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  1. came across a problem with My work on learning to make doors. adding the handels. i create my door from a brush and apply a texture. now i want to add a working handle. selected your handle entity and follow the directions on the wiki. does not let me conect the two entitys. since i created my door it became and entity. why can i not add a handle.
  2. If I recall correctly, we shipped all of our material definitions, but not all of the actual texture image files. Thief's Den was only about 400 MB large - it would have been too much for this alpha demo to release the entire DarkMod texture repository. So for now, you'll have to work with what you got, or apply as Beta Mapper.
  3. Hi. In my map I've used the texture numberwheel_wood, located in Other Materials in the Media browser. It seems to work just fine, like any other texture, in-game too. But I've noticed that it does not show up in the Texture Browser like the other textures I have used. I've tryed with other textures from the Other Materials folder and they dont show in the Texture Browser either. Should I be concerned about that? I'm using Thief's Den ressources btw. Jesps
  4. Hm, according to the GTK/GDK docs, this is the function description: http://library.gnome.org/devel/gdk/stable/...dow-get-pointer The function call I copied from the GtkRadiant code is like this: GdkModifierType mask; gdk_window_get_pointer(0, 0, 0, &mask); So what I'm wondering is, how did this ever work? It's passing a NULL pointer for the GdkWindow* argument, something which is not mentioned in the documents as valid. This code needs to be adapted a bit, I guess. edit: Done, latest SVN retrieves the GdkWindow from the main window.
  5. Looks like some good work there, a nice start to your new map I also suggest lowering the street texture to make the stones smaller. And when you get a little ambient light in there the dark areas will look nicer. Good start so far.
  6. Wrong: I suggest you go read http://whatiscopyright.org - it seems you need a refresher course. Somewhat different, yes, but very similar in principle thanks to various copyright treaties (such as the Berne Convention). Don't be ridiculous. Viewing a work with the permission of the author is allowed. The fact that they've published it clearly demonstrates that they're OK with people reading it. That would be their problem, not mine. Evidently not, because you do and you didn't.
  7. Not very soon though because the link doesn't work. Nor can I find it in the downloads on the site. ???
  8. Oh really? I thought that .rar file he linked to was the cleaned up version, not the totally new one. Well that's not very helpful. I thought we DID have that. Are you saying the new citywatch animation rig does not use the same skeleton as the citywatch md5mesh? The actual mesh itself is fairly irrelevant as long as the skeleton is the same. ...or maybe not. Again, I'm used to Lightwave, where you can weightpaint a model, and then load ANY skeleton--as long as the joint names are the same, the model is automatically 'rigged' to that skeleton. If Maya doesn't work that way, this might be a lot more problematic. Well, it's quite easy in LW. But I've only done it once in Maya, and that was for a single mesh.
  9. Oddly enough it is working now. I've had a few problems that seem to have been resolved by restarting the editor and or game. A few times I've compiled a map only to load it and have half the brushes I had added recently not exist or other weridness, then I recompile and it works fine. In this case I think I just tried it once, got an odd error and didn't try again figuring that something was wrong since I wasn't sure that I was going to be able to do that. I've been running around my map in thiefs den mod and it works like a charm. Setting a shortcut to fs_game thiefs_den and + editor didn't fare as well, it barely ran at all before getting shut down, but since the map seems to work just fine in thiefs den then I don't need to run it in doom 3. Its funny how different the map looks within a day's worth of texturing! Thanks guys
  10. I can raise the severity of the issue report, so that it will get looked into next. I'm currently working on the Namespace refactor (still), and because I can only do little steps while I'm at work it takes longer than I wish it would. I'm already two thirds through with the redesign, and it looks quite good so far. edit: Reopened: http://bugs.angua.at/view.php?id=443
  11. Hmm, thats what I tried and it didn't work. I'll play around with it I guess. I wonder if D3 has some logfiles somewhere? The program doesn't crash, it just has an error trying to load so I can still see the error message.
  12. You should just be able to build your map, open up thiefs den, drop down the console and start up your map that way. Should work fine.
  13. sure i'm fine with that and glad you cleared that up to be honest i don't know if Oddity finished his rig. I've seen a version on what he was working on but since then i don't know if he finished it or uploaded a final version. I assumed the new rig would be used for a later release while we continue to work with the current skeleton and fix the remaining AI models so we can share the animations. Like i said before the only model which seems to have a different skeleton is the builder guard and i think we can replace that one with the same skeleton of the citywatch. This was also i believe one of the things that started the thing about the scales of the AI models and replacing the old skeleton. I was also to believe the skeleton would be the same on all AI ascottk rigged. But since i started working on sharing the animations i'm getting the impression it's more complicated then i expected with the settings in the def files, #joints and the scales of some models. I still need to learn a lot about this. But i think we can sort this out.
  14. Very promising and once you have the Den assets and textures and get a better idea of the style and they should be great. One thing to keep in mind is that earlier architecture, heavy stonework etc needs more support so try to avoid lengthy expanses of overhead ceilings - include pillars, buttresses, archways, etc. By browser do you mean editor? Are you using Dark Radiant? Can you show specifically the paths you have set up? If you have put maps and textures and materials folders all in the doom base folder they should work - I'm not so certain about def files.
  15. So I've got a problem. For some reason, (and I submitted a bug report for this), I cant create brushes in DR with my map. It only happens with this version of this map, it works fine with other maps. I can however do anything else, like clone brushes etc, so it might just be a little annoying but I can work with it. Should I, however, prefer to stick with D3 editor for some things (like if I've got to create a lot of brushes and I cant do it with DR), how can I use the thiefs den materials? When I load my map up in D3 editor all the thiefs den textures are black, but DR seems to have access to the stock D3 textures. I tried running my map in thiefs den but it wouldnt run, it compiled fine but wouldnt load. I can load it with D3 but half the textures are missing. Any ideas? Since all I'm really doing now is building the architecture, I don't know if I really need to be running in the dark mod, if that creates extra problems (although it might not), I'm fine with running around in D3 for now if I can do that. Thanks
  16. There is a lot of truth to that low budget forces higher creativity idea. I think that is a very large part of what feuled Star Wars' original success back in 1977, since the movie had a very low budget they had to just make these crazy alien costumes and jimmy-rig the sets and stuff, and they had to really maximize their creativity and ingenuity to make it all work out. It's got a "spirit" that is somewhat missing from the new prequel movies.
  17. No no, just install the alpha as described on the wiki and run it as a mod. You don't need to move anything...it will work as is. Then you can actually create a working Dark Mod map with alpha level AI, and all the working weapons..etc.
  18. To snatch these assets, what exactly would be needed? I've played around with the file structures a little but I'd be just as likely to break things. I guess I would copy over the textures and materials folders, is there anything else I would need? Changes to config files or what not? I know all my textures and what not are currently in an archive, but I don't have to add them to the archive for them to work, right?
  19. I was wondering if you have any specific direction you were planning on taking the GUI for loading maps/campaigns/etc. My idea is pretty simple: Have it load up similar to how you select maps for the UT games. Some killer thiefsie graphic with a menu overlay. i.e. >Load Single Map >Load Campaign >Hardware Settings (audio, video, etc...) >Game Settings (Keys, mouse, gamma/bright) >Exit (You need to pay attention to your pet, sig. other, and/or children eventually) Campaigns could load differently than singles. (?) You probably aren't going to take the time to add video clips, interim city maps, and other bells and whistles to a single map. Why load extra stuff in to memory you don't need? (Easy/hard to do?) Just a few thoughts from others about it would be good. I'm sure the staffers wouldn't mind some external input, either. It may help them hone it to perfection Keep up the good work guys. I you all for putting so much effort into continuing arguably one of the best (and sadly less-known!) franchises in PC gaming.
  20. Not bad not bad It's taken a good start. Texturing is terrible, but that's not your fault as D3 resources are incredibly limited for Thief style maps. I recommend you check out the textures in the textures/hell folder - there are wood textures there and some brick textures, so you can at least get it looking close to what you intend. Lighting is the next step, and many mappers map differently, but I prefer to go room by room. It is better to first create empty rooms for all the places you want and then texture/detail them each, one by one. I must say that that is some pretty decent brush and patch work though.
  21. Hmmm, I guess not. I'd take the money, but having my name on the credits would be best, and a written reference is completely useless for my line of work. Good luck with the game though. I love the Master of Orion feel you've sunk into it.
  22. It is unfortunate, but the reason we will not make a v1.0 release at the end of the year is because we are not done just yet - vine arrows are not yet implemented, among other things. Not to mention the hours and hours required of testing and tweaking. But, as we've said on numerous occasions, we will release as soon as it is done. We could release tomorrow or today of course, however, we want v1.0 to be as bug free and complete as possible. We'd like to avoid the scenario of releasing v1.0 and then releasing 15 other patches to fix things, like T3 had to. On the plus side, things are moving at quite a pace right now Greebo is pulling off a ridiculous amount of code work, and is atm by far the most productive team member. He deserves the embarrassment credit
  23. I've heard of that one, OGRE is another popular scenegraph engine. The problem with all of these is that integrating a third-party scenegraph engine into DR would be as much (or more) work than simply rewriting the DR renderer. The end result might possibly be superior though.
  24. Maybe worth a try. Might need to be not in a secret room but rendered out of sight - even one unit by one unit. @greebo : BTW this makes me think the gui cannot know about the title content from the xdata and so that other idea for varying the body top position probably cannot work. Still have Plan B
  25. In no particular order, the well-known shows I watch which are still current are: Doctor Who, Battlestar Galactica, Heroes. Yes there is a pattern here. Last Exile and Noir get standout mentions as far as anime is concerned... plus most of Miyazaki's work (the elder, not the son) if we're counting movies.
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