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  1. Well so there are scripted ones in it for specific effects - but the ones that aren't scripted are VERY good. Like the one Jay mentioned in some other thread - shoot one of the lights hanging by chains in Site 2 (I think it is) and it reacts bloody awesomely. And you just have to get to the part where you use the remote control metal claw to pick up and drop radioactive drums into a waste disposal - sorry for the language, but f*ck, I have never seen ANYTHING like this in any other game. If you tell the claw to lower, and it isn't precicely centered around the drum, then when the claws close, the ones on one side hit first, naturally, causing the claw to pick it up on an angle. Raise the claw, and it is actually carrying the drum in an akward way!! This stuff just can't be scripted! There are too many possibilities Regarding the AI, it is actually not even worth comparing Doom3 to Doom 1 and Doom 2. Those D1 & 2 monsters only ran directly toward you in a bee-line, wether there was a wall there or not. Their pathfinding was limited to sliding along a wall or edge if they happened to run into something along the way. Doom 3 is the real deal. Once an enemy is present, it will chase you anywhere, no matter how complex the path you run, no matter how far away (well, there is a distance limit, but you have that in all games). I have even been testing this myself with my own maps.
  2. That's what I've always said. BTW, you asked, so I spoil it for you - YES, the scenery does change eventually. Well, the tension comes from that a monster can spawn or break out behind your back at any time, but what makes it scarey is that it looks so damn realistic. This game engine is so awesome. So awesome that they didn't even need to make a real game Heheh. Doom 3 is okay. It's not like the repetative battles are actually hard. I just played my way through with a frame rate that was 4-8 fps half of the time and 15-30 fps the other half of the time, and every battle can be played the same way as Doom 1 and 2. Each monster has a "best" way of killing it, that you soon learn: Imps - Wait till their fairly close, dodge the last fireball, and run right into their face and fire the shot gun. Can even be done easily with multiple enemies around. Etc. etc. I won't tell you my tactics for all the others, cause I'm not sure what youve' seen so far (so as not to spoil it), but they are all as fairly straight forward as that. And then the general tactics - which basically consist of - if there are multiple enemies, backtrack to a choke point and shoot them as they come through one by one. (The level designers obviously knew about this, so sometimes you open a door and find some enemy in your face that wasn't there before. It's usually just a soldier or imp, and their main weakness is a shotgun blast to the head. Works really well.) Or if stuck in a tight spot, run to the nearest corner and jump out and shoot them when their footsteps are loud enough. I don't know what exactly you liked more about Doom 1 and 2 over 3. They played exactly the same way as Doom 3, and a few slight scenery changes that were really just different textures. Everything still looked like the same old boxy graphics. Doom 3 just has more cooler features, like better graphics and physics. And when the scenery does change, it REALLY DOES change.
  3. So, Tom, are you still with us? Haven't seen you post anywhere yet. Are you seeing the developer's forums now?
  4. http://www.tpd.tno.nl/smartsite966.html that's the URL. but I found out that it actually isn't one huge picture. there is also a thread in the TTLG at Communtiy Chat. http://www.ttlg.com/forums/showthread.php?t=91130&page=1
  5. Anyone familiar with this team? I was wondering if we could recruit some people now that they seem like they're nearing completion. http://www.ttlg.com/forums/showthread.php?t=91246
  6. This may be applicable to this idea, I don't know: If you want to trigger the built-in animations just add a "target_ai_followalternatepath1" and Ctrl-k it with the character you want to animate. Then add a "path_anim" and give it a Key "anim" with a value of whatever anim you want like "cower" or "run" or whatever anims that character has. Select the character and give him a Key of "alt_path_1" with a Val of "path_anim_1" or whatever you named your path_anim. When you trigger the target_ai_followalternatepath1 with a trigger_once or you trigger it in a script, your character will perform that animation. If you're using this animation in a cinematic make sure you give all entities the Key/Val Cinematic/1. I was going to add this to my cinematic tutorial, but I'm too lazy.
  7. I noticed this as well. It seem you can not reyize it after you skinned it. Don't know why. What you can try to do is to resize and press CTRL-A (I think this was it) to apply the changes. If it is the correct key then it should ask you to apply. I tried to import a ASE file and resize it, but somehow the model always stays the same size. I always kept the untriangulated mopdel for this purpose and did the skinning again. Of course in my case this was not so bad because I never tried to make it good looking, just to have it show up in the game. If we can't find a better solution I guess the best workflow to do it would be this. 1. Model the mesh. 2. Save the model in a new file and keep the original model you work on in a seperate file. 3. The new file is now triangualated. 4. Skin it wihout regard for look. 5. Import it into Doom 3 and see how it's size is. If the model is to big or to small you must start at 1 again, that's why you should copy it in a seperate file. Once the model is properly sized you can start on serious skinning because you wont change the mesh anymore. This is not really satisfying because it means, that you have to do the skinning everytime you need to change the mesh.
  8. I think I wont hit that limit. If Audacity doesn't suffice I'll give it a try. But I don't think that I do much processing. Just converting some sounds or trim excessive silence.
  9. Slow down, NH. See above post. We should be very careful about not letting our own enthusiasm dictate what we show the public. We could post something like this in our own public forums, but I wouldn't make it a public release, UNLESS it was combined with some other things, like mentioned above. In all seriousness, if we had the following: The bedroom map (in-game, with fire going), The ability for objects to vanish when frobbed At the very least, removing the D3 HUD and crosshairs THEN, I think it might be worth releasing a new video. But not until then. IMO, it's better to have people wondering what we're up to than it is to release things that make people (who know nothing about how hard things are) say, "THAT's all you've got so far??"
  10. Okay, since it hasn't been done yet, I'll kick it off. First let me say, I assume this thread is to contain requests out of the ordinary, as stated by sparhawk at the TTLG forums: QUOTE I'm not talking of the standard features like buttons, switches, or similar stuff. Rather I'm thinking of things you might have wanted to implement in an FM but you couldn't because of limitations in the engine or in DromEd as opposed to the obvious, like rope arrows, swimming, etc. So here's a few ideas just to get things going. -random treasure spawns. An author would place a piece of optional treasure, and set a percentage chance that it will appear or not. -optional path nodes (although I think this might already be possible with Dromed). The AI can choose to ignore a node or go on a different, separate path altogether. -AI actions similar to NOLF2. I never played the game myself, but I'd heard they do things that are unexpected, at unexpected times. Many times I've played Thief and thought to myself, "why is that cook just pacing back and forth?" Clearly for gameplay, NOT realism. "Why would a guy just be standing here in a dark room, facing the wall, then turn to the fireplace, back to the wall, back to fireplace, etc?" Again, gameplay, not realism. I'd heard that in NOLF2, AI will often kick a can around, or fidget (already in Thief), or even leave patrol to go to the restroom. That sounds like a fantastic addition that might really lend some tension to the overall experience. -AI ladder climbing. Touchy subject, that, as it eliminates some safety and comfort in the game, but probably a good addition. Okay, there's a few for now. What ideas would you suggest?
  11. LOL - but to be be honest I had the same thought. It looks really a bit like darth maul...maybe also because of the mouth (I'll try if I can change the mouth of the model a bit) I hope the UV-maps of our models wont be so streched and NOT mirrored !! Do you like the skin of the torso and the legs, or shall I change it ? It'd be great if Renz could send me his cryptmap, to test how it looks and feels ingame...
  12. If you look for some tutorials you can learn the basics in a few hours. It is really hard to learn when you just want to experiement with it, without looking at a manual. Fomr the big apps you can usually do a lot just by clicking around. Not so with Blender. On the other hand, the interface is asboluelty streamlined to support the workflow. If you learn the keys you must use you can do a lot of stuff in a short time once you are used to it. I saw on the blender forums that there are now also video tutorials available. This might be helpfull. Search on D3World for "blender tutorials" and you can find them easily, there is a direct link to these.
  13. This workflow I highly recommend, not because the 3 programs suggested here are FREE, but because they are the best at what they do, IMO. I love these 3 programs. You will LOVE wings3d for modelling, if you are like me and HATE Blender's nerdy complex interface. (this is from http://irrlicht.sourceforge.net/phpBB2/vie...ic.php?p=21397) Where to get these programs: www.wings3d.com (for modelling) CharacterFX www.insanesoftware.de (for animating) Lithunwrap (for texturing) is discontinued and available free at arras's site http://members.lycos.co.uk/arras1/ Also check out arras's site to see what he has been making with this workflow. Bloody awesome game objects. They are all very low poly though, for older systems. Look at the gallery forums at the www.wings3d.com forums to see the high-poly stuff people are making with wings3d. It's just as well suited for low poly as high poly - it has always used the "box modelling" interface, which only the latest versions of big name 3D apps have just made it the new pseudo standard for modelling. The reason this workflow is so good is because each of these programs has a specific purpose (modeling, texturing, and animating) and they are all VERY GOOD and VERY SIMPLE TO USE at what they are for. Ever hard of the term "jack of all trades, master of none"? That doesn't apply to this workflow
  14. well question is, how many AIs will be in vision of the player ? In D3 there weren't many enemies in comparison to other shooters ( I just say serious sam ), but think of thief ! How many AIs can you see at the same time ? Even if you run through a whole mansion there won't be more than 10-15 AIs persueing you - I think the engine is able to handle 10-15 AIs with a 1024x1024 skin. At least for people, who play with high quality - I remember that D3 is scaling down textures on the lower details-settings anyway.
  15. I finished the highlight for doors and changed the behaviour for items as well. Now the highlighting works in a uniform way for all entities. As you can see on the screenshot it may not be to nice for ingame, so I would need a texture that can be used for the highlight. Currently I simply use this one for testing: base/textures/base_door/doorlight_grn.tga http://forums.thedarkmod.com/index.php?showt...st=0entry4929 I think the texture should probably be just a white one so that it will brighten up the object in a uniform way but with lower brightness. Probably a moderately light gray. If you want to test the texture you can do the following: I used the frobTest.map. In materials/custom.mtr you (Renzatic) added this material description and I added this texture to it. Textures/Dark_Mod/Mansion/Doors/Mansion_Door02 { qer_editorimage Textures/Dark_Mod/Mansion/Doors/Mansion_Door02_ed.tga diffusemap Textures/Dark_Mod/Mansion/Doors/Mansion_Door02_d.tga specularmap Textures/Dark_Mod/Mansion/Doors/Mansion_Door02_s.tga bumpmap Textures/Dark_Mod/Mansion/Doors/Mansion_Door02_local.tga { // if ( parm11 >= 0.5 ) blend add map textures/base_door/doorlight_grn.tga colored } }
  16. The historical ones are perfectly centered and just waiting to be run through a normalmap filter. There's no point in redrawing them...we just have to choose which ones we like the best.
  17. It's standalone. You just run the exe, tell it where the .tga file you want normalmapped is, and it produces one. You can grab it from textures/files on the FTP.
  18. Hey I would like to personally thank you for your help on the doom3world forums for various questions I have asked. Thanks for the support and the help! Good Luck on your mod!
  19. Guest

    Best Of Luck Dark Mod Team

    Hi this is bad marine ass from the Planetdoom and doom3world.org forums and I just thought I'd stop by to wish you guys good luck. I'm both a Doom and Thief fan, and I can't wait to see what happens when the 2 games get married I'm also a solo modder (current project is Doom 3 Aftermath), that means I do most of the work by myself like mapping, modelling, coding and texturing, and since I'm relatively new to the modding scene, I hope to learn more from teams like yourselves and I'm sure I could help out a bit with you guys if you're too busy or anything. Best of luck to the Dark Mod!
  20. Sure, you can tackle the nobleman. Be sure to check the concept art thread. http://forums.thedarkmod.com/index.php?showtopic=344 As far as the technical details, that's outside my area of expertise. You'll have to ask either Deep Omega or oDDity about that. As well, oDDity has made available a male and female template which I am encouraging people to use as a base for our characters.
  21. You could jump in at the deep end with the noble man or woman: http://forums.thedarkmod.com/index.php?showtopic=362 http://forums.thedarkmod.com/index.php?showtopic=344
  22. Ive only heard the term brushes used in context with game editors, so if you haven't used one before then it's no surprise you haven't run across it before. At it's most basic a brush is just a cube...or 6 polygons if you wanna be exact. The broadest term is any geometry you lay in the editor besides patches (curved surfaces) or imported models. They're the building blocks of your maps, you'll use them more than anything else. Edit: looks like Fingernail beat me to the punch. Like he said, since you're gonna be a modeller you won't have to worry about brushes at all. lol, anyway...I think I mixed you up with the other new guy..judging from his work it looks like he's gonna be interesting in mapping at some point.
  23. So the plan right now is to focus on one environment so that we can get a complete map together. Our Mansion Pack is going to need some specific models. I'll list them below, you sign up for whatever you find interesting. This will be our master list for the time being. I'll link these to appropriate reference pictures when I get a chance, and put the names of the people working on them next to them as they sign up. Items with stars beside them have already been spoken for. update: Jan 20th (removed completed models to make navigation easier) Character models ** - House Guard -- oDDity ** Noble Male -- alan9000 -- http://forums.thedarkmod.com/index.php?showtopic=344 ** - Noble Female -- TYROT http://forums.thedarkmod.com/index.php?showtopic=362 ** - Servent Male -- oDDity ** - Servant Female -- oDDity Furniture models ** - door handle/lock -- TYROT http://forums.thedarkmod.com/index.php?showtopic=779 -- ** - desk, large -- oDDity -- Example #1 ** - 4 poster bed -- Atti -- Example #1 ** - end table #1 -- Atti Example #1 - desk chair -- Example #1 ** - bookshelf, wide -- Atti ** - dining table -- Atti http://www.antiquefurniture.us/antique_fur...ining_table.htm ** - fancy sofa -- Fingernail -- Example #1, Example #2 -- WIP Loot items ** - bowl -- Atti Example ** - candlestick holder --Atti Example #1 - spectacles Decorative items ** - chandelier -- ATTi ** - tapestry -- -- oDDity ** - ink pot and quill -- oDDity ** - hunting trophey (mounted head) -- oDDity -- http://www.alexisturner.co.uk/files/file168.jpg ** - mounted weapon/shield -- oDDity -- http://www.long-sword.com/catalog/images/wall.jpg - potted plant #1 -- ** - various small sculptures -- oDDity -- Example1Example2 Other Useful Objects (nice for added atmosphere, but not necessary) ** - hairbrush -- Atti ** - wash basin -- Fingernail ** - chamber pot -- oDDity - door knocker -- Example ** - apple -- oDDity ** - teapot -- oDDity ** - cutlery -- Atti New Other Objects Since our modelers are going through these like mad, here's a list of every other conceivable thing I could think of us needing in a Mansion environment: ** - Small chest (like a jewellery box) (see below) -- oDDity ** - Large chest -- (see below) -- TYROT ** - Small heating stove -- Atti and TYROT Example ** - grandfather clock -- Atti ** - water pump -- Deep Omega Example ** - bathing tub -- Fingernail ** - bucket -- Atti - folded towels/clothing ** - cleaver / kitchen knife -- Atti ** - loaf of bread -- Atti ** - block of cheese -- Atti - cooking cauldron - pig on a spit ** - cooking pot -- Atti - small canisters (for herbs and stuff) - hanging goose ** - beer mug -- Atti ** - ladle -- Deep Omega ** - barrel -- BlackThief - torch bracket -- Example 1 ** - single bed (for servants) -- Atti ** -- KEYS! (how did I forget?) Deep Omega and TYROT -- Individual and ring of. -- Example 1, Example 2
  24. Why oh why wasn't this posted on our forums!? Congrats oDDity.
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