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  1. So I'm trying a different (older) driver set for my ATI Radeon X1600 (and yes, I know I'll probably have to try another driver set...) BUT, this is a very weird problem! When I have DR open, the views only work on the SECOND monitor, the one I have "extended" my desktop to. If I go into my monitor properties and switch which on is the primary monitor and which is the second, then DR also switches which screen the views will work on, again only on the secondary screen. That's crazy! The views just don't get updated. If I drag an ortho view window over to the primary monitor, then go to scroll the map over a bit, I can't see any change at all. But then when I drag the window back over to the secondary screen and scroll the map a tiny bit it then jumps to where I actually scrolled it when it was on the primary screen. I've tried a lot but can't seem to find any settings (DR or monitor) that fixes this. I assume it's some sort of Open GL problem? In the DR console it says a whole ton of junk, but here are a few possibly relevant lines: Default screen has 2 monitors. Monitor 0 geometry: 1440x900 at 1280, 0 Monitor 1 geometry: 1280x800 at 0, 0 ... OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = none ... ... OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = 32bpp ToolbarManager: Instantiating toolbar: texture OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = none OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = none OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = none OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = none EventManager: Shortcuts found in Registry: 318 Definition not found: I know greebo's gone, but anyone have any ideas? Incidentally, setting up the monitors as a "stretched" desktop gets DR working across both of them, but that's a sucky solution since the actual LCDs are different native resolutions and doing "strech" they have to be set the exact same, a crappy lowest common denominator solution. So that method is completely unacceptable, especially since I've had DR working GREAT across two screens with "extended" before.
  2. I was looking through my bookmarks and I found an image of a building I made around the time I first joined more than a year ago! I don't know where the map file went but I really wanted to post this image because it looks interesting I thought maybe it would be a good idea to have a thread where everyone can post any mapping images they like as a showcase! http://img225.imageshack.us/my.php?image=wipqm9.png
  3. Alright, the forum has successfully been upgraded to IPB version 2.2.2. If you have any comments, bug reports, suggestion or general feedback, post it here. IMPORTANT: Since a lot of the client-script files have been updated it is mandatory to empty your cached files from this forum. You can either empty your browser cache if you want to (check the settings), or you can do a hard refresh (this is usually done by holding the Ctrl-button while you hit 'Refresh'). Cheers, ~m2
  4. Here's a longsword, a battle axe, and a warhammer. They are still pretty low poly so a lot of detailing could be added of course, roughening up the outlines of the hammer/axe handle for starters. Im not in love with the swords crosspiece either but its closer than before. I used the axe as a basis for the hammer, that made that job a split second. http://aycu07.webshots.com/image/24326/200...56290868_rs.jpg http://aycu25.webshots.com/image/22864/200...91026086_rs.jpg http://aycu36.webshots.com/image/24715/200...92872706_rs.jpg http://aycu05.webshots.com/image/23524/200...94248004_rs.jpg http://aycu38.webshots.com/image/23437/200...45461322_rs.jpg http://aycu29.webshots.com/image/24308/200...35019751_rs.jpg I could definitely see adding much more detailing to a sword but the hammer and axe images I used as a template were pretty rough hewn affairs, basically a heavy head with a stout wooden handle jammed into it. I could add some rivet heads and such to the handle for a grip.
  5. Correct map version Correct map version (and correct zip, sorry who download broken archive ) (with ambient light) Instruction: Replace all files.
  6. Hey Dark mod Dev's, I sent a small mail application to see if I can become a beta mapper for the Dark mod. Have you guys reviewed it yet? Email:
  7. The hierarchy looks mostly good, but of course some issues will exist here or there from time to time. I plan to go through and try to address issues (depending on the extent or ownership of the work in question) as I come across them. If the fix is obvious and simplistic, I'll go ahead and do it. If the solution is questionable or unclear, it's better to ask first. So in that spirit, I thought it a good idea if we establish an ongoing question/answer thread, where we can ask about particular items and issues in the texture repository. This could be considered separate from actual texture art cleanup/modification/pruning if we wish. To get things rolling, in starting up today, the first things I noticed were: 1. There are a bunch of pillar_* materials listed in the textures/darkmod folder, outside of any subfolder. They are defined in architecture.mtr. These materials certainly appear to be useful for mapping, so they need not be treated as model-asset-only, but where should they reside? Not in the base folder, surely. /stone/natural maybe? This is a pretty simple fix, but I didn't want to move them in case they break someone's models. 2. paint_paper/wallpaper_fancy_green and _red don't work, because they have no texture files to back them up. Should they be removed or fixed? The _gold one does work. There's more, I just wanted to get this out there to get started.
  8. Does the engine need to be modified for this or is this functionality built in and just needs to be exposed? I've made a map that has a giant cube with an intricate maze on all 6 sides (made from a real life 3d maze) and I would love to be able to spin it on 3 axis and use local gravity on the cube to make the player stick to the surface so the world would turn upside down and stuff.
  9. Add requests and requirements for any barks, speeches, mutterings, etc to this thread and suggested variations. These can then be modified as needed... open doors: Who left this open? Who left this door open? Why do they keep leaving doors open? Hey! I told you not to leave doors open! Why is this not closed? Damn! This should be kept shut. smells: What is that smell? Don't think it's me ... already had my wash this month... Mmmm... something smells odd around here... Euh! someone hasn't washed for a while. Gasp! what a stink ... must be a dead cat around here general grumbles & mutterings: Always more rules and regulations. As if I don't know how to do my job anyway. Why do I always get this watch? They must know I hate it. Trouble is I don't grumble enough. Then they'd take notice. When this is over I think I'll take a few days off. Yes, I need a break. Fresh air. Nice walks in the country. Don't doze! Not tonight! This is my big chance. If I can just nail one miscreant then they'll respect me; then they'll trust me. Yes, I'm on my way up.
  10. I did a fresh install of Doom 3 using all lower case, no spaces [c:/doom3] , patched and installed DM and it runs SO smooth graphics cranked . . .I was thinking wow, this is Thief 4! . . but I got stuck, . . I got the 1st watchman, then roofed over to get the second guy w/ torch, made it in, founsd special loot and old rusty key, plus grabbed a key off one guy, but now I'm in an area with a ladder going up, small room with an elevator going down, and a door that is locked near a Keg, but I can tell it's where I should be going . . . . up, down or out the locked door? If so where's the key to that door? Mor3 later, gutta go shovel, then I'm back at it, what a great mod! -Your hard work is fantastic! - I'm putting screens up on my server later . . . . - Darrin
  11. Composer to composer forum @ finalemusic: http://acf.finalemusic.com/ This fairly new & isn't very busy at all. http://www.music-web.org/forum/index.php Better organized & a lot busier. So this would be a great place to introduce ourselves It has music theory, composition showcase, music encyclopedia, & more.
  12. I reinstalled Doom 3 a while ago but realised I'd lost the manual with the CD key on it. This hasn't affected the Dark Mod because when I load a mission from the console it works without the key. But in future it could be a pain to have to load every mission from the console rather than go through the Dark Mod's new menu. Rather than buy Doom 3 again just to get the CD key I was thinking about buying the expansion pack, just so that I haven't completely wasted my money. So my question is, can you play the Dark Mod with the CD from the expansion pack, or only the standard Doom 3 CD?
  13. cool i knew brown barn spiders are worth something.
  14. I'm sorry this took so long, but I've just restored the forums from a backup I took on saturday. The forums were 'hacked' by a script-kiddie yesterday. I saw in the admin logs that he logged in with one of the admin accounts (probably after 'guessing' the password with some brute force script). He then edited all of the admin accounts and removed their access to the admin control panel (acp). Then he edited the forum description and wrote a text saying we would get acp access back for the total amount of $100. Right. Anyway, since I had to restore a backup of the database, some posts/threads/PM's and new users were wiped, but I couldn't do anything with that. I don't think this guy did anything other than removing the admin powers and editing the forum description when he was in the acp (all operations in the acp is logged), and he had no access to download the database. But just in case I urge you to change your password on this forum, and other sites where you've got the same account name and password. It's better to be safe than sorry. All admins are instructed to change their passwords to a hard-to-guess one. The password should; not contain any words found in a dictionary contain atleast 8 characters or more consist of characters, numbers and signs in a good mix consist of both lower- and uppercase characters/signs Also, always LOG OUT after you're done in the admin cp, and don't click on links in threads when logged into the admin cp. If an intruder fetches your cookie, he can access the admin cp. All admins have lost their acp access. They will get it back once they have changed their password. Please PM Fingernail when you have changed your password. Also, the acp is .htaccess protected with a username/password, and I've given the login info to Fingernail.
  15. So, what's up with these uninformed noodleheads popping up at ttlg? Actually it seems to be a general trend at any forum. TDS vs. TDM debates seem to irritate the mods: http://www.ttlg.com/forums/showthread.php?t=109487 This one was closed by David which was a shame because I was actually enjoying it So I'll start yet another thread about misinformation about the dark mod & thief:deadly shadows Some people were vehemently disagreeing about something or other (the playershadow in d3 for example). The argument consisted of being able to turn the player shadow on. One guy says he never saw it after playing the game three times. Who would want to play d3 three times? Replayability seems nonexistant especially when things started to get predictable very quickly . . . Anyway, just playing the game 3 times doesn't make an expert on the game. I think people need to play it & poke around with config files or mod it in order to make the person more educated. Even then it doesn't make a person an expert. Another thing that came up in that thread is the animations of TDS vs. the classics. I think I was the only person who made/tweaked any new animations since the editor came out for TDS. I have an up close & personal experience with TDS animations & even though they used motion capture that doesn't mean they used it well. TDS animations, to me, seemed like a wheel with a buldge. They were not smoothed out & that shows up in the player animations. str8g8 would probably be the expert on T1 & T2 animations but they seemed very smooth compared to TDS. There shouldn't have been a comparison. Art direction was another thing. TDS just isn't as immersive as the first two. I'll leave that idea there since I probably posted a million pet peaves about this elsewhere. Technology issues. D3 is moddable. TDS wasn't designed with moddability in mind. I was too frustrated with TDS modding in order to continue modding for it. That's why I joined the dark mod
  16. Dmap seems to ignore a shadow mesh I added to my galleon model. It's definitely there, cause I can see it in DR. (black texture with SHADOW on it). But in game, when I turn the shadow silhouette on (r_showsilhouette 1) I can see shadow detail which shouldn't be there. (exactly same as visible mesh). And I think that fps is lower now than before instead of higher. I used textures/common/shadow material for shadow mesh. Did I forget about something?
  17. hoi, another new face here. did see the darkmod video yesterday. ( via ttlg) I'm impressed did inspire me to give doom/radiant another go. ( and I was so pleased to find fidcall's tut a la Komag ) been fiddling with it for a few hours, did work out fine ( allthough I kept pushing my "dromed"buttons all the time ) ( I think you can guess what's coming next..) I would love to work with the darkmod. ( I don't like the doom textures ( to be honest: I didn't like doom at all )) being a thief-adict from head to toes... I have some experience in 3d editting. I've been a dromedeer for the last few years. I think I might say I know my way in dromed. did "publish" "the Librarian" last year ( and allmost done with the brushwork for the sequel) I think ( and hope) that the darkmod will be the way for the "thief-universe" to go. I sure would love to give it a go... ger
  18. Ok well as soon as i read which animation Springheel assigned me to, i was in the mood to do some animating First draft of Failed KO: http://208.49.149.118/TheDarkMod/movies/anim_FailedKO_00.avi
  19. I have bought myself a Speedlink SL 6697. The wheel works when I try it in games, but the forcefeedback doesn't I have tried several games and in none it works. I also have a gamepad from Speelink and there the force feedback works fine, so it's not because of the game itself (I tried several different ones). When I switch on the FF I can feel it, because it puts a resistance on the wheel. Also when I switch it off, turn the wheel a bit, and then switch it back on, I can see that it works, because the motors put it automatically back in the middle position. However, even in the driver, there is a tab where you can try different affects and none of them work. So I wonder if there might be some issue with the drivers, windows 2000 SP4, or if the wheel itself doesn't work. Since I can see that the motors are working I assume a driver problem, but maybe I'm wrong. Any ideas what it might be?
  20. Hey Mr. Have a chat in here with the rest of the team.
  21. I need some sounds for the lantern bot now as I've got his af working. Needs some good footstep sounds. Right now he 'clicks' when he walks but he's almost waist high so he's gotta be fairly heavy. Needs more of a clunk. Also needs some grinding gear sounds that will run all the time. Needs a good steam whistle sound when he finds the player.
  22. title says it all, I don't know what I'm doing. well, to a degree. Do have a few q's regarding anims though. I looked at some of the spider anims and they brought more questions to mind. I figure at some point it would be good to add this stuff to wiki. Animation sequences: I always thought that anims needed to have the exact same pose begining and end. But the spider isn't like this at all. also there are spots in the middle of anims that seem to switch to an entirely different anim. Animation Lengths: Seems like 30 frames is fairly standard. Spider death is like 50. How critical is this to blend anims? --edit--movement: We don't need to actually move the Ai in animation for them to move do we?, just need to animate them right so they look like they are pushing off floor. random stuff: Spider swords: I noticed a 'no draw' box above the spider mesh. This is just for attaching a sword/weapon stimlulus I take it. --edit-- don't know what I did but all of a sudden I can moce waist independent of origin, some bug I think
  23. Come on in, and have a chat. Tell us what you're all about.
  24. Guys i don´t know if you remember me i´m the one that gave a bunch of models in this thread models, i have know time to work in a mod and the one that i loved to work is this one, my modeling skills have improved since i gave that pack to you guys but if you want to give me some sample work just to test my skills you can, i´m not a realy good organic modeler and my texturing skills are a litle green but i will try to do my best to please you guys. I already worked with normalmaping so i will be able to do them. So shout if you need something. Hilário Martins Sample of some non gaming work: Room_GI_lighting_test Render_bike_wheels Scene_render
  25. Hi, some of you probably seen some of my work on ttlg. Anyway, I'm getting frustrated with t3's limitations and I've been doing homework on Doom 3 editing. Here's some examples of what I've been up to: Textures I've done as a "Flesh Eater", a t3ed community project "The Cabal" campaign: A tweaked Garrett model I managed to convert to 3ds max then back again (tweaked mesh, new textures, physiqued): And new textures for T3 for a mod I was working on, but probably never finished due to t3's limitations and lack of documentation: I like to do a lot of tweaking. I managed to convert t3's animations and skeletal meshes so I can edit them in 3ds max. I fixed rope arrow creation (it's still not working very well, it TDS for crying out loud!). I'm also the creator of "GarrAT: Animations Tweak for TDS": http://www.ttlg.com/forums/showthread.php?t=105502 I created a tds fm called "Krellek's Labyrinth": http://www.ttlg.com/forums/showthread.php?t=100987 As for 3ds max (I know some of you think the program's evil) but I found some import/export plugins for the md5 format. I'm getting the hang of character rigging, animation, uvw unwrapping, and I'm well versed on the texture-side of things (t3's specular implementation is an extreme PITA). I wrote a few tutorials for t3ed: http://ttlg.com/wiki/index.php?title=Displ...nscious_or_Dead http://ttlg.com/wiki/index.php?title=Underwater_Vision http://ttlg.com/wiki/index.php?title=Pagan_WilloWisps http://ttlg.com/wiki/index.php?title=Conve...tions_to_3DSMax And a normal mapping tutorial (an old method I don't use any more): http://www.potterdevelopments.org.uk/fm/tu...MapTutorial.zip I'm also a composer/sound designer/editor but I know you're totally full in that department. I may do a little more with t3 but I'm often getting frustrated with its limitations, but I'd like to help the Dark Mod.
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