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  1. As we know, there was an issue with detecting material type for statics using texture/common/collision materials. Arrows break on this type of material which makes it useless for using on f.e. wooden models. (like trees, which need collision meshes to prevent floating in leaves effect). Dram has reported this several weeks ago. I've solved this problem in very simple way - I added surface declaration for collision material. Instead of using texture/common/collision I used my tdm_collision_wood, which looks like this: tdm_collision_wood { wood qer_editorimage textures/common/collision.tga noshadows collision } This way arrows stick into this material, as they should. I've created new material file - collision.mtr, where we can put material declarations for all other surface types, like tdm_collision_straw, tdm_collision_foliage etc...
  2. All of the current AI now have full body ik for animation purposes. Included in the rar archive are files for maya (mb) and motion builder (fbx). There's a maya binary with no ik for fbx importing. Each character has their own folder with 3 files each. Original files: http://208.49.149.118/TheDarkMod/models/In...ask_animref.rar Updated citywatch (stand alone): http://208.49.149.118/TheDarkMod/models/In...tch_AnimRef.rar Files (AnimRef_idles are posed in the idle position): AnimRef_idle.mb (maya binary with full body ik - fbik) AnimRef_idle.fbx (motion builder with ik ready for animation) fbx_import.mb (af_posed ready for fbx importing with no ik) All character have their weapons & heads attached via parent constraints. The Maya version with fbik has floor contacts for the feet. Known Issues: When importing an fbx, the origin might be resized. Follow these directions in Maya: http://forums.thedarkmod.com/index.php?s=&am...ost&p=93477 The head & sword mesh might be off their original position in Motion Builder if exported from Maya. In Motion Builder use the Navigator window & double click the constraints. Uncheck "Active" then click the "Snap" button: This will align the mesh to their proper position. The head & sword mesh might be off in Maya. Delete the parent constraints in Maya, reposition meshes then reconstrain. You may also want to look at oDDity's Motion Builder tutorial: http://www.pixelwerks.be/pictures/MB_tut_01.avi The full body ik (humanIK1) in Maya is parented under the skeleton so if we need to move the origin for walking/running then the fbik will move with the whole thing:
  3. Composer to composer forum @ finalemusic: http://acf.finalemusic.com/ This fairly new & isn't very busy at all. http://www.music-web.org/forum/index.php Better organized & a lot busier. So this would be a great place to introduce ourselves It has music theory, composition showcase, music encyclopedia, & more.
  4. cool i knew brown barn spiders are worth something.
  5. I tried to add the run anim, but it said the anim had an incorrect number of joints. So I'll have to sort that out later. But hopefully he should be the right size. I commited a "theif" folder to CVS, under models/md5/chars (the mesh and some anims - don't use the anims), and models/chars (some images) But with the images, I don't know how to write shaders for them in the chars.mtr Can someone help out?
  6. /models/darkmod/door_related/door01.lwo I can't open .lwo in a modeling app, but I opened it in a text editor and saw that the material seems to be: textures/darkmod/mansion/door/mandoor03 . Now, we don't have a material by that name, we only have a texture image by that name, which I think means it's pointing directly at the texture rather than using a material. Frobhilighting therefore does not work on this model. It is always fullbright. We should probably also check for this problem in other models, maybe other door models?
  7. What do I put in the material file to make a texture with no mapping at all, just a TGA image, like in old games? I can't be arsed to make all mapping files, I just want to learn to do d3ed mapping with some nice simple brick and stone TGA texture tiles. I've looked in the doom 3 tutorial sites and found a promising link about "Quake III style textures" but it was down.
  8. Since I've gotten a large chunk of the reorg done, I'm planning on removing the older materials that have been copied. This way, when opening up the older folders, all that will remain are things that still need to be copied. I just wanted to make sure... removing a file from CVS only removes it for future versions, right? (so if worse came to worse, it could be undone)
  9. While I was adding material definitions to the material files, I noticed they were absolutely all over the place and difficult to understand. I cleaned them up and all so there's nothing about that, but it would have made it very hard for Gild to reorganize the textures if he had to clean up the material files too. I'm guilty too hehe in my material files, but I cleaned them up today. Anyways, just wanted to ask if whenever we add new materials if we could also add their material properties (like wood blah blah blah) and make sure that it's organized. By no means am I trying to order anyone (noone would listen anyways ), just trying to make Gild's life easier and everyone's in general in the future as we'll probably have to clean them up prior to mod release, and it would be bad if they were untidy and illegible etc.
  10. Dram

    Material Files

    I don't know if someone's changed them yet as i can't update from cvs atm (Spar's on holiday right?), but I noticed that most of the material files still have undefined surfaces. With everyone's blessing, I can go through each material and add the surface type should it not have one. I'd of course check each texture to make sure it is in fact wood or whatever. Or has this been done? currently i notice that 99% of materials don't have surface types. If you want me to do it then I will, and I'll also add surface types to the paintings too, it's stupid how your arrow gets "broken" on a canvas.
  11. While we're at it, can we put some proper surface types in the materials used by models too? It would be nice not to hear stone footsteps when walking on a couch, and be able to shoot an arrow into a wood desk. We also don't have this for walls or ceilings, AFAIK.
  12. I just noticed that the keys.mtr file contains material definitions for keys. But they are wrong, because keys should be frobable by default, and as the material is written, this would not work.
  13. Architecture isn't my thing, so rather than trying to draw the city I've collected a series of photos. Each one captures something of the flavour of Bridgeport as I see it. These are meant to be used as inspiration for our mappers and modelers. People can feel free to include their own images.
  14. Just came across this site: http://131.123.204.224/HABS/2001/ there are hundrets of photos of a victorian mansion (the first ones aren't interesting though - scroll down till the library and stairs photos)
  15. After some fund raising we were able to get a IPB perpetual license which makes us able to upgrade from an unsecure 1.3.x board to a fully updated 2.0.4 board. Feel free to poke around and look at the new features etc. The skin is reset to the default IPB one, because the old one won't work on this version. We'll get working on it ASAP. Happy posting!
  16. I'm sorry this took so long, but I've just restored the forums from a backup I took on saturday. The forums were 'hacked' by a script-kiddie yesterday. I saw in the admin logs that he logged in with one of the admin accounts (probably after 'guessing' the password with some brute force script). He then edited all of the admin accounts and removed their access to the admin control panel (acp). Then he edited the forum description and wrote a text saying we would get acp access back for the total amount of $100. Right. Anyway, since I had to restore a backup of the database, some posts/threads/PM's and new users were wiped, but I couldn't do anything with that. I don't think this guy did anything other than removing the admin powers and editing the forum description when he was in the acp (all operations in the acp is logged), and he had no access to download the database. But just in case I urge you to change your password on this forum, and other sites where you've got the same account name and password. It's better to be safe than sorry. All admins are instructed to change their passwords to a hard-to-guess one. The password should; not contain any words found in a dictionary contain atleast 8 characters or more consist of characters, numbers and signs in a good mix consist of both lower- and uppercase characters/signs Also, always LOG OUT after you're done in the admin cp, and don't click on links in threads when logged into the admin cp. If an intruder fetches your cookie, he can access the admin cp. All admins have lost their acp access. They will get it back once they have changed their password. Please PM Fingernail when you have changed your password. Also, the acp is .htaccess protected with a username/password, and I've given the login info to Fingernail.
  17. If any of you guys have seen the 1984 David Lynch movie "Dune" which was based on Frank Herbert's novel of the same name you will understand that some of the visuals in the movie were absolutely incredible. I just wish that the movie tranlsation from the book was equally as stunning.... Anyway, the design of everything in that world was great. There was a group of good guys (clan Atreides), a group of bad guys (House Harkonnen), and in between were people like the Mapes, the Navigators and the Bene Gesserit witches. So, many different factions, like in Thief. I thought that maybe some of the costume and set designs (especially from the palace interiors) might be helpful or fit the style. Strangely enough, I was researching some of the info on the movie and came across some stills that I hadn't seen in many years. They had that strange futuristic medieval feel that the Thief universe seems to have. Here's at least one link... Dune costumes
  18. Jeez, I'm really loving the forum community for TDM. I mean, the replies I get for my topic is damn amazing. I jus post a topic asking about a release date, and I get 50 replies talking about wether or not we should add a bloody sword to the game(I personally think you should, as it came in handy when I got cornered). And im getting tired of people saying "If you get caught, or if you run out of flashbangs to use to run away with you dont even deserve to be playing the game" or something like that, I mean, not everybody spends so much time playing a damn stealth game so that they never ever get caught, plus a sword, and (my favourite weapon by far in any theif games) the bow, added more replayability, so you could always replay the game and just try to rampage through the level, or sneak, but be a bit more brutal, using the aggression to pick off your enemies in the dark with the sword, or bow, or (I almost forgot another useful tool) the blackjack. If theres one this that I dont like about the forums its that I cant figuire out how to reply in a topic... or maybe thats just my problem for being so stupid, but either way, can somebody please tell me before I have to start a new thread everytime I want to say something?!
  19. Eventhough we should first focus on the mansion theme, these pictures may be a good inspiration for our city. (this time I scanned the pictures -> they have a much better quality) The pretty high buildings remind me of T1/2. T3 city buildings were rather low in comparison (that's why the city felt more like a village than a city to me) : http://208.49.149.118/TheDarkMod/Art-Conce...ty_concept1.jpg http://208.49.149.118/TheDarkMod/Art-Conce...ty_concept2.jpg
  20. Ok as mentioned before I have a whole bunch of old architecture books (all printed around 1900), full of old photos and floorplans. Here's the first one, that would IMHO fit perfectly into the world of the darkmod: (unfortunately the page reflected the flash of my camera) Here's the floorplan of the basement: Since some of our team-members don't have the great knowledge of the german language - here the translation : 1. Coals (the room, where they store the coals) 2. Cellar 3. Coal-powered central heating 4. Requisites 5. Servants Hall 6. Wine Cellar 7. Washkitchen 8. Toilet 1st Floor: 1. Entrance 2. Entrance hall 3. Entrance Saloon 4. Living Room 5. ? (can't read it) 6. ? (can't read it) 7. Toilet 8. Dining-Hall 9. Kitchen 10. Pantry 11. Ballroom 12. Terrace 2nd floor: 1. Hall 2. Breakfast Saloon 3. Library 4. Bathroom 5. Guestrooms 6. Toilet for Men 7. Toilet for Women 8. Masterbedroom 9. Mädchenzimmer (don't know the right translation - you can't translate it literally) I know, that we're actually not in need for that, since we have those awesome concept drawings of kfmccall, but I thought we can still use it for inspiration. BTW this little mansion was built for the countess Allcard-Konarska, by the architect Dr. J. Durm.
  21. I guess we can use somehting like that in a study or observatory. Or even for dungeon levels as being animated in conjunciotn with zombies.
  22. http://www.ams-cs.com/ well, it's a masonary site, but has loads of great pictures of all sorts of styles.
  23. Here are some pics from my reference library that might be useful: Medieval books
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