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  1. Well. Then we have *A* haunt but not The Haunt. And of course my postings in the public are a bit different. I know that people will start calling their Thief Garrett and all such, but we shouldn't publicy support that. In case of legal action it is very important that we always have the opinion that nobody should use copyrighted terms. If somebody does this it must be his own problem, but he should not have the impression as if we would suport this in any way. This is exactly where Npaster failed and other P2P clients get away with it. The developers knew that poeple will distribute copyrighted material with it, but the project can only be shut down if it can be proven that this was the intent. So even though we know that some people might change names in their stories, that should not be our target.
  2. Yes, I am downloading it now. I see the dev forums now, thanks. Hehe, thanks! Glad to be a part of it.
  3. If we're going to be straying back ON topic, we should move back to the dev forums....
  4. ok it's on the ftp now. (/TheDarkMod/models/Finished Game Models Only/Furniture/shelfs/bookshelf1.ase ""/bookshelf1_d.tga ""/bookshelf1_local.tga) those tgas are 1024x1024 - so everything together is bigger than 6mb...the 56k users will like that the finished game models directory is ok so far, but we should keep the same structure. here's the thread with the structure. I think we agreed on that: http://forums.thedarkmod.com/index.php?showtopic=496
  5. here's the concept art i did involving the sac and stuff http://forums.thedarkmod.com/index.php?showtopic=175 Just my personal opinion, but your (excellent) model looks a little... evil. I never saw the burricks as evil, just innocent stupid creatures who didn't know any better than to attack anyhitng that came near it.
  6. that's nice ! I'd love to texture this can you please upload it ? check out this thread for the ftp data: http://forums.thedarkmod.com/index.php?showtopic=609
  7. i'll do the 4 poster bed.. edit: http://forums.thedarkmod.com/index.php?act=ST&f=5&t=613 finished edit: startting on the victorian end table edit: starting a bookshelf edit:_finished edit:starting wardrobe edit: wardrob finsihed edit:starting small desk
  8. that chandalier is pretty nice atti ! finally got the wall-light realistically working ingame ! now it uses two material-shaders, which is maybe needed anyway, since we need also a unlit one
  9. I wouldn't go as far as a hand picking up the book...we don't have hands picking up anything else. But my thought was that we would use something like the PDA animation that already exists, and there you do see the hands briefly as it is raised to your eyes. If the world doesn't show around the book, like the original games, then this isn't an issue. But if we decide we want to go with the 'live reading' feature discussed here -- http://forums.thedarkmod.com/index.php?showtopic=325 -- we might need hands on the side. I'll have to see.
  10. I think the only reason we would need to have page turning is if we decided to incorporate body awareness for the campaign. From hovering around on the forums I've noticed that a lot of people truly enjoyed it in other games too, but felt that Thief needed to really work on it. So, if we do get body awareness into the campaign...we could definately go the whole nine yards with picking up the book and such. I think it's fine for now that we stick with keeping it simple and going for the classic Thief style presentation. In many ways it should help us build a stronger foundation by not being overly complicated in the beginning.
  11. Like all forums, go to your control center and you can set it to what ever you like. I think most internet savy people would realise this. (that's not a slur on you internet savyness))
  12. Nice to meet you, Tyro. Great stuff. And welcome to The Dark Mod. I am already impressed by your enthusiasm. I'm the Art Division Leader, so we'll be working together, no doubt. Take some time to read through the different developer forums and bring yourself up to date with what we have already done. When you're ready for some assignments, just let me know. (and you'll find the average age here is fairly high...I'm 32)
  13. That's what the IRC channel is there for. Details here: http://forums.thedarkmod.com/index.php?showtopic=450
  14. Eeek, I think there is some confusion here. I've pretty much ripped the guts out of T3 and the gem wasn't 2D. The Gem is a 3D object, just like the compass. It is simply skinned with a 2d texture. The texture will wrap around the gem, and in this way...the gem can be placed in any position we need it and then anchored there while the compass rotates around it. I've checked out the textures oDDity supplied and they should work perfectly. Just a quick shot of the skinned gem model. This is the T3 gem. I used the t3ui.ini to scale it up in size and turn the end towards the player slightly. It's a full 3d model. Just wanted to make sure there was no confusion there. That should help get things moving along. Another shot...angled up and exposing the edge of the gem. Since the t3hud files enabled scaling through the t3ui.ini I'm hoping that there is a similar way for us to do this in doom 3. Having to resize the gem and compass and export it each time we want to try a different size would be time consuming. I've tried the d3world forums but wasn't able to find anything about scaling ingame hud items. I'll send an email to id support.
  15. oDDity

    Lights

    Show us the material file you've done for this so we can see the glass shader (it doesn't look like there is any glass shader) textures/glass/outdoor_glass1 { noSelfShadow noshadows twosided translucent glass forceoverlays sort decal qer_editorimage textures/glass/glass1 { vertexProgram heatHaze.vfp vertexParm 0 0 , 0 // texture scrolling vertexParm 1 .5 // magnitude of the distortion fragmentProgram heatHaze.vfp fragmentMap 0 _currentRender fragmentMap 1 textures/sfx/vp1 // the normal map for distortion } { maskcolor map makealpha(textures/glass/glass1) } { blend gl_dst_alpha, gl_one maskalpha cubeMap env/gen2 red Parm0 green Parm1 blue Parm2 texgen reflect } { blend filter map textures/glass/outdoor_glass1fx } } This is a glass shader using the heat haze vertex program, I'm sure we don;t need to write our own. YOu could use those doom glass texture as well to experiment.
  16. Has ayone managed to get static models in-game, complete with normal maps? Normal maps generated by ZBrush don't seem to work properly in Doom, I think because they use tangent space instead of local space, the model I imported was 0,0,0 black everywhere except where the lights hit it. The Orb normal map program site seems to be down since all the links are broken, my lightwave notmal map plugin seems to have mysteriously stopped working, and I can get renderbunmp tool in Doom to cooperate either! :/ SO if anyone has generatd their own normal maps for an objects and it worked ok in-game, please spill the beans. Also on poly counts, it states somwher on the forums here that character models can be up to 7-8k or something, but I think that's way too many. The model I imported was only about 4k and my perfomace went way down, even though it was the only model in an empty room. All of the Doom models are very low res - that's the point of using normal maps in the first place..you don't need high res models.
  17. The model is shown in this thread a few times: http://forums.thedarkmod.com/index.php?showtopic=292 The actual model itself should be on the ftp site.
  18. You mean the finished game model? A long time I would suspect. Doing the high res model is only 10% of the workflow. I still have to trawl various websites and forums trying to get the information I need to work out how to get characters into the game, and no animations have even been started yet. Heh, I've only just perfected getting characters into UT2K3, and now I have to start all over again for Doom. Still, I've finished a lot of Nightblade work, I've only a couple more models to do for that, so I sould have a decent amount of time to devote to this.
  19. I have no problem with an animated movie as part of the menu. It just means we would have to change the design again. Perhaps I'm misunderstanding, but I thought pak was talking about having a 'live' shot of a map behind the interface...AI wandering around just as they would in a game. Not a pre-recorded movie. Actually, the new design I'm considering DOES include a brief animated movie, kind of like the planet coming into view in the original D3 menu. I'll post more about the idea this weekend, once I get this GUI tutorial under my belt. It's on the Doom3World forums under scripting. Damn, can't remember the title offhand...something like GUI Tutorial #3. I'll post the url later when I can find it. Edit: here it is, NH: http://www.doom3world.org/phpbb2/viewtopic.php?t=3241
  20. Since Oddity said he currently want to make some static mesh models instead of characters it would be great if he could create the lightgem. The version that we have can not be used. What I need is the following: It is acutally two models. One should be the gem and the other the compass surrounding it. The gem must be created in such a way that it has 16 textures associated with it, showing all states between dark (not black but very dark so that it still can be seen) and the brightest level. Since this will be pre-rendered it doesn't matter how complicated the model is or the material to create the lighteffect on it. It will just be displayed as an image. The compass model should be rendered in such a way that it seems to fit the gem or surround it. When both are properly placed on screen they should look as if they are one model. Even though the compass may never be seen from bottom, it still must be a solid object as D3 can NOT render doublesided polygons. I guess this will be only an hour of work at most for Oddity, so I hope that I have a nice gem soon. My own version is rather crap to look at. Yeah I know for testing it doesn't really matter, but it is still more fun to have nice graphics.
  21. check out this thread: http://forums.thedarkmod.com/index.php?showtopic=10 there you can find the ftp-data.
  22. oDDity: http://forums.thedarkmod.com/index.php?showtopic=520
  23. Christian's Normal Mapping in 3D Studio Max 7 Tutorial : Step one: Make a low poly model. Step two: Make a high poly model that is just big enough that it covers the low poly - this doesn't need to be perfect, but it helps. Step three: Unwrap the low poly model, so that it is UV mapped. Step four: Select the low poly model, and press the 0 key on your keyboard to bring up the render to texture window. Step five: Under the Projection Mapping heading, check the box next to Enabled to enable projection mapping. Click the Pick... button, and select your high poly model. Uncheck sub-object levels. Step six: Scroll down to the Output heading. Click the Add... button, and choose Normals from the list. Make sure that the Target Map Slot dropdown menu has Bump selected. Pick a nice map size - I usually use 512 or 1024, since it's better to scale down than to scale up. Step seven: Click render. Wait. (note that the image that appears in the rendering window is NOT the normal map. This is the diffuse map, which won't be saved. Also note that, if you so desire, you can texture a high poly model, than burn its diffuse/specular/normal/height maps to textures. This is awesome.) Step eight: If you want to render in 3ds using the texture you just rendered, apply a new material to it. Expand the Maps subheading, then click the None button next to the Bump category. Select Normal Bump, then click the None button next to the Normal Bump heading. Select bitmap, and load up the bitmap that you just rendered. There are a few things to point out here. I choose to render one element at a time - that is, rather than burn the entire pump at once, I burned each separate piece. There were 11 pieces in all. This eliminates weird situations where you have projections encompassing totally different parts of the model. There are also more advanced methods for normal mapping - the most useful is the cage, which is that blue thing that appears around your low poly model after you apply the projection mapping to it. This cage defines how ray sampling is done - note that if your cage looks weird or ugly, it won't get good results. Think of it this way: The cage should TOTALLY encompass the high poly model, and it should look (in general shape) like your low poly model. If there is twisting or warping, you'll want to change it. TO do this, select the low poly model, go to the modifiers tab, click the + button next to Projection, select Cage, and you will now be able to move the vertices of the projection cage. Hell yes for total normal mapping control.
  24. I hope that this will not be the last animation that we did. That's why I'm was not so happy that you posted it on the sites. But it doesn't really matter now. We must hold some good stuff back, so that we have new material for a new animation as we go along.
  25. So, Tom, are you still with us? Haven't seen you post anywhere yet. Are you seeing the developer's forums now?
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