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  1. Sure, that sounds fine by me. Are the files on the FTP? And what are the names of them? Also do they have an origin bone so that we can set movement speed based on the animation itself? Thought I would post this publically so that we can get feedback from the other animators. Ascottk in particular has done a lot of work with the D3 skeletons and may be able to help. I've asked Solis to handle adding some walk animations to the D3 monsters we're using in TDM. With some of them, a slower version of the run animation might work, but in others it probably wouldn't. One question that Ascottk might be able to answer: I notice that both the zombie_boney and zombie_morgue have the zombie_base model 'inside' them. Does that mean they use the same skeleton? If so, would it be possible to take the animation from other characters using that skeleton and just apply them to those particular models, the way you did applied the citwatch animations to the thief?
  2. Jeez, I'm really loving the forum community for TDM. I mean, the replies I get for my topic is damn amazing. I jus post a topic asking about a release date, and I get 50 replies talking about wether or not we should add a bloody sword to the game(I personally think you should, as it came in handy when I got cornered). And im getting tired of people saying "If you get caught, or if you run out of flashbangs to use to run away with you dont even deserve to be playing the game" or something like that, I mean, not everybody spends so much time playing a damn stealth game so that they never ever get caught, plus a sword, and (my favourite weapon by far in any theif games) the bow, added more replayability, so you could always replay the game and just try to rampage through the level, or sneak, but be a bit more brutal, using the aggression to pick off your enemies in the dark with the sword, or bow, or (I almost forgot another useful tool) the blackjack. If theres one this that I dont like about the forums its that I cant figuire out how to reply in a topic... or maybe thats just my problem for being so stupid, but either way, can somebody please tell me before I have to start a new thread everytime I want to say something?!
  3. I would like to welcome my friend, beyondGAMER (Phil), to our humble forums. He is a man of many talents, but I'll step aside and let him introduce himself and have a general word about what he would like to offer the mod. This is a brief sampling of some of his older work, but he hopes to have new examples for us in the next week or so. Here is a video sample of some walk/ run cycle animation he did for a Half Life mod a couple of years ago. The frame rate has been slowed down. http://www.philmacnevin.com/Invisible%20Ma...alk%20Cycle.mov
  4. After some fund raising we were able to get a IPB perpetual license which makes us able to upgrade from an unsecure 1.3.x board to a fully updated 2.0.4 board. Feel free to poke around and look at the new features etc. The skin is reset to the default IPB one, because the old one won't work on this version. We'll get working on it ASAP. Happy posting!
  5. I'm trying to make some skins for my models but they don't show up in Dark Radiant Model Inspector. What am I doing wrong? Here's the model inspector window (where you can find model paths and material names) and here's my skin declarations: skin The_Big_Hammer_metal { model models/darkmod/props/decorative/decorative_oversized/the_hammer_big.lwo tdm_thehammer_big_stone tdm_thehammer_big_metal } That's just one example but I couldn't get it to work for any of my models... I put my skins declarations in new file: decorations_oversized.skin What am I doing wrong?
  6. I have investigated this issue and it seems that it is a problem with lights that do not specify a lightfalloffimage. Previously in this case the renderer would detect that the bound verticle texture was numbered 0 and would therefore know to use the default, however this no longer seems to be happening -- instead the texture is bound to a new number which presumably corresponds to a black or invalid texture rather than the default point light falloff. I have also confirmed this by copying the biground1 light texture and adding the same lightfalloffimage as with defaultpointlight, whereafter it works. Greebo -- there is a note in the flushRenderables method: // greebo: Note, that the check for empty texture_numbers should not // necessarily be placed here, that kind of error handling should go into // the shaders module. How should we check for a light shader which has no falloff now? I am quite happy to move it out of the renderer (and get rid of the horrible g_defaultPointLight global). Perhaps it should go in the shaders plugin, for instance, whereby a light texture with no falloff gets a default instead of a blank name/empty pointer.
  7. Hey RandomRansom, here's your application thread. Lets all have a chat and see what you might have to show/ offer.
  8. Hey Doug, have you made it in here yet? I was wondering if I could assign you the following animations: Panic, standing (for AIs who are cornered and panicked) The AI is cowering in a corner, possibly wounded, afraid for their life but too tired or cornered to run any further. Arms up to protect themself from the attack they fear is coming. Panic, crouching (please don't kill me!) Same thing, but crouching, hiding their face
  9. Lightshader lights/brightround does not work. This is not an ambient light. Need to find out why this particular light shader does not render in the 3D view.
  10. I spoke with thelvyn a few weeks ago in regards to helping out with some Dark Mod or Dark Radiant coding. So, lets have our coders step in and see where thelvyn might best be able to contribute.
  11. This is the new CVS thread. This first post will contain a list of all sounds currently on CVS, and the creator. Every time I upload new sounds to CVS I will make a new post with these sounds, and also update the main list. ambient/ambience alien01_loop - Muze alien02 - Muze alien03_loop - Muze alien04_loop - Muze alien05 - Muze alien06 - Muze alien_birds_loop - Muze basement01_loop - Schatten church01a - mrDischarged church01b - mrDischarged church_defiled - Schatten church_kyrie01 - Schatten church_kyrie02 - Schatten city_night01_loop - Schatten city_night02_loop - Schatten city_night03_loop - Schatten city_night04_loop - Schatten city_night05_loop - Schatten city_silentnight - UNKNOWN city_sleeping_loop - schatt city_streets01_loop - drewb50 city_streets02_loop - drewb50 darkmod_teaser - Tyrot darknessfalls - Darkness_Falls desolation_loop - Schatten deviginti01_loop - drewb50 deviginti02 - drewb50 factory01 - drewb50 factory01_loop - drewb50 factory_clockwork_loop - Schatten factory_distant - mrDischarged forest01a - drewb50 forest01b - drewb50 forest_children - Schatten forest_darkwood - Schatten forest_darkwood_loop - Schatten forest_outside_loop - drewb50 gregorian01a - Muze gregorian01b - Muze gregorian01c - Muze gregorian02a - Saxmeister gregorian02b - Saxmeister gregorian02c - Saxmeister gregorian03 - drewb50 gregorian03_loop - drewb50 haunted_cemetary - Schatten haunted_eerie_loop - Schatten haunted_revenants01a - Saxmeister haunted_revenants01b - Saxmeister haunted_spectral_loop - Schatten haunted_voices01a - drewb50 haunted_voices01b_loop - drewb50 haunted_voices02_loop - Schatten haunted_voices03 - Saxmeister haunted_voices04_loop - Schatten hit_high01 - Schatten hit_high02 - Schatten hit_high03 - Schatten hit_low01 - Schatten hit_low02 - Schatten hit_low03 - Schatten hit_low04 - Schatten hit_low05 - Schatten hit_low06 - Schatten hum_intense01_loop - Muze hum_intense02_loop - Muze hum_intense03_loop - Muze hum_intense04_loop - Muze hum_intense05_loop - Muze hum_medium01_loop - Muze hum_medium02_loop - Muze hum_medium03_loop - Muze hum_medium04_loop - Muze hum_subtle01_loop - Schatten hum_subtle02_loop - Muze hum_subtle03_loop - Muze hum_subtle04_loop - Muze hum_subtle05_loop - Muze hum_subtle06_loop - Schatten mansion_outside - mrDischarged mansion_piano01 - mrDischarged mansion_piano01_scratched - mrDischarged mansion_piano02a - Muze mansion_piano02b - Muze mansion_tense01a - Muze mansion_tense01b - Muze mansion_tense02 - Saxmeister musicbox01a - Muze musicbox01b - Muze nocturne01a_loop - Schatten nocturne01b - Schatten shadow_loop - Schatten solitary_theme01 - Darkness Falls solitary_theme02 - Darkness Falls solitude_loop - Schatten ticktack_loop - Schatten trippystring01 - Saxmeister trippystring02 - Saxmeister twins01_loop - Schatten twins02_loop - Schatten twins03_full - Schatten underground_buried_loop - Schatten underground_caves01a - Saxmeister underground_caves01b - Saxmeister underground_caves02a - Darkness_Falls underground_caves02b - Darkness_Falls underground_caves03_loop - Darkness_Falls underground_crypts_loop - Schatten underground_darkness_loop - Schatten underground_forelone_loop - Schatten underground_horns01a_loop - Saxmeister underground_horns01b_loop - Saxmeister underground_labyrinth01a - pakmannen underground_labyrinth01b - pakmannen underground_tunnel_loop - Schatten underwater - Theo ambient/environmental animal_bats01 - drewb50 animal_bats02 - drewb50/pakmannen animal_crickets01_loop - LiquidBronze animal_crickets02_loop - LiquidBronze animal_crickets03 - drewb50 animal_dog01 - mrDischarged animal_dog02 - mrDischarged animal_frog01 - drewb50 animal_frog02 - drewb50 animal_grasshopper01_loop - LiquidBronze animal_grasshopper02_loop - LiquidBronze animal_wolf01_loop - Saxmeister chains01 - Saxmeister chains02 - Saxmeister chains03 - Saxmeister churchbell01 - Saxmeister churchbell02 - Saxmeister clock_tick01_loop - Saxmeister clock_tick02_loop - Saxmeister machine_distant01_loop - mrDischarged machine_distant02_loop - mrDischarged machine_distant03_loop - Saxmeister machine_furnace01_loop - mrDischarged machine_gears01_loop - mrDischarged machine_hum01_loop - mrDischarged machine_hum02_loop - mrDischarged machine_hum03_loop - mrDischarged machine_hum04_loop - Darkness_Falls machine_hum05_loop - Darkness_Falls machine_hum06_loop - Darkness_Falls machine_hum07_loop - Darkness_Falls machine_noise01_loop - mrDischarged machine_noise02_loop - mrDischarged machine_noise03_loop - mrDischarged machine_noise04_loop - mrDischarged machine_noise05_loop - mrDischarged machine_noise06_loop - drewb50 machine_noise07_loop - drewb50 machine_noise08_loop - drewb50 machine_noise09_loop - drewb50 machine_noise10_loop - drewb50 machine_noise11_loop - LiquidBronze machine_noise12_loop - mrDischarged machine_noise13_loop - Saxmeister machine_start03 - Saxmeister machine_steam01 - mrDischarged machine_steam02 - mrDischarged machine_steam03 - drewb50 machine_stop01 - mrDischarged machine_stop02 - mrDischarged/pakmannen machine_stop03 - Saxmeister power_high01_loop - mrDischarged/pakmannen power_high02_loop - mrDischarged/pakmannen power_high03_loop - Muze power_low01_loop - mrDischarged rockslide_large - Darkness Falls rockslide_medium - Darkness Falls rockslide_small01 - Darkness Falls rockslide_small02 - Darkness Falls rockslide_small03 - Darkness Falls rockslide_small04 - Darkness Falls water_docks01_loop - mrDischarged water_docks02_loop - mrDischarged water_docks03_loop - drewb50 water_drips01 - Saxmeister water_drips02 - Saxmeister water_ocean01_loop - LiquidBronze water_ocean02_loop - LiquidBronze water_ocean03_loop - drewb50 water_ocean04_distant - Darkness_Falls water_stream01_loop - drewb50 weather_rain01_loop - pakmannen weather_rain02_loop - mrDischarged weather_rain03_loop - mrDischarged weather_rain04_loop - mrDischarged weather_rain05_loop - Saxmeister weather_thunder01 - pakmannen weather_thunder02 - pakmannen weather_thunder03 - pakmannen weather_wind01 - pakmannen weather_wind02 - pakmannen weather_wind03_loop - mrDischarged weather_wind04_loop - mrDischarged weather_wind05_loop - mrDischarged weather_wind06a_loop - mrDischarged weather_wind06b_loop - mrDischarged weather_wind07a - Saxmeister weather_wind07b - Saxmeister sfx/game mission_complete - Saxmeister mission_failed - Saxmeister mission_objective - Schatten mission_start - Schatten sfx/movement human_carpet01-04 - Theo human_grass01-04 - Theo human_gravel01-04 - Theo human_metal01-04 - Theo human_snow01-04 - Theo human_stone01-04 - Theo human_tile01-04 - Theo human_wood01-04 - Theo movement_ladder01-04 - Theo movement_water01-04 - Theo
  12. The turn_right anim for the elite guard is now available to be called in game. There is no mirrored version for turn_left yet. What other characters should I add this to? I was thinking to just add it to every "guard" character. Builder guard, house guard, etc... since it's a patrol sort of movement. Well everyone should have it really. You could have a regular dude standing watch out the front of his house. ascottk I uploaded my original anims to the FTP under; models/In-game_Originals/animations So you can re-produce them for any character if you can't wait for me.
  13. Hey guys, is it okay to start my own thread in here? Just thought I'd give you a few general images of stuff I've been working on rather than just showing you areas I'm having troubles with There's still lots to do before I'd consider these representative of final architecture but feedback welcome Mike
  14. Dram said in the "Necromancer's Tower thread : Done and done. And I really don't think I'll disappear as at the moment I don't actually play any games. All I do is the net and mapping. Bored of games at the moment. Mapping's really quite addictive. With models and all improvement'll happen easily. Are your tools really different? A whole new app? Is it more suited to TDM presumably (Light options, particles etc?) Re: Globes: I tried it. It looked worse. With an editor that doesn't crash when I ask for particles I'd fill 'em with some kind of spark thing. Unfortunately D3ed doesn't like particles, at least on my PC. Edit: Sorry for confusion. There were only speech marks to show the quote.
  15. Had to say this here to get it off my chest. I was just reading another thread today that someone posted about Komag's ban. I hadn't realized that this was a permanent ban. Sorry TTLG, but that is just completely over the top. A PERMANENT ban? Jesus Christ, for what? Advertising that he had a few games for sale on Ebay? Hardly worthy of a permanent ban. I don't care how many warnings were issued...it's simply not that huge a crime. Whose feelings were hurt here? Was somebody offended? Nobody was being taken advantage of, they either chose to bid on the games or not. There are far worse things going on in that Forum than someone calmly posting that they have games for sale. You come into TTLG and expect that you're amongst friends. You could use the argument that it would be the equivalent of setting up a yardsale on your neighbors lawn...yeah, that could be rationalized as an argument, but it's not the same. This is the internet. When you see this type of 'you are trying to get into my pocket book' type of thinking on a global scale, you notice how some guys are getting longer jail sentences than somebody who killed someone. Do we place THAT much importance on our money? I really don't see the punishment fitting the crime on this one. Even if you did react and talk back to them Komag, it doesn't warrant a lifetime ban. There are some real assholes floating around TTLG, making the place completely unpleasant and yet they walk around completely free. Oh, they might get a little tap on the hand once in awhile, but nothing permanent. Anyway, that's the view from here.
  16. Sorry for not using email, but mine is glitching out and refuses to send messages >_> Is it still possible to apply as a beta mapper? I have a decent amount of experiance in dromed, and am very much interested in trying out The Dark Mod.
  17. I would like to help anyway I can, but after seeing some of the pro stuff going on around here, I'm not sure wether I'm any good. I'd still like to help anyways. I've been interested in this mod since I first heard about it. I have some experience with; Maya, 3DStudioMax, Wings3D, UVMapper Pro, Radiant (Most variations), Image editing software (Photoshop etc.), coding (C++, C#, Java, VB) I recently graduated with a 3 year diploma in programming and system design. Some of the stuff I've made is pretty amateurish though: http://www.lancersreactor.com/t/news/TLR_C...gory=Freelancer A randomizer for commodity location and price, ship location and price http://www.lancersreactor.com/t/download/d...oad.asp?id=1771 A ship I made for Freelancer (Modeled in 3DStudioMax, textured with photoshop, uvmapped with UVMapper Pro) I already applied for something, anything with this mod team. Some screens of something I threw together for this mod over the last 4 weeks. (I made all the textures in the screens)
  18. That's not a bad idea either. It was something I suggested AscottK could do, but he's going to work on some other stuff first. It would be nice to get the current guard animations applied to both the regular city watch and elite guard models (and even the houseguard if we can get that rigged). Domarius, what files would Solis need to do this? Solis, which would you rather start with? Porting animations from one character to another, or creating the throwing animation for the Builder Guard?
  19. Hey guys, here are a couple of screen shots for Venus. Venus would like to apply for the position of Beta Mapper. He also passed along a couple of Quake 3 maps to try out. The shots here are quake 3.
  20. So, here's my first contribution. *trumpet fanfare* There's an obvious pop at the end that I can't seem to get rid of. http://www.awksijek.com/mus/church01.ogg
  21. *sticky this plz* Share your ideas and plans for your campaign here. I plan to make a sort of Hammer style keeper thing. somthing crazy. with amazing detail. like a 6 mission campaign. but i dont have the time to work on it all by my self so ill have to join a team of thief fans and start out on a campaign. i hope to have the tool set soon. What are the beta mappers working on. just using the tool set as it is now or are they testing stuff out but also building campaigns so that we have some thing to play while we wait for more?
  22. We have started converting the main screens to high-res. We'll post progress of the concepts here. You can see a few of the current ones here: - Noblewoman - Haunt
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