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  1. Okay, I'm done adding a few points. I eventually got stuck on fixing the rotation, so someone with a 3d program can probably do those much faster than me. Documentation for how to do it is here: http://forums.thedarkmod.com/index.php?showtopic=8070 These have been added: Base Humanoid def file (tdm_ai_humanoid): - palm of hand (left/right) - front-right and front-left of belt - back-left and back-right of belt - back-center of belt Builder def file only: - slung across back (left to right or right to left) - stacked across back (left to right or right to left). This is offset one unit farther back so that two weapons may be worn crosswise across the back without obvious clipping) TODO: We can move this to the humanoid base def file, so that other AI can optionally sling swords across the back, but I wasn't sure if all humanoids have Spine2 joint, or is it just the Builder? - Sword at hip (WIP) (I know the builder won't have swords, but wasn't sure if the citywatch mesh was up to date or not). I think the position is okay, but I couldn't get the rotation right by hand. Need a 3d program to generate Euler angles or something.
  2. I have created both Thief 2 and Dark Mod FMs and can confirm that to make a similar mission is probably easier and faster in Dark Radiant to produce a Dark Mod FM than the equivalent Dromed FM. This is very subjective of course but what is certain is that there not a lot in it. In other words I guarantee it won't be harder to make a Dark Mod FM. In addition to all that, the end result is always better. For every hour you spend building a Dark Mod FM it is certain to be better quality. So it's better *value* for the same effort. If you drag out a Dromed room and texture it then the same effort in Dark Radiant is bound to look better because the texture quality is far higher. If you insert a model then the quality of that model will be better, and so on. You can drag out a brush in Dromed to produce a simple room and texture it in half a minute in Dromed. You can do a similar thing in Dark Radiant by dragging out a brush. Of course, there is a learning curve but if you start with our guide you will quickly be producing FMs. You can browse through this to get a feel for what is involved. Good luck!.... http://wiki.thedarkmod.com/index.php?...e_Start_Here%21
  3. Ah, ok. Pity. Most AI with headgear have it def_attached, rather than part of the mesh, so some heads will look identical in the preview window even though they're wearing different head-gear in game. Still, this is lightyears ahead of where we were. Don't know if this is at all practical, but is there any way of displaying a static .jpg image of the selected head? I've collected .jpgs of all our existing heads anyway for the wiki page...that could be a stop-gap measure for displaying how the head would look in a map.
  4. That would probably be better. I can upload the original freeware texture image if you want which is much higher res but I scaled it down to 1024 and cut the rounded corners. There is also a nice old leather book cover if you want. It is deeply 'embossed' (not sure if that is the right word) so would look good with a nice bumpmap. There is a small collection of stuff but I think not much else useful to TDM I don't think but if curious you can get it here... http://www.ttlg.com/forums/showthread.php?...766#post1751766 I also download skybox textures but not looked at them yet.
  5. Baddcog

    Model issues

    Well, I deleted those before Saint Lucia I'm sure. I don't know how they got back. But I don't want them put back in and released. Thiefs Den already uses a chest that's outdated, I'd like to not release more outdated stuff. chest1.ase (and chest1_lid.ase) are now chest_wood.ase and chest_wood_lid.ase chest2.ase is now chest_metal.ase and chest_metal_lid.ase chest3.ase is now footlocker_wood.ase and footlocker_wood_lid.ase Like I said, uv coords, centers, grid alignment, lid/grid alignment, locks have all been updated as have the names to better reflect what they actually look like. Here's a link to the post when I did it, was before thiefs den rleease http://forums.thedarkmod.com/index.php?s=&am...st&p=138312
  6. I cannot solve the black textures problem. I already have the settings prescribed on the wiki. And this was working yesterday on this machine. It's only since the new download. Must surely be a config error of some sort. I have to leave this tonight. This has all gone pear-shaped and I was hoping to get a couple of hours test playing in. But I'll start fresh in the morning.
  7. Hi. I downloaded DarkRadiant from the svn, I've followed the instructions for compiling in the wiki, but I get a ton of errors. I've got all the dependencies as well. I'm using XP sp2, VC9. My top level of folders looks like this: darkradiant w32deps w64deps I followed the instructions to use the DarkRadiant.sln file in the VCProjects folder. Here's a small section of the errors I get: ... and it continues on in similar style for quite some time. I haven't changed any compiler settings, apart from compiling Release instead of Debug, though I checked and Debug does the same thing. How do I get it to compile?
  8. Yeah, the wiki does tell you the proper folder structure, I just missed it because I assumed the default svn structure would be correct. It was late at night, I'd spent many a frustrating hour (again) downloading various other Radiant sources that didn't work. My eye's had kinda glazed over at that point... So my fault.
  9. Read here: http://wiki.thedarkmod.com/index.php?...en_mostly_black
  10. Looks like that's changed since I did that wiki article. Also the default orientation is different. It used to always create the bevel with its 'axis' for want of a better word in the vertical. So you saw the curve from above in the plan view; now it's the side view. I made a lot of wall corners that way in Den and never had to invert the texture or rotate the bevel (except around its axis.) I'll change the article to indicate you may have to invert or rotate.
  11. I'm almost certain Dram tried a smaller version but we decided to revert back. edit: Ah, here's the thread: http://forums.thedarkmod.com/index.php?showt...;hl=arrow++size I notice that broadheads don't really sink into AI very much (usually just the tip of the arrow) so that might make them look a bit larger when they're sticking out.
  12. I checked the forums and didn't see a topic in relation to this, so I apologize if this has been already brought up. Once I used the compass it stuck on my inventory items and made my inventory unusable. I couldn't turn the compass fully off but i could cycle through two of the items in my inventory, but I wasn't able to use them. I had to go outside and pick up another item for the inventory before I could use it correctly. Also once I had it working the gold status was displayed over the inventory. I don't know if this one was my fault or what. Aside from that this is an absolutely amazing piece of coding. The world was fully beautiful and the AI was smart as hell. The water and lighting effects were brilliant. I personally didn't like not being able to jump from ladders, but that's my preference and I'm not gonna knock it because that could mean more coding. If you need more info on this let me know and I'll try to reproduce. My stats for my pc in case you need them Windows XP 1 gig ddr ram amd 3800+ 2.4 ghz radeon x1650 EDIT: I have been play testing it again to see where it messes up and I have found that this is easily clearable in game cycling through the inventory with the [ or ] keys. The problem lies in the - key to get to the inventory. So I don't know if the compass is supposed to stay up when you use the - key for the inventory but that is what is causing the problem for me. Noticed another cool thing though. I hit the fat guy with a gas arrow while he was next to the torch in the courtyard and it knocked the torch out as well. I thought that was awesome, though I am not sure if that was intended. So if I wasn't clear let me know, and if I was just being dumb and breaking the game by doing something I wasn't supposed to let me know.
  13. I am note sure, actually I like the in-game version of the old one more. Maybe the new normal map needs a bit more work? I get this error since last fall and up to day I have not been able to checkout the highres repo completely. After a few months of trying I have given up. It seems to be a server problem, but sparhawk hasn't responded yet. Edit: See here for October 2007 post: http://forums.thedarkmod.com/index.php?showt...st&p=128650 I don't know since I couldn't check out more than a few on none of my computers.
  14. Fidcal

    bed height

    Now on tracker. Not all beds need fixing. The best height seems to be 23.5 above floor level for the main top surface of the bed. This is PLUS 3 doom units for the following bed models: models/darkmod/furniture/beds/doublebed_simple.lwo models/darkmod/furniture/beds/singlebed1.lwo models/darkmod/furniture/beds/singlebed_set01.lwo But MINUS 4 for this bed (this ruins the character of the bed construction so I'm not sure how this might be shortened unless the bedding can be lowered.) The mapper might put a step at the side of this bed as a compromise. The sleep height is measured from the floor where the AI was standing not the brush surface beneath the bed. This bed is also short - an AI can just about fit. models/darkmod/furniture/beds/bed_single_timber.ase The wiki article on sleeping gives: "Another problem is that the bounding box stays behind and is solid when the AI goes to bed." so I don't know if that would be a further problem if 'fixed'. At the moment they can clip but this seems good to me to clip a little. It also means the AI can sleep in the lower bunk of a double bunk bed. Yes, he clips his head as he sits down but seeing an AI get into a bunk bed is so superior to what we had in Thief it is worth it. I think I can also get him to use the top bunk... Test map is test/sleeperbed.map. All the beds are raised or lowered to the ideal height. Take a look; it's great fun. The four poster bed and double bed equivalent are OK but mappers should stick a patch pillow on there as the head is now slightly raised. There is a pillow in one of the bed prefabs (which have now been changed to the correct height.) In fact, I think there is a prefab with the four-poster with bedding and pillow.
  15. That's a pity. Don't know any solution for that. The most I can do is add your solution to the wiki. Maybe someone else can think of something.
  16. Well, some people don't consider TDM forums to be random in fact... Congrats Dram. Have a good one...
  17. Heh, I never noticed the calendar link. But wait, what I am trying to get at is that to know the birthday, the person in question needs to enter it here. So, you say, people actually put in their real birthday when signing up to random forums? Guess I am getting old
  18. hey, nice update. sounds like almost everything i mentioned is actualy on the road map. i like it. other then what i mentioned its going to take alot of playing to find more things that might bug players cause everything seems to be working very good. also of course his post wasnt negative, even if it was i would never handle a situation in a negative way. chances are while i was reading it it would apear as a calm informing voice in my head. i understand what its like to see the same post about the same things over and over on the forums, or posubley a thread about some things already being discoused or have been. thanks for pointing me in the right direction for some info tels. lots of good stuff.
  19. Very nice! Don't feel that you actually have to try and improve the existing image file...it would be equally fine (if not better) to find a *better* reference image and use that to create a new and improved version. For example, if there's a crappy grey board texture, you could find photos of similar grey boards and make a replacement texture. We just want the 'type' of texture to stay similar in case it is being used in maps already. Here are some textures that we know need improving: http://forums.thedarkmod.com/index.php?showtopic=3903
  20. I think every single texture from you is a welcome addition, whatever it is. If you're motivated, you could also look through the textures from the olden days in our repository and replace them - there are a few especially bad ones (like the floor in test/walk_ik.map, which has all the shadows baked in the diffusemap). A short notice on the forums before replacing them would be nice, though.
  21. http://wiki.thedarkmod.com/index.php?...tallation_Guide
  22. Through with merging the extra vocals into the existing sets. It was quite some task, there were a few wrongly named shaders plus long upload times to sound_src. Hopefully we got everything right. We've got everything we received in SVN now, including the WAV in split form in sound_src. The vocal sets are updated and are ready for use. (The wiki article can be updated.) Now back to packaging.
  23. Yeah, thanks Swordbreaker, I keep assuming everyone knows about the wiki info. BTW you might change that link address to page 1 of the A-Z. Might be a bit confusing otherwise starting on Page 2.
  24. check wiki for further info about mapping.
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