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  1. Tels

    Galleon model

    Does the same apply to things hanging from the ceiling on a chain? I am trying to hang a lamp from a bar, and the lamp should "sway" if touched, shoot at or climbed on. However, I have not the slightest idea how to do this :/ As for the ship: holy cow. I get about 30fps outside. The only things I noticed: * the anchor has a missing texture. * the bucket is sunk into the floor * can't get on the ship once you are in the water (or maybe I didn't see it) Damn nice work!
  2. I'm still at work so I haven't looked at it yet (I'm sure it's awesome), but regarding physics objects: Right now it's difficult if not impossible to set up an AF that's bound in two places, like a rope that's fixed at both ends and hangs in a "U" shape. I have some experimental code for setting things up like this ingame, maybe I should look into trying to save it to the mapfile after you bind it the way you want.
  3. DR is just the editor, you have to prepare the files to work in the doom 3 engine with a material file, and the appropriate folders. This is an example of a material file. So you could create this as a txt file and then rename it to mytextures.mtr and place it in a folder called materials. The path will point to your textures folder, which might also have to create. If you're just running vanilla doom 3, you should still be able to set something up quite easily. I'm no expert on it however, so hopefully someone more experienced can help you out.
  4. I must say it....WOW! Beautiful work.
  5. Wow, what an awesome video! If I didn't know better, I'd think I was watching an early sample video for Thief IV. Great work to The Dark Mod team and to Dram for the very Thief level design!
  6. Ok, I'll try to pick something. It's a bit hard for me to judge which textures need work and which ones are mostly ready for getting them in-game. This texture is by our betamapper Spitter. The username/password is blah/blah. (Please don't propagate the access data to anyone outside the mod. ) Can you take a look at it in a small testmap and post a screenshot here? From looking at the files, it looks good, but it might be that there are some obvious repetitive patterns in there. If it looks good, we just need to find a decent name according to the Texture Naming Conventions. This package here is from Judith (she is working on a Thief 3 campaign and sent us this package): http://208.49.149.11...hs_textures.rar (23 MB) There are a few nice ones in there, which have to be investigated in-game too. Can you look at pavement02 and pavement03? I don't know if the normalmap is good or pronounced enough. In case you have troubles judging what a good normalmap looks like, I'll ask angua to show you an example. Sorry, if I'm a bit unspecific, but I can't provide more info without digging deeper into that (and I need to do some coding instead of that ). Please don't hesitate to ask for more instructions though, I'll do my best to assist you.
  7. Wacky! You might try TDM's customised editor, DarkRadiant, instead of DoomEdit. Especially if you're only just learning to use the editor. DR doesn't quite have all the features of DoomEdit, but the general consensus is that for most mapping work it's a lot easier to use and just generally better. You don't need TDM resources to use DarkRadiant, by the way - it works just fine with base Doom 3.
  8. Yeah, I was thinking the two games should be connected, too, like battle chess ... you'd literally fight when someone wanted to capture a piece, and if the capturer wins the capture stands, but if he loses then he loses his own piece instead and the attacked piece stays (or something like that suitably discouraging that maintains the logic of the game; I think that would work, though, with a few caveats). A "win" would be like the first person to make a critical contact punch, or 3, or something like that within a time period ... and if the time period runs out the capture stands. And they'd just keep their gloves on and vocally call out their moves. And maybe a checkmate would require like 10 critical hits. Now that's what I think of with chess boxing. Really connect the two.
  9. I'm not an expert or anything, just took a class, but I would guess this applies more to people from different dialects trying to communicate. The problem is that China is so huge, regional dialects there are as different as French and German are here. If everyone speaks Mandarin it's okay. Still, there is a huge amount of polymorphism. Granted there are a lot of common "words" that are really made up of two or more single-syllable words, but for single words, there are only so many single-syllable sounds you can make, and only 5 tones to differentiate them. So you have a lot of words with the same sound, same tone, different character, spoken sounds exactly the same, but meaning is totally different. Everything is figured out by context, but if there's not enough context, you end up saying things like "xianzai de zai ba?" meaning: "is this 'zai' you're saying the same 'zai' that is in the common two-word phrase 'xianzai', or is it some other 'zai'?" Apparently fluent people actually do this, not just people learning the language. I don't know how common it is though. The case I heard was when you're introduced to someone (Mr. Zai) and want to write down their surname, but you don't know what to write down, because there might be a few common surnames with the same sound that use different characters, so people use it in another phrase to pin down which character it is exactly. Then, even the same word, same tone, same character can have a few different meanings. The more you know already, the easier it is to put things in context. But if you're just learning, and you read a sentence where you don't know 5 of the 7 words in it, you're pretty much fucked. You can look up each in a dictionary, but it will give you several meanings for each, making it take a long time to work out what the whole sentence could actually mean. The better dictionaries also give you the common two or three word phrases used by that character though, so if you look through that list and see the character after or before it in the sentence, then you can actually get the right meaning.
  10. I heard lots of good things, but I bet it won't run on Linux. Meh, more free time to work on TDM for me..
  11. Just tried them out ingame. They sound great. My only complaint is that we could use a couple longer sounds too, because right now the patterns are all very short and maybe too easy get. Alternatively, we could just bump up the number of clicks played to make them harder. The "pin success" seems to be missing. I hear the failure sound but hear nothing when a pin succeeds. @Greebo: It sounds like pin failure, "sweet click" and overall lock success are still using the same placeholder sounds. Were none of the new sounds workable for those? [EDIT: I think I hear a few that could work for those in the montage.]
  12. Guys I got good news. I reinstalled and it worked. Try doing the same! Seems the server got clogged up earlier today when everyone tried to install the game. Reinstall now and enter your cd key again when installing. Once you get in game it should work!
  13. We have extensive information about creating textures for The Dark Mod on the wiki: http://www.thirdfilms.com/darkwiki/index.p...to_The_Dark_Mod I have reworked the article recently and I'm still not entirely happy with it, but it should be a good starting point. I suggest that you drop a PM to New Horizon, so you can come into our cosy Applicants or Contributor forum - I can guide you through the process step by step. It can appear confusing at the beginning, but it's not that complicated when you've done the first few. This way we'll also find out if the quality of your work meets The Dark Mod's requirements.
  14. We also have a couple of more or less raw textures laying around from various contributors. These are not yet ready for submission into our repository, as these need to be reviewed by the team. Some might need touchups, some might miss a proper normalmap, some may be nontiling (maybe easy to fix, this must be checked), converted to DDS and prepared for uploading. I'm aware that this is not the uber-attractive work, but as you offered to help with that type of tasks, this could be something we need help with. Would this interest you or would you rather like to contribute your own stuff?
  15. I don't have anything at the moment. I'll work on something later on then show you. It'll most likely be in the texture department, though, and I'm not sure how long it will take. Is there any specific textures you're looking for, like tree bark, sewer grime, certain fabrics ? Or do you want me to suprise you? I don't have much on the Doom 3 maps except maybe a couple of square rooms, but I'm still experimenting (doors, triggers, and what not.) ~Daniel
  16. ascottk

    Horse AF

    I decided to take a look. For one thing a lot of the legs are positioned via coordinates (on the Bodies). They should work better if you use either the bone type of collision model (lower legs are used as "Joint 1" & "Joint 2" where you don't need coords) or use a shaped one (box, cone, cylinder) & specify the coords using "bone center" or "joint". Look at the guard_base or other AFs for a better idea. Also make sure the contained joints are set up properly. This can be confusing as hell. I never did get a true handle on AFs & I probably won't have the time but those are some of the problems I came across. Besides, you should be able to animate without an AF. The main problem with not being able to animate is your def file. You need to be more specific about the animation channels (under model horse_tame {) like: channel torso ( Body BodyFront etc.) //anything not related to the legs channel legs ( *RBackLegUp *LBackLegUp etc. ) Look at the tdm_ai_spider def file where I got really specific.
  17. Sure. Those would be no problem -- there should be enough "quiet time" tomorrow morning for me to get going on those. I'll mess around a bit with different lockpicky things this afternoon and see what'll work best for that. Wood impacts are pretty straightforward (I'll go light to heavy and try and get 30-40 'on tape'), but you might want to explain what I should do for lockpicking. Do you want single tumbler clacks, or short chains of clacks (similar to Deadly Shadows)?
  18. - I'm editing along, make a wooden beam (brush), and click the bar-with-arrows "Rotate" button which gives me the rotate sphere. - I grab the edge of the sphere in the Top view and spin the beam a little. - I hit Ctrl-G to snap the partially rotated beam to the grid. - I hit E to go into Edge edit mode to tweak the ends and the size adjustment that the grid snapping did. - I can't grab the green dots! I have to first select Resize mode by hitting the QE button. Also, I found a weird thing. If I have a green dot selected in Edge mode (while in Resize mode), and THEN hit Rotate mode, I get the sphere around that dot, and turning it has some very far out effects on the brush! But then if I actually wanted to work like this, rotating edges, I have to constantly switch back to Resize mode to select the next edge dot, then back to Rotate mode to rotate it. Either it should be supported fully, or turned off completely (I think)
  19. @Domarius: Are you sure about "last three months"? I thought there has not been any work done on the characters for over half a year?
  20. There's not too much to me, really. I've been following the mod for a fair while now, I think there's quite a bit I can offer, and I'm just looking to be involved with a solid project. Like I said, I'd basically like to try and plug up any holes that need to get plugged before the first release. There are certainly going to be a few things that are going to be difficult to capture, but I'm looking forward to being inventive (and somewhat adventerous). That's all the fun for me, really. The secondary benefit for doing this would be expanding my existing effects libraries for future projects. Eric Brosius's work pretty much convinced me that I wanted to do audio for a living (but not for games, necessarily, though I think that's where I'd be best suited), and I've been pursuing that goal for a couple years now having moved from the east coast to Los Angeles in 2005. I've never been impressed more, audio-wise, than I was when I first played Thief and SS2, and I don't think any game so far has really come close to surpasing them, sadly to say. I think TDM would be a good opportunity (and a good challenge) for me to try and accomplish something like what Brosius and Kemal Amarasingham managed to pull off with Thief even with such severe constraints. I'm hopeful that I can at least scratch pretty close. I'm not the biggest Thief fan out there by any stretch. I play the originals occasionally, and I rarely try out FMs (though I've been getting into that more recently). Honestly, I think TDM has the capability to surpass the orignal games in many aspects, and I'd just like to be a part of it. That's pretty much it. If there's some sort of task you'd like to set me to before bringing me into the fold, just let me know.
  21. I'd be interested in doing some Foley work too, even if they weren't used for the mod in the end. Is there a list of sounds that you need that someone like myself could have a go at doing? Nothing high priority, just some bits and pieces?
  22. They offered me the job, and I have provisionally accepted (meaning that unless the contract they send me has some nasty clause like 80-hour work weeks or something, I will take it). Great, sounds like the project is benefitting all of us then.
  23. I am still on the quest to document all functions of DR, and I stumbled over some wiki articles that already explain a few functions - saves me work And it also explains this: http://www.thirdfilms.com/darkwiki/index.p..._-_Copy_Texture
  24. Ah, that sounds promising. I'm curious: did you get asked by somebody or was your work on DarkRadiant simply something to show off in your portfolio?
  25. I'm sure that won't be a problem, I haven't actually started the task yet . I guess I should get started on that soon, but I have been uncharacteristically busy recently (primarily interviewing for a new job, which my work on DarkRadiant played no small part in achieving).
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