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See this thread:http://forums.thedarkmod.com/index.php?showtopic=2164 I think it is a fantastic engine... I can't believe games are getting this sweet to look at... It will require pretty substantial hardware to run, but man that game is gonna be good to mod with (and i imagine a pretty fun game to play as well)
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Denigneth and Teaser are both for non-gameplay times, the Teaser one is from our early teaser trailer- http://forums.thedarkmod.com/index.php?showtopic=754
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Some excellent ideas Maximius, I think there is a lot of good stuff in there... The Dark Mod would certainly look very nice for this kind of thing, but I don't think that Doom 3's multiplayer code would be up to it (although Quake 4 might do the job nicely - I wonder if the Dark Mod would work with Q4 with a little tweaking?).... The UT2K4/Nightblade project would be the easiest project to do this, since most of those gameplay elements are already there or planned for in NB... UT2k4 is good because it has excellent multiplayer code, excellent bot AI, and a very easy to use scripting system for making mods etc... While D3 looks graphically better than UT2K4 for a dark Thief style game, Unreal does multiplayer much better than most other engines out there, IMO. I'd definately have a look at the Nightblade forums, and post your ideas there as well. Man that was one brave grandfather... me personally, I would have used the Machete... there isn't much a leapard could do about that if you had your wits about you
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I think the energy to do this exists in space. Black Holes. The major problem is to create a material that keeps the hole under control so that somthing can get through. Why should it not be possible to build an uterus? It was built once by evolution, which proves that it can be built. Everything else is just a question of time and money. If they launch it now, I might even see the results. Frustrating to know that. You can ask him how this should be possible. I think I mentioned it already, the only way I could think how that could work would be with an extra dimension. The insane guy who screwes everything up is also quite a cliche. For such a journey there would be many failsafes I would expect, so a single man going insane should not be able to wreak such havoc. I usually prefer a more logical explanation which is more believable. Like that this loss was some natural process that couldn't be stopped for some reason. It requires more to think what process could this be. The insane person is to me like god or a deus ex. It's an easy, unimaginative way of explaining. Same as if you say. They were bewitched or it was done with magic. It's like in WW2. Many people say the deeds of the Nazis were just a few crazy guys who happened to get control, but this is not the truth and an easy way out to not work out the details. As I said above. So how could the insange guy achieve all these problems?
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The unconscious mind will have formed the decision before you are consciously aware of the decision. Studies have actually shown that faced with such forks, most people almost unerringly choose the same direction every time, especially if there is nothing to distinguish the left or right path in any other way. People carry an inherent bias towards either the left or right (which is usually related to handedness). Interestingly, when you split someones brain down the middle by bisecting the hippocampus, the two halves can no longer communicate properly, and the two halves of the brain become two independent minds, and the right brain can only communicate with the left by making the left brain hear voices. But a person in such a state has effectively two separate minds with divergent personalities. @ Ishtvan: Humans have an instinct to explore, to investigate, to create and to modify, because these instincts are vital to an obligate tool using ecological generalist. We depend on making and using tools and shelter for survival, and being so dependant we are instinctively driven to create. When we have supplied our basic material needs without excercising these instincts fully, the urges remain, and are expressed in a variety of ways. And we have an instinct to impress our fellow humans with our mental skill and flexibility as a way of sorting out dominance hierarchies and attracting mates - just like a bower bird building an elaborate colourful nest, or a peacock with a ridiculous tail, or a moose with its antlers, we display to potential mates and rivals by flexing our brains. That we have been able to harness this abilty to do things like build space shuttles and neurosurgery wards is an accident of history resulting from humans seeking ever more elaborate ways to display their brain power to impress the opposite sex and their rivals.
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Oh... I was kinda under the impression that more maps were required for paralax mapping, but I might have misread the forums (or fora for the latin purists) on the subject... There are static meshes in UT2K4 that have as much apparent detail as some of the normal maps in Doom 3, I suppose there may be some diferences in the engines in terms of whether they are biased towards large poly counts over lots of texture maps. In UT2K4 the majority of the textures are a diffuse map with sometimes a detail texture that breaks up the pixellation when viewed up close, so it is using much less multitexturing than D3 uses. UT I guess is more optimised for higher poly counts.. Of course, Unreal Engine 3 uses parallax mapping and extensive multitexturing AND collossal poly counts - have a look at some of the wireframe screenies at the Unreal Technology website http://www.unrealtechnology.com/screens/EmbryWire.jpg This beast of a game will need the new nVidia GeForce 7800 GFX at least I would say... I suspect that the Doom 3 engine can probably cope with more polys than Doom 3 has, I think the reason D3 has lower polys has something to do with it being quicker for mappers to make simple geometry with complex textures, rather than a limitation of the engine, but I could be wrong. Regardless, I think parallax/steep parallax/relief mapping is a good thing, and should be included in The Dark Mod if at all possible : Edit: I forgot about UT2K4's lightmaps and specular maps - hey there is a fair bit of multitexturing afterall.... Oops
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Yep, go here to download our first OST release. http://forums.thedarkmod.com/index.php?showtopic=1975
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I didn't mean that there is a technical problem with Steam. http://forums.thedarkmod.com/index.php?showtopic=886
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Our first milestone is fast aproaching. We have far more models than we can realistically skin in that time, so I'm making a short list of what I think we should absolutely complete by then. Keep in mind it's only a month and a half away. Our goal is to provide enough material for FM authors to be able to create a viable mansion setting. I'm going to try and give our skinners (basically BT and Oddity) enough choice to keep themselves amused, and at the same time get enough of the right kind of models done. Here's what we already have working (not counting gameplay models like weapons): If there are any other models you know of that are game-ready, please let me know. Of the models that are done but awaiting textures, these are what we absolutely need for the first milestone, along with who did the model: The following need to be skinned: Dining Table (pick one) (Atti or Diego) Chest (pick one) (Atti) Door Handle (pick one) (DeepO) We need at least ONE model from each category to be skinned: *Beds (Atti) Single Bunk Four Poster *Kitchen Beer Mug (Atti) Tea Pot (Oddity) Cooking Pot (Atti) Silverware Set (DeepO) Goblet (DeepO) *Bathroom Tub (Atti/Fingernail) Wash Basin (Oddity) Sink (Atti) This will still only give us a bare minimum of objects for our maps, but without more skinners I think this might have to do for the first milestone.
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That's the email I got, so if you have any more doubts as to his origins, let them rest. He is just some random script guy who targeted random forums. I don't even think he probably expected to get any money - just kicks, I expect. I'm just confused as to who this 'PETE' he mentions is.
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First off I'm back. I've been over-medicated the last month or so that has caused me to be unable to work on texturing at all, and now I have forgotten most of everything I had learned about texturing. For those that don't remember me, you can check out this post here http://forums.thedarkmod.com/index.php?showtopic=1996 On that note I would like to say that I am having my medications brought down to the FDA guidlines. When this happens I think i'm going to work on coding for the doom 3 engine instead of texturing. Now that I have gotten that out of the way, I would like to wish you all the best of luck on your project. I hope that your deal with being able to use hundreds of new textures goes well. Last thing I want to say is, thank you, for everybody who has helped and complimented me on my brick texture, and that I look forward to using your tools in the future. Outlaw
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Would it be possible to get the House guard and the City Watch guard ingame and on CVS by next week? Doesn't matter if all they do is stand around, I just need to have a guard character for some promotional material I'm working on. It would be absolutely sweet if they had a simple knockout animation but I'm not going to ask for that...simply getting them ingame where a mapper could position them looking at a wall or something would be fantastic. Thanks.
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Wings is purely a modeller, so by exporting to .LWO instead of something generic like .DXF, you dont' really gain anything. Except vertex painting, but I've never used that side of it. But go to the wings3d forums, they will help you out in that area. Lots of people use it in conjunction with other apps, importing and exporting stuff all the time.
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Yes, that's more along the lines of what I imagined, but I never read the story that was spoken about in the zombie-ish necro thread. I dunno. I figure, they are mages, so they are necessarily quite sharp individuals, and unless they're a disconnected from the material world Einstein type, why should they be filthy and tattered like an ape-beast? Undertakers and gravediggers deal in the dead too, but they're not walking around in ripped rags and sickly looking... erm, usually at least. I was thinking more like this image. Almost like a vampire would be portrayed - he's undead, but dignified, regal. Dark and mysterious and intimidating, not beastly. Just my opinion. And yes, the face is great, and that robe is just perfect. You see him and you know what he is.
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Some random comments: Overall, I think the first place we'll see optics in computers is with optical interconnects between separate chips. This is a fairly simple setup with an array of lasers/detectors aligned (could even be in free space, but you probably need some packaging to keep dust and stuff out of the beams), and people have been working on it for a while. For example, parallel processors could be placed right above / below eachother and connected with an array of lasers and detectors integrated on each processor. It is true that the material you need for good optics (ie, low defect density so you can lase at low currents) is relatively expensive right now. The materials used in integrated optics (GaAs and InP) are not as mature as Si, so people are still working out inexpensive ways to grow them with low defect density. The other key though is integration. You shouldn't need 256 crystals for 256 lasers in your CPU. Like in silicon, you can put 256 lasers on a single GaAs or InP wafer. Integrated optics is still nowhere near the component density of integrated electronics, but that's changing as people develop more compact components that can do stuff over a very small length scale. Making smaller components, you come up against stuff like loss due to bending light at sharp angles, and how each finite pulse of light has some distribution around the central wavelength (due to time and frequency "uncertainty relationship", altho actually it's just a fourier transform pair relationship), so even TIR mirrors will not reflect all of the signal. With optics, you can send multiple wavelengths down the same channel (WDM), so you can send a lot more data in parallel thru one circuit. That is one major advantage in terms of more processing power. When people talk about ALL optical computing and optical logic gates, I think one of the main limitations, aside from component size, is power consumption. It's a lot faster, but switching light with light (using nonlinear optics) still requires a lot of power in the switching beam compared to the small amount of current it takes to switch a transistor. All optical computing is still pretty far in the future. Oh well, just some random thoughts, now I have to stop procrastinating and get back to actually working on integrated optics
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There are no bare breasts there, if you look properly. But I was going to comment on the clothing being far too "shrink-wrapped" around the breasts. Yeah we should keep flowing hair and clothing down to a minimum. You can get away with it with animation, but the more flowy it needs to be the more fake it will look. So maybe a long fairly straight cloak, but not lots of long thin bits of material.
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Ok, here is the list of prop models needed for the next Model Milestone (Sept 1st). update: July 11th CITY ****Done-- Store Signposts (generic symbols/names would be more useful than specific ones) http://www.istockphoto.com/file_thumbview_...ard__round_.jpg http://www.ncsigns.com/shop%20sign.jpg Cart/Wagon http://www.turbosquid.com/FullPreview/Index.cfm/ID/246734 http://www.rusticlogfurniture.net/images/r...que_cart_th.jpg http://www.geh.org/ar/strip59/m198700480004.jpg http://www.turbosquid.com/FullPreview/Index.cfm/ID/250309 ****On FTP -- Well http://www.cmcsb.com/images/ourhouse/well.jpg http://www.freenetpages.co.uk/hp/simplyflo...Well%20Yard.jpg In Progress -- Fountain http://forums.thedarkmod.com/index.php?showtopic=985 *** WIP Lamp-post http://www.mylittleworld.co.uk/acatalog/Bl...treet_Light.jpg http://www.mindplaces.com/darkmod/modellamp.jpg CATHEDRAL Pulpit http://www.carvingonline.net/images/orname...ulpit%20lg2.jpg ****On FTP -- Pew http://www.dakotachurchfurniture.com/Pew70C-CE.htm Standing Candelabra http://www.cowboyindian.com/waai1540.jpg http://www.aoweb.com/images/2622600-R1-043-20.jpg ****Done -- Holy Water Font http://www.sjbnewburgh.org/parish/tour/xfont.jpg Holy Relics (loot items--golden hammer, chalice, small statues, etc)
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I thought about having different mage looks for the different elements at one point. Fire mages, Earth mages, etc. But that's a lot more models for a faction that's kind of rare as it is. We should discuss different mage powers here: http://forums.thedarkmod.com/index.php?showtopic=2126
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Ok Mike, there is a thread in the animation forum to discuss specifics about the first set of animations http://forums.thedarkmod.com/index.php?showtopic=2159
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Do we have a concept for the menu? I remember you posted some screenies, but if I recall correctly, you said the background was placeholder material. The menu ambient would depend on what's going on in the background, like the waves in T2X or the machinery in T2... If we have some action going on behind the menus (UT / Quake style), a menu ambient would be more likely a theme or song. Sorry if I'm asking stupid questions that all have been answered elsewhere, but my time is somewhat limited atm.
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Actually it is better argued here then in our dev forums.
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Spiders: YES. http://forums.thedarkmod.com/index.php?showt...=738&hl=spiders
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Springheel, these are MAJOR drool material. Great stuff - there is a lot of potential to be drawn from here.
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http://www.ttlg.com/forums/showthread.php?t=97225
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Ishtvan, ghostability is as subjective as everything else. Just search the ttlg forums for examples of some of the wacky things that people have tried in order to ghost a map that the FM author never intended to be ghostable. It's not cut and dry. How can you say its either ghostable or not? Its as subjective as saves. DIfferent people can ghost to different levels of abilities, and the place where one person needed to use a flash bomb, someone else had another way around it. This is not an argument against limiting saves, since it aplies to every single aspect of the game! An FM author puts as many guards in one spot as he or she thinks will be difficult enough for the people they are aiming their mission at. Some people will say there are too many guards, some people will say there are not enough. Hopefully the main target audience of the mission will agree in general that there is just the right amount. This is no different than saying how many saves should be required to complete the mission.