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  1. I have created a new thread to split off the crash analysis from the texture discussions: http://forums.thedarkmod.com/index.php?showtopic=5344
  2. I'm not sure it's been covered & I did search through the forums. So here's a list of web sites covering human propertions: http://realcolorwheel.com/human.htm http://drawinglab.evansville.edu/proportion.html http://www.portrait-artist.org/misc/proportion.html http://www.angelfire.com/ar/rogerart/measure2.html http://www.animatedbuzz.com/tutorials/proportion.html This one makes more sense to me (since the golden ratio is covered here): http://goldennumber.net/body.htm & more about the golden ratio: http://en.wikipedia.org/wiki/Golden_ratio Maybe we should sticky this for future reference (& since I've seen some weird proportions with the nobleman)
  3. He's using the citywatch's animations but you're in such a rush you tend to overlook things often. He's been using those animations for weeks now. EDIT: http://forums.thedarkmod.com/index.php?s=&am...ost&p=94393
  4. --upload archery range map to CVS. --make inventory icon for lockpicks --now get them set up to display and --tweak position/size --test out ragged banner http://forums.thedarkmod.com/index.php?showtopic=5301&st=0 --done, just upload video -- take a look at priest model -- go through remaining AI and post size modification -- research nobleman skin for proguard -- disable lantern
  5. Pleas read this posting: http://forums.thedarkmod.com/index.php?showtopic=609 As you can see there is a section that explains the ftp and download urls. When you upload to FTP, it is prefereable to post a downloadable URL, instead the FTP URL. I updated your link.
  6. Moving here http://forums.thedarkmod.com/index.php?showtopic=5298
  7. I'm looking for people who are able/willing to take on the following tasks: Particle Effects - hand-held torch flame (that moves as AI moves like TDS?) - magic arc-light particle (to go with existing model) - buzzing flies particle effect (for dead bodies, garbage, etc) Improve candle flame particle (flicker needs to be increased) -- http://forums.thedarkmod.com/index.php?showt...hl=candle+flame I know nothing about particle effects and doubt I'll have time to learn any time soon.
  8. There's about seven pages of it here: http://forums.thedarkmod.com/index.php?showtopic=5099 Starts going off-track about half way down the first page.
  9. Added builder priest: http://forums.thedarkmod.com/index.php?showtopic=5264 Needs some rigging fixes & complete normal maps.
  10. You have now beta mapper status *AAAHHHHHHH*! You should see now the internal forums for beta mappers, so you can download the latest build. *OOOHHHHH* You might consider to wait a few days though. We are planning to release a new build in a few days, we are just waiting for one fix that should go into the release first. I expect by mid of next week that we will upload the new release. Since it is more than a gig, it's probably not worth to start downloading right now.
  11. Hi, just to say that im still around, i came here every day lurking the forums but dont have the time to work on my map, please dont give up me. regards
  12. I just saw this on D3World forums, it's a mod for D3 inspired by Descent (for those who don't know, 6 degree of freedom ship-to-ship combat, but more focussed on enclosed environments than wide-open games like wing commander). Good to know that more D3 mods are still alive, and it's got a public beta for download, too: http://www.chmodoplusr.com/IntoCerberon/
  13. Chi Haotian, are most certainly on drugs? Regardless...I will further address your comments, as wacky as they may be. I'm not sure what you think TDM is, but we ARE a fan mission project of sorts. We're creating a toolset to make fan missions. We have beta mappers and internal test maps. How this would make our project more like TDS...I really have no idea how you would come to that conclusion, it makes no sense. Thief 2 had new people come on board...and that didn't ruin the game. It's just a matter of the companies being different and different leaders. I'm sure the team could have put out a much better game if circumstances had been different. Mods like this would never see the light of day if they didn't advertise for help. There is usually a small core group that sticks around, but then other members come and go. This turn over requires a lot of work to keep the level of productivity up. If we never recruited new members, the project would have been dead within months. We have plenty of people who have not been here from the beginning. It was certainly not a similar thing that ruined Deadly Shadows. Being made by a different company, making the game cross platform, poor management, that is what cursed TDS. We're not only trying to attract players, we need to attract Mappers more than anything, which is why we have beta mappers. There are also many people who have played Thief and have never visited TTLG. Aside from that, it doesn't take a Thief fan to make appropriate looking textures, it doesn't take a Thief fan to model a wooden chair....nor does it take a Thief fan to write the code for menus and much more. What it takes, is someone who is interested and dedicated enough to learn about the Thief series, and then put the time and effort into making these assets work within our design. We don't just accept any Sam or Sally off the street, we have an interview process where we evaluate whether or not their skills/style will work within the mod. I highly doubt it. We're constantly seeing people sign up who have only now heard about Dark Mod. Every person who has ever played Thief doesn't hang around message forums all the time.
  14. Ah, here's were I explained that already. But I didn't have the part about pose tweaking, so I just added that. It's a stickied tutorial thread in the modelling forum. I should really Wiki-tize that. http://forums.thedarkmod.com/index.php?showtopic=3563
  15. Now that the search animation is relative to the origin bone, I have a problem with foot slipping, that I've been trying to sort out for 3 hours... The foot makes contact with the ground. You put a key frame on it. You want it to stay there while the body moves forward. So when the hips move forward (taking the foot with it, since it's a child) you move it back where it made contact with the ground, and put a key frame on it. So it should stay on the ground in the same spot whilst the body moves forward, right? Fucking NO. It does some weird arse slide forward and backward again between the two points, still starting and finishing in the same spot, but with a wierd slip forward and backwards in between... Adding "correctional" key frames to keep it still, winds up with you pretty much putting a key frame on every frame, and yet it still seems to wobble unsteadily, and this is a brutal, hacky, messy solution, that will be a nightmare to edit if I ever want to change the animation. Opening the FCurves window to see if the bezier curves are causing some problems doesn't seem to help. I've set those keyframes to be flat (no curves for the movement, for translation and rotation) and they still do it! There has got to be an easy solution to get feet to stop slipping. I've been reading about some arcane solution involving override clips or something, that I can't quite understand yet... surely there's some easy way to say "between these two keyframes, keep the foot HERE no matter what"? I'm going to post on CG Talk... *edit* http://forums.cgsociety.org/showthread.php...472#post4141472 I also posted links to example anims there.
  16. http://forums.thedarkmod.com/index.php?s=&am...ost&p=93484 & download the latest fbx importer. It might be on alias' site.
  17. I have finished the mouse handler for now at least - See relevant thread for info http://forums.thedarkmod.com/index.php?showtopic=5006 I would like to do the keyboard handler the same way but wait and see what everyone thinks of the mouse first. Then if no one objects I will do the same. I have already coded 90% or more of what would be needed to do that just in case. We will have to do something eventually anyway if we want to be portable to anything other then windows. Speaking of which what is the pipe code for ?
  18. Here's the source Maya & Motion Builder files (along with the def file) for the citywatch: http://208.49.149.118/TheDarkMod/models/In...tch_AnimRef.rar I normally have the folders set up as: models/ask/*MBs In this case it'd be: models/ask/citywatchMBs of course you know where the def file goes & if he can read the modeling & animation forum, I'd like it if he could read this: http://forums.thedarkmod.com/index.php?showtopic=5035 (also we're using Maya 7.0.1). I think Springheel knows what we'll need better than I do (I mainly experiment & if the animation is useful then I commit it ).
  19. --check D3 zombie heads for useability, and for severed head model --fix reversed normals on revenant --add if (gui::ingame) statement to get resume game/quit game buttons functional http://forums.thedarkmod.com/index.php?showt...opid=95934& --fix the textures on the ghoul
  20. You will need to run Doom 3 under Windows, so you may have to buy a copy. Should be pretty cheap now, I picked mine up for $20 Australian dollars (about $15 US dollars). I wouldn't mind seeing whatever code you do have, even if it's nothing particularly special. Just to establish that you can actually code. As for C++/OpenGL books, I don't know any I'm afraid. I usually look stuff up on the internet if I need to. This post may help with regard to OpenGL books: http://forums.thedarkmod.com/index.php?s=&am...ost&p=94636
  21. #1. An interior factory scene. Boilers, gears, molten metal being poured from huge tubs, etc. Perhaps some huge gears and clockwork machinery in the background. #2. An exterior of a grand cathedral, with tall towers, stained glass windows and metal buttresses. It should incorporate the builder hammer symbol (second post down) . The perspective should be looking up from near ground level. http://forums.thedarkmod.com/index.php?showt...=3118&st=75 #3. An exterior castle scene. Fairly close and looking up, something like this: http://www.thief-thecircle.com/thief3/show...castle_high.jpg It is easier to position them if there isn't an obvious border at the edges--more like the one in the example I posted above (though I know that may not always work).
  22. I adjusted the feet (try to keep them stationary while the rest of the body moves) according to the origin's movement. Don't you mean the fbik "character" (humanIK, fbik controllers?)? I parented the fbik to the origin for a reason:http://forums.thedarkmod.com/index.php?s=&am...ost&p=94761 If the fbik is unparented from the origin then the whole body will not move if you need AI to move in a walk cycle. They'll walk in place if the origin doesn't move. Stationary animations won't be affected if you want stationary animations (idling, sitting, etc.). What I did in maya, is delete all the keyframes relating to the hips, then moving the origin along the x axis (if you're going forwards or backwards, z axis if you are going sideways).
  23. Here's some tweaks I did to the model: I thought the legs looked too skinny so I resized the thighs and the lower leg coming out of the boot. (Oops, the legs are clipping out of his tunic . . . ) Don't pay attention to the textures since this is a cheap maya render. Here's the original mesh before the tweaks: http://forums.thedarkmod.com/index.php?act=A...ost&id=1195
  24. ascottk

    Big Thug

    What do you mean? I posted the uv map in the above post:http://forums.thedarkmod.com/index.php?s=&am...ost&p=95122 Long tunic
  25. We already said that limited save is a playstyle option- So it doesn't really make sense to warm up this silly old argument yet again, but hey that's the internet. Forums memories are short term, so there are bound to have some threads coming back ever again and the argument is always as hot as if it everybody is surprised to see this topic for the very first time.
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