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  1. There appears to be a lot of hate toward Bioware right now because they have not fixed the issues and are working on a PC version. Ouch . http://masseffect.bioware.com/forums/viewf....html?forum=125
  2. Hi there I just finished The Tears of Saint Lucia. I have to say I really enjoyed It, Ive also been walking throught the Dark Radiant wiki tutorial. The tutorial is well written and easy to follow but I am having a little trouble as I did not install the Thiefs Den map. I think I am missing some of the models and textures as I can't find the all the models used in the tutorial. Anyway I'de like to have a go at the Thief's Den. Could anyone advise me on installing the thiefs Den after a TOSL install? or maybe just point me to an appropriate web page. thanks.
  3. I've been working today on repairing these fonts. So far I've done (not committed yet): andrew chris hand ellienerelle everett jd hand mac humaine nancy I'm only doing the 24.dat scale which covers all the default readables guis I've come across. Later I'll upload my notes to the wiki describing how its done and probably upload the two font programs to ftp so the means is available to anyone in the future. It's a bit tedious as there is no quick way to reload a font; you have to relaunch dark mod for every tweak. I'm hoping these handwritten fonts are the bulk of those needing fixing and gothic and print types won't need it, but we shall see. It not only looks better 'my thick solitude' becomes 'mythic solititude' but also saves space. This examples enabled an extra complete line. In fact it enabled two extra lines at one point but I had to backtrack by a pixel.
  4. I´m trying to make elevators that work, bud where in the Entity propertys do I finde the >position spawnarg< or just >spawnarg< to give the stop positions unique names fo each floor like it says in the wiki? (like: position Basement or position Floor1 e.c.t.) I´v lookede in all the Add property and the Choose Entity class. As I´m not a batamapper I´v only installede The Den and Saintlucias so not the full DarkMod (just downloaded and installede the darkradiant-0.9.12) and missing a LOT of textures too!
  5. I was bored and decided to try to make a texture problem is i dont know much about it but the wiki was very helpfull and helped me out alot. so i finished a small one the size is : w:1024 h:512 it looks like this in the DR : (paint blurred the pic a bit) and in game its all balck so i aplied another texture to one of the brushes, and then i get a leak. its really weird. any help would be much appreciated
  6. Here's the info for modifying animation speed: Try using this to create walk cycles for D3 monsters http://forums.thedarkmod.com/index.php?showt...&hl=setrate
  7. Crispy came across a very talented modeler on the indiegames forums, who goes by the name of Tricko. Since we're in pretty good shape as far as characters go, he suggest Tricko apply as an object modeler. I agree with this as well. Here is some of his modeling work. http://www.wazgrafix.com/
  8. Followup: one way to fix the failure to run (this is on the dev/deployment side): -main article: http://llbit.se/?p=19 -thread with the specifics on how (specifically, the fourth post): http://forums.microsoft.com/MSDN/ShowPost....65&SiteID=1
  9. Crinkelite: I am going to make a couple of assumptions: 1. You mean you want to follow this tutorial: http://wiki.thedarkmod.com/index.php/...uide_Start_Here! 2. You have Saint Lucia installed. If so, then this is what I think you should do (I've not tried this.) In your doom3\saintlucia folder you should see an fms folder In the the fms folder should be a thiefs_den folder In there is thiefs_den.pk4 Rename it temporarily to thiefs_den.zip and open it up. Extract everything EXCEPT startingmap.txt into your doom3\saintlucia folder (NOT the fms\saintlucia folder.) That should install all the resources you need. Thief's Den itself should work by entering map thiefs_den in the console but there may be minor errors. If you follow the tutorial don't hesitate to deviate from the suggested models and textures. You do not have to follow it slavishly but grasp the principles and make your own version. Good luck with that. Come back if you need more help.
  10. Is this what you are looking for? http://wiki.thedarkmod.com/index.php/Thief%27s_Den Or do you want to install them both in the same directory?
  11. GOD is punishing the Giants huh. OK, now you've gone too far, please leave the forums immediately
  12. We've already used some concave cms successfully. I'm pretty sure we posted that exact quote in another thread. http://forums.thedarkmod.com/index.php?s=&am...st&p=137162
  13. Can you head to the C:\WINDOWS\system32 folder and tell me which version the file dbghelp.dll has on your end? Right-click the file, go to properties and then version. My version is 5.1.2600.2180 which seems to be the most recent one, according to information I found on some forums.
  14. You can, but eventually it would be easiest if you got yourself hooked up with SVN. Then you can download the mod and look at all our assets, as well as upload anything new that you make. Instructions are here: http://forums.thedarkmod.com/index.php?showtopic=5449
  15. I can't send you your FTP password since I only have it at home (I could set a new one, or just wait until monday, then I PM it to you again) I now added a .DEB into the repository for hardy (8.04) 32bit. The other versions (64bit and jaunty/intrepid etc) are still missing, so feel free to upload them. The repository should be explained at the wiki - if not I will expand the article this night or monday.
  16. The milestone goals for the coding and sound department have been defined and posted to the bugtracker. See also this post in the information forum: http://forums.thedarkmod.com/index.php?showtopic=7262 For the animation department, we just have a vague which might need some redefinition. Does the animation department want to define some goals they want to achieve till June? I believe that clear goals could help to focus on what's important, but ultimately this has to be decided by the people who actually do the work on our characters. Please post here what you think what's wise - I can help you guys putting the stuff in the tracker, if you want me to.
  17. http://forums.thedarkmod.com/index.php?showtopic=6840 The thief fov was off 270 degrees according to Spring so I switched skeletons on the thief so he'd use the city's rig (because the original mesh was facing the z-axis when it should be facing the x-axis). I added player specific animations like crouching (in third person he no longer gets stuck in crouching position because he now has crouch up/down anims) & creeping. The fov now looks fixed. Other issues I fixed were timing the footsteps so no player can tap the movement keys & stay silent. The footsteps are within 2-4 frames within the start of the animation, so if a player taps up/down/left/right, there will be footstep sounds instead of silence. His lower leather tunic thingies still clip into the legs so that's one issue with the mesh. Let me know what you think. As usual I might've forgot to commit something. EDIT: There are leaning animations but there's no support script-wise. Oh yeah, thanks to squill for the new citywatch animation rig. I used them for the player anims model_src on svn has the new source maya animations . . .
  18. There's this one, I think that's the most current one: http://forums.thedarkmod.com/index.php?showtopic=4888
  19. Okay guys 'n' gals. I rerigged the thief & I'm applying the citywatch animations to him, as well as adding player specific anims, because of the 270 degree visual cone (and the model is facing the z-axis when he should be facing the x-axis) as seen here: http://forums.thedarkmod.com/index.php?showtopic=6840 The rig is still being tweaked because his legs are clipping through the lower tunic (or that fancy skirt thingy he's wearing). What's the cvar to see an ai's visual cone?
  20. I have no idea how to fix this, but from reading the forums..it doesn't feel like we have a very good workflow/pipeline or whatever it's called, for animation. It looks like we're on the right track, creating a 'master' rig, but then perhaps things seem to get a little hazy. I'm a bit concerned about that as it could mean having to cover a lot more of the same work over again in the future. Are these new rigs going to add special bones for attachments, like they did in T3? I was following that in another thread, but I'm not sure I understand exactly what was decided there.
  21. Welcome aboard, Tricko. I think your permissions are now set. You've got a lot of reading ahead of you! You should definitely check out our models webpage: http://www.tjoff.com/jens/darkmod/gallery/...m.php?albumID=4 (the password is in http://forums.thedarkmod.com/index.php?showtopic=609) This will give you easy access to models that are completed, so you can check out styles, etc. There is also a master list of models still needed in the model forum. And, as greebo said, don't hesitate to ask.
  22. @Tricko: Once you're setup with the correct permissions, be sure to check out this post. http://forums.thedarkmod.com/index.php?showtopic=6694 I wrote this as some sort of startup guide for Beta Mappers/Contributors, which should cover things like our SVN repository, licensing issues and general notes about our Team "policies" (if this deserves this name). Generally, don't hesitate to ask us if you're running into troubles with anything. Don't silently chew on things - this would be a waste of time.
  23. The sword joint is not going to move. The object will go from being attached to the sword joint to the hand joint. Basically, just animate it as if the sword/weapon doesn't exist. See: http://forums.thedarkmod.com/index.php?s=&am...st&p=142216
  24. It sounds like you found it on the wiki, but if not, printing to the console can be done with gameLocal.Printf. As for the step after the jump, I'd be wary of the consequences of that when the player is trying to jump precisely on to a thin edge or a pole or something. It's already hard enough since you can't see your feet, but if you always took an extra step forward after jumping, and that step often resulted in you falling off the thing you were jumping on to, that would be very frustrating.
  25. Thanks, I am reading it now, also debugging on the display sound like an excellent idea. Please let me know how it can be done, it would help me a lot. just realized the instructions are in the wiki This is fun but not surprisingly a lot of work, the code is huge compared to what i have been exposed to, but i am making progress.
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