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  1. The DR development is here: http://forums.thedarkmod.com/index.php?showforum=51 Can you see it? I figure you should, because you have "Beta Mapper" in your profile.
  2. If that's the case, then your assertion that my system would require more nodes is incorrect. That seemed to be your main reason why you thought your system would work better, so now I'm confused about exactly what benefit you think your system has, or how you would address the awkward pathing issue. Yes, you can. In fact, that's exactly what a path_lookat does. It directs the AI to look at a particular entity, then plays an animation (or not). If you're saying the functionality doesn't exist, that's also incorrect. You can use a path_cycleanim to play an animation X number of times. If you're trying to point out that the D3 code for these paths hasn't been ported over yet, that's true, but I don't see how it's relevant. To be clear, I'm in favour of random probability, and have been ever since bringing up this concept back in 1994 (http://forums.thedarkmod.com/index.php?showtopic=463). I just think system #2 (variable chance to path to each node) is a better and more versatile way of achieving it.
  3. Thanx for the excellent explanations! @Fidcal: Here is a link I am refering often to: http://www.iddevnet.com/doom3/materials.php @Gildoran: Your remarks about shadows got me thinking that my blue tiles (the version with the red base + blue overlay) looked mighty odd in the shadows. Maybe this is an issue. Can you please have a look at this material and tell me if what I want to achive is actually possible with doom shaders or if it would be better to "paint" complete diffuse maps for each tile color (aka "only blue, red, green and maybe yellow")? Please see here: http://forums.thedarkmod.com/index.php?showt...st&p=147621
  4. squill

    Citywatch rig

    ok the first button you selected is for creating clips not loading the character set (i should also change this is the wiki tutorial). The right button to load the character (character set must also be active) is the one with the red stick figure and a plus sign. To illustrate how you can add the pose to the overhead anim: Open the visor -> go to Unused Poses tab -> RMB Import Combat_pose -> activate character set Before you continue i noticed the scene still had some anim clips in the visor. If you transfer an animation to a new rig version check if the visor is empty once you save. Otherwise your getting the things you mentioned above. open trax editor -> drag(MMB) the combat pose from the visor to the trax editor -> delete the pose in the visor and trax editor -> now the pose is added to the character poses tab in the visor. If you go to frame 0-> RMB click -> apply pose in the visor. This adds the pose and you can key the whole pose. I know it's a bit of a tedious way to apply a pose. It much easier to have just one shelf button which applies the pose instantly.
  5. Could be a good idea to start a maya tips page on the wiki? I could add a few.
  6. That seems familiar, I think that's mentioned on the wiki. You need to adapt your Path environment variable.
  7. There can be a number of reasons why the DLL might not be loading. It's a bit difficulty to say, but from what I recall applying the .reg file is necessary. Have you tried one of these? http://wiki.thedarkmod.com/index.php?...ng_exportModels
  8. Ah, that DOES sound very useful, should go into some wiki pages for people to learn this good technique!
  9. I don't mind doing it if that is the way to do it. It just 'feels' odd to make so many definitions which will all be identical in values (well, two divisions of them.) I just don't want to do it if afterwards I'm told 'Oh no you shouldn't have done it like that' So I'm doing it step by step and someone stop me if I'm going the wrong way. So my first step is to compile a complete list of surfaces. From our wiki I get these. I assume I can exclude ricochet and plastic. Any others? And what about surftypes? metal stone flesh wood cardboard liquid glass plastic ricochet surftype10 surftype11 surftype12 surftype13 surftype14 tile carpet dirt gravel grass rock twigs foliage sand mud brokeglass snow ice squeakboard puddle moss cloth ceramic climbable slate straw armor_leath armor_chain armor_plate
  10. The spawnargs listed on the wiki are in tdm_ai_base.def. But to get this to work, one needs also a line in the ai script files, which is something like this. The "SniffArm" part in the spawnargs refers to this set of script functions: void ai_darkmod_base::Torso_SniffArm() { PlayAnimationOnce(ANIMCHANNEL_TORSO, "sniff_arm", 4, "Torso_Idle"); } void ai_darkmod_base::Legs_SniffArm() { PlayAnimationOnce(ANIMCHANNEL_LEGS, "sniff_arm", 4, "Legs_Idle"); } The "sniff_arm" string in the function call is the name of the anim as mentioned in the model def. I figured you might not be interested in messing around with scripts, that's why I offered to do this for you, if you want me to. Another possibility would be to temporarily point an existing idle anim (say sniff_arm) to a new .md5anim file in the model def, that way you could test it more easily without messing with scripts.
  11. Well, I'm not defending EA by any means but I don't know if I'd call it a 'blantant ripoff'. One's Halflife and the other is Battlfield... It just so happens both a cartoon/cel shade rendered games. Both are multiplayer, ect... I think here it's more of a question of which major game studio released a cel shade type game first, anything after that could be labeled a 'ripoff'. And while the battlefield one looks cool I didn't know what all the Orange Box stuff was. I never cared for Halflife too much, I played a bit. It was also one of the first FPS games I had played so I sucked! Then I looked at Halflife 2 and you HAD to have internet, I didn't at that time so that turned me off to it. Over at Polycount forums there have been low poly remakes (very good ones too) of all the Team Fortress characters. I thought they were cartoony renditions of another game, I never realized they were actually duplicating the characters so well. Now after checking out the orange box page I think I want it!!!
  12. ... via http://forums.thedarkmod.com/index.php?s=&am...st&p=146996 You guys must share a forum somewhere... he posted your pic before you did? And at a slightly different angle, no less.
  13. I'll try and follow the Wiki guide before i bother you. Is the sticky post in this forum about the maya binary and/or fbx files still something i need to pay attention to? I not quite sure what that is. Do you want me to upload these anywhere?
  14. @Ishtvan: Yes, the code is choosing between idle1, idle2, idle3 randomly when calling playAnim("idle"). (You can override that behaviour to play a specific one by directly passing "idle2" including a number postfix, but this is not happening anywhere in the code.) There's a bit of info here: http://wiki.thedarkmod.com/index.php?...Idle_Animations However, if you need to check something out, I'm more than happy to help you figuring this out to save you some time. Just let me know (PM or here), I'll try to be quick.
  15. Sorry Squill, I butchered your message above because I hit "edit" instead of "reply". Ah, ok, maybe I'll use those ones then. Yeah, the reason it is messed up is because the uvmap is flipped vertically on the proguard for some reason. At first, I was going to fix it by flipping the .tga as well, but that just made every other AI look crappy. So I flipped the uvmap on the hand instead. Would a screenshot help? You'll have to flip it vertically and align it with the md5/chars/npc_hand_full.tga edit: And I accidently deleted the bit about the tunic. There is something on the wiki about it but I don't know where off-hand.
  16. We all know the acronym for "et cetera", which is latin for "and so forth". In Germany, people use the acronym "etc." or "usw." for "und so weiter" , but on this and other multinational forums I see the t and c flipped very frequently to "ect". At first I thought it was just a typo, but since I have seen it so often by now I am starting to wonder whether the acronym is really spelled differently in english or other languages and more important: Why do you do that? Not that correct spelling is actually important to me, but I figured this is fairly good off-topic talk! Edit: According to this.. (german) page, the acronym is the same everywhere, besides maybe languages that don't use our typeface. Well, I can't read it. Browsing that page for "ect" didn't present any answers either. Is it maybe really just prevalent typo?
  17. Some more info before you start: Rig setup and use: http://wiki.thedarkmod.com/index.php?...e_Animation_Rig You can take the first frame of the idle animation and start from there your new animation which should end with that same frame. Has anyone already send him the file(s)?
  18. Heya Dark Modders! I saw mention of our game in this thread: http://forums.thedarkmod.com/index.php?showtopic=7045 and I wanted to give you an update, so I hope you won't see this message as too spammy. NOMBZ: Night of a Million Billion Zombies! has been released! Please come by http://www.nombz.com and check out the new demo, info, and media! We've made lots of improvements since the pre-release demo, including better performance and best of all, MORE ZOMBIES! Hope you enjoy the zombie apocalypse!
  19. I was flipping over Nisstagm's contributor thread here: http://forums.thedarkmod.com/index.php?showtopic=5450. Nisstagm himself seems to have disappeared, but he left a few FBX files on our FTP: carry1.fbx, carry2.fbx, holding.fbx, interact.fbx, reachout.fbx, scrub.fbx, scuff.fbx and sleepy.fbx What are FBX files? I gather these are not yet ready for use in-game? Can somebody check out these animations, whether their quality is ok or if they are useable? What is necessary to get them in-game?
  20. Right on, I'll give it another try. Haven't been to the polycount forums for awhile so probably missed the announcement.
  21. This is a topic that's been perplexing me a bit. Reading thru the wiki, it sounds like visportals are more than recommended, they're a necessity. I understand basically how they work. But, in large, open, outside areas, it seems almost impossible to construct them in a working manner. Picture a large canyon level, or maybe a city rooftops mission, where there is open sky at the top of your map. How do you "close off' these large areas so that all the visportals you set up cannot see each other? They seem designed primarily for tight spaces and corridor type maps. Maybe I'm misunderstanding how they work, but as I understand it, there ideally should be no path from the player to more than a couple of visportals at any given time. Or, are they not even necessary, as long as your mission isn't overly large?
  22. So, I've been messing with all the great info on the wiki for TDM and DR (especially Fidcal's tutorial, thanks man). I've got a map that I've been building to experiment with and practice various things with DR, and now it is nearing a complete state, one that might make an interesting, albeit small, FM. What's the stance from the TDM guys, is it OK to release these missions publicly? If so, any stipulations, such as checking them out withe the TDM team first? To be honest, I'm surprised I haven't seen more of this since St. Lucia was released. There's plenty of assets in there to release a decent sized mission.
  23. phide

    "etc" or "ect"?

    That's proper for Oxford-worshiping, pencil-in-sleeve-pocket American English as well, but not necessarily required for informal situations (such as these extremely informal forums). To be 'ULTRA PROPER', one might even consider writing out a number such as 523. Crazy, crazy! Now, any individual caught having confused 'loose' and 'lose' should be labeled a dunce for all eternity. That's just plain deplorable.
  24. Create entity > darkmod > ragdoll then select the one you want. Place it approximately where you want it to fall. You can't pose it like in Thief as far as I know so it falls as ragdoll. [EDIT] Now added to wiki
  25. Can't find anything in the wiki about this. How to create an AI that is dead at start of the mission?
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