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  1. Sorry for delay; for some reason I am no longer getting email notifications of any replies from these forums even though I still have it set and it's the right email address. Anyway, regarding switching between Doom (still not got TDM) and DR I was probably doing it right but it just seemed awkward to what I'm used to with Dromed - one shifted key and I'm playing; ditto and I'm editing. In the Doom console even when windowed there is no direct way to 'get out' that is, the mouse is 'trapped' in the window so no way to just click on DR as the mouse pointer disappears outside the Doom window. The only way I know is Alt + Tab to switch so I assume that is what you mean. I just didn't want to do that for the next 99 years then find HaHa there is an easy way. Regarding which, is there no way for DR to 'feed' a string to Doom, dmap currentmap etc., tilde, map currentmap, to get straight in by pressing F2 or something? You guys must have typed dmap like a million times by now! Wonder if my key macro prog will work in that console?..... As for DR, now I think maybe that's what I did! The other day I think I downloaded the 'public' version but found it had no s & r so I thought I had the wrong one. Then in another session I found the SVN link, downloaded it, must have found it didn't work so instinctively extracted it again over the first download. Seems to be working at least as far as it can without TDM. My memory is not so good but it looks like I did two things right by dumb luck! Thanks for all help. I'll carry on learning but meanwhile suffering from data overload.
  2. I hope I can clarify things a bit: The last DarkRadiant release was back in January, which was version 0.8.1. That's the one that is available on Sourceforge and in the announcement threads in these forums. However, development has progressed quite a bit since then and to let people try out the new versions without having to setup a build environment, I'm uploading a zipped "snapshot" build to our FTP quite regularly (the last one is a few days old). This can be downloaded here (the link won't change until I say so): http://208.49.149.118/TheDarkMod/DarkRadia..._latest_SVN.zip This ZIP contains a few files that have to be unzipped over an existing DarkRadiant installation. So you have to install the release version 0.8.1 first before you can unzip that snapshot build over your install folder. Chances are that this snapshot build is interfering with the existing 0.8.1 config files, so a cleanup of your local settings may be in order (these are located in C:\Documents and Settings\Fidcal\Application Data\DarkRadiant, just wipe the folder). Feel free to ask more questions, they shall be answered.
  3. Hi Fidcal, welcome to our little hidey-hole. The current beta mapper's alpha version is here: http://forums.thedarkmod.com/index.php?act=a...p;f=31&id=9 BTW, the current version of DarkRadiant is actually 0.8... it sounds like you downloaded "revision 203", which has no connection to the version number. You can leave Doom 3 open while you work in DarkRadiant. Should be a bit faster then. I'm not sure whether or not you need to quit the map in Doom 3 while you work in DR (greebo or angua could probably tell you) - if so, you can quit a map without quitting the game by typing disconnect into the console.
  4. oDDity

    Pagan Female

    With the normal map she has fingers and toes. http://forums.thedarkmod.com/index.php?showt...=3533&st=50 Also I made a proper version of the t stance. http://www.pixelwerks.be/pictures/pagan_nude_female.rar
  5. http://forums.thedarkmod.com/index.php?showtopic=5613 This repository was created for the source files of models & animations: https://darkmod.homelinux.com/svn/model_src With tortoise svn, right click in the Doom 3 directory & checkout https://darkmod.homelinux.com/svn/model_src to: doom3\darkmod\models\model_src (let tortoise create the directory for you) Because all of the def files for the AI are exporting from this directory now. Also there are repositories (empty at the moment) for texture sources (*.xcf gimp files, *.psd photoshop files), & sound sources: https://darkmod.homelinux.com/svn/texture_src https://darkmod.homelinux.com/svn/sound_src
  6. not sure where to post this sorry if its in the wrong area (im new). thief TDP/gold Thief 2 the metal age and thief deadly shadows were some of the best games ever made. its kinda sad that looking glass studios went out of business. and eidos is done with thief (from what i hear). anyways i didn't really like T2X, the shadows of the metal age or whatever, that game was shit, it wasn't fun at all. most fan missions that i played weren't really enjoyable for me either. i was just wondering whether this is going to just be like one big fan mission or are their going to be real professionals working on this? what are the objectives of this mod and how much work needs to be done before a demo or something is released? again i am new to these forums, just came upon this site/mod yesterday, sorry if i did something i wasn't supposed to. thanks
  7. 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:
  8. hey pinkdot, are you posting you're models anywhere else?, you know, if you show some of you're models around on game modeling forums I think you'd pick up some contract work
  9. There's a big thread on that exact issue: http://forums.thedarkmod.com/index.php?showtopic=5029
  10. Good... as long as it "Looks good" to Spring, and "Does the job" for oDDity, I can leave it alone. I might un-linearize the hips like squill pointed out, a minor tweak. As for a variety of death anims, ... well, I think these 3 (mine, squill's, and solis') should be all we do for now, untill we work out this death anim trigger thing, here http://forums.thedarkmod.com/index.php?showt...view=getnewpost
  11. I already posted a reply about compiling on linux in this thread http://forums.thedarkmod.com/index.php?showtopic=5574&hl= In short I recommended a unified build system based on bjam ( see http://www.boost.org/tools/build/v1/build_system.htm for more info )
  12. The forum isn't allowing me to edit above. Great link, Pinkdot. I'll have to give that a go. Also, I finally found the post I was referring to: http://forums.thedarkmod.com/index.php?s=&am...ost&p=95847 Edit: aha, I think it was another case of "to" + ": " setting off forum alarms.
  13. -- add updated music to menu http://forums.thedarkmod.com/index.php?showt...=5206&st=25
  14. These are some optoins off the top of my head. Sparhawk might have some ideas also (he is our real programming team lead, someone really needs to change my title so it doesn't mislead people ): Look into how reading key states and button states works in the new SDK (1.3.1). The earlier SDK versions had a problem where they could only detect about 8 keys as "buttons", that is, you could tell if they were held down or not. All the others were "impulses." Since we wanted to add some things with controls that could be held down, we jumped through a lot of hoops trying to put in hooks for mouse and keyboard states. The new SDK just came out a month or so ago, and promises "access to mouse and button states" I believe they're on an object called "common" in the SDK. If you want, you could look into how to get mouse states and key states (held down/not) in the new SDK. Once you've figured it out, you could make a test mod where it just outputs to the screen which keys or mouse buttons are pressed. (Outputting to the screen can be done thru gameLocal->DrawText, I think). If it is actually possible, we can get rid of our low-level hooks and go with what works in the new SDK. This would be very useful if someone could look into it. Relatively simple scripting for player tools We have a lot of player tools that will go in the inventory and be used. "Use item" calls a script on the object, so we have to go through the various player tools and write scripts for them. Usually it will be very simple, add so much health for a health potion, add so much air for the breath potion, spawn a projectile that gives off a flash on detonation for the flashbomb, zoom in and apply a GUI overlay with the telescope, put down an idMoveable with a trigger bound to it for the mine, and so on. We had someone working on the flashbomb but I haven't heard from him in a while. Object manipulation: Stuck objects (requires our codebase) I got the impression from the public forums that you are interested in the object manipulation physics. You could implement a system for momentarily stopping the player from moving when their object gets stuck, then dropping it if they continue to move in the same direction for some time. This requires stuff in our existing codebase (the rest of the object manipulation code, immobilization code for stopping the player and not conflicting with anything else that's immobilizing the player). I was planning to write this, but it's fine if someone else writes it too since there's plenty of stuff for all of us to do. This may not be the best task to start out with though, since it requires our codebase and integrating stuff with a bunch of other code. Let me know if any of those sound interesting. If not we can think of something else.
  15. There is a forum called "Information" with a sticky thread about important mod details. I recommend at least looking once at all the announcements and stickies in the forums, so that you know whats up.
  16. Comp you are team member now, right? So you should rather open this thread in the sound forum. It helps to track it later on if you want to go beack and look for something. If you don't see the other forums then say so, because then you there is a problem with your permissions.
  17. I don't want to belittle sledge's effort on this mission, but Inverted Manse just wasn't my cup of tea, in neither playstyle offered. The architecture is gorgeous and the blue room trickery impressive, the overall DromEd handywork very good as well - but I haven't had much fun playing it. Somehow the gameplay didn't click. I had the same problem with other high-rated missions, like Calandra's Legacy or Deceptive Perceptions. The upside is that the wealth of FMs offers something for every taste - Into The Maelstrom, Equilibrium, Saints and Thieves and Rodamill were right up my alley. Oh, one little gem (if you like puzzles) is Temple of Tides by Nameless Voice, were he shows off what his scripts can do. Just be sure to get the patches or a fixed version and don't look at the spoiler thread on the forums.
  18. Yep, here's the thread: http://forums.thedarkmod.com/index.php?showt...=4283&st=25 Seems like pretty much everyone was in agreement that hitting 'use' when carrying an inventory object that's held in your hands puts it back in your inventory. Hitting use when carrying a junk object that is "useable" (like a body or a chair leg) makes it goes into it's "equiped" position. If it's a junk object that's not useable, nothing happens.
  19. Angua, if you get a chance to add these to our model website, that would be great. http://forums.thedarkmod.com/index.php?showtopic=4402
  20. -- alternate belcher skins -- fix spider so it doesn't call humanoid def -- test Ish's changes to carrying ragdolls -- make second stage spyglass overlay -- look at inventory icon updates http://forums.thedarkmod.com/index.php?showtopic=3531&hl=
  21. There are extensive discussions, recommendations, lists of best of the best, categorization by genres etc, on the ttlg forums.
  22. i agree completely with the comments made by sparhawk. yeah i read in the forums that the changes arent going to very noticable other than the shadows so... all my previous comments do apply. one thing that i really enjoyed about T2X, however, were the cutscenes. I feel that these cutscenes were the best part of the game and other mod crews could learn a thing or two from them. and btw Gildoran i think thats probably the case that i played very low quality FMs. so if some people could reccomend the classics/greatest FMs id appreciate it. i just reinstalled thief 2: TMA, so id be able to play some of them.
  23. http://www.ttlg.com/forums/showthread.php?t=112542 Orb, have you read anything... Im not having a go at ttlg, rather one of the morons on there that seems to get away with crap that other people get banned for.. but I digress, I agree ttlg bashing is old these days. b
  24. There is a thread about it at www.ttlg.com/forums in the fan missions section.
  25. Welcome to the forums! Be sure to read through our website: http://www.thedarkmod.com, as you will find most of your questions answered there.
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