done. Close to 300 textures ingame, the longest material file you've ever seen in your entire life, hours spent exporting, importing, and converting....for textures we can't even release. I am the king of pointless fucking ventures. Of course I'm kinda going overboard here, it will eventually serve a purpose. I now understand alot more about textures and naming schemes, and have a better idea of what we need. Plus if we find a texture we like in the Thief 3 set we could redraw it and do a new normal and make it officially ours. Being inspired by a texture and doing our own is legal, as long as we don't use their original files. If anyone wants to play around with it just ask me and I'll send it your way. Just keep in mind that it's 600 meg.
  16. Yeah, the requests were the main reason why I started this thread. Maybe we should let the others know about it.... post a link in the other forums, maybe?
  17. I have been thinking about releasing something to the public from us here at the audio department. They have seen screenshots and read about features. They still haven't heard any audio (apart from Tyrots teaser music!). So when I feel we have enough good material for a little compilation, we should release it. I had some ideas about album covers too. Oddity, when you get time (I know you're busy with like 100 different things, and this is NOT a priority, but when!) you could perhaps do one of these character poses: 1. A haunt moonwalking 2. Three builders in a row doing either can-can or cossack dance. (I'd go with a moonwalking haunt myself, but I'm not sure if we decided to release that model or not) Any more ideas?
  18. Made new sounds: Thunder 2,3 Arrow broadhead wood 3,4 Arrow Fire 1,2 Material Explosive Destroyed 1,2 Mine Explode See CVS thread.
  19. I'm in the process of converting all the good Hammerite Imperium textures (over 300 new ones ) into D3 format. It's a long-winded process. Anyway, there are several marble tiles on the ftp now under Textures/Dark Mod/Miscellaneous/Tiles/ There are only 3 normal maps (many of the diffusemaps are the same combination of tiles in different colours), and three specular also. There is no material file yet, but if someone writes one and integrates them, they are good to go. They are all 256x256 (all 3 types).
  20. I only wanted to discuss it here before I knew you were being added as a contributor Now we can discuss it in the dev forums of course.
  21. Hey guys, feel free to use stuff from our "official response" (thread hidden to the public) and let me know if it needs changing. http://forums.thedarkmod.com/index.php?showt...indpost&p=11426 One of the major selling points for me, is this; http://www.doom3world.org/phpbb2/viewtopic...=asc&highlight= This tutorial shows how any texture can be used just like "stained glass windows", to project a colour image the same way an overhead projector does. This can be used for many dark moody effects, such as dappled moonlight coming through tree branches or windows, and obviously stained glass windows in churches. The effect will fall onto static geometry and moving objects the same, because of Doom 3's dynamic lighting. Try and imagine what someone walking under the coloured image cast by a stained glass window in a church, or under the dappled moonlight through the leaves of a thick tree. Also, the Doom 3 renderer excels at dynamic lighting and lighting quality. The shadows and lighting effects look much better than Half Life 2. The downside is that having many intersecting lights can slow down the renderer more than it's worth, hence, the Doom 3 engine is suited to really cool dark looking levels. Guess what Thief has always been about?
  22. Hi Natureboy, Sorry for the occasionlly abrasive critiques. I know it can be quite frustrating to have people critique work that isn't complete. In the future I think I'll move these kind of posts to PMs. But what Sparhawk said is essentially true. We have so many models right now we're having a difficult time keeping track of them. Our needs fluctuate as people come and go, though, so you could always check back in and see how things are going in a few months. And you can feel free to hang out in the public forums in the meantime. Thanks again,
  23. more or less...the sparse announcements are documented at TTLG forums (there is a Bioshock Anticipation forum there). There's been some discussion of the premise, plot etc. there, and how it is a 'spiritual sequel' to SS2.
  24. Sparhawk, I sent it to New Horizon (because he's in charge of PR, I figured he'd have people's emails ), so that he'd forward it to you and Domarius. If it hasn't reached you that way... [edit - found your email on ttlg forums. I will try sending it directly to there]
  25. I found this post over at ISA (http://forums.ionstorm.com/index.php?showt...ndpost&p=342075). Are there any desires here in DarkMod to make multiple versions of Burricks?
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