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  1. Did any other mod actually finish their work under D3, or did they all just stagnate, or switch to the next gen engine (ala quake 4, as i think that the predecessor of the D3 engine isn't realeased yet)?
  2. Yes, that is possible at the moment though I've never tried it but I have seen stuff jamming a door. But I don't know if in the final release doors will push stuff out of the way. Even if they do I'm sure they will vary with mass and/or size so yes, my guess is that this would work without any special coding - just by the natural physics of Dark Mod. Don't quote me - I might try this with a crate next time I'm test-playing through.
  3. It's worth noting that our "lipsynching" is currently very basic - the mouth just flaps open and shut in time with the amplitude of the speech. We're not doing proper lipsynching (with different mouth shapes for different sounds), since that would take too long for not much benefit. All we need is enough bones to open and close the mouth, and an animation of him doing so. There's a tiny bit of info on the wiki about this, and ascottk and I can advise if you have any further questions. Of course, if you want to set up enough bones for proper lipsync feel free, just be aware that we won't be able to use them in the foreseeable future. It would require a lot of manual work to set up proper lipsynching for all the speech sounds in the game. He looks great so far BTW.
  4. what about facial animations? Has anything in this direction been done yet? I modelled all edge-loops that are required for realistic and detailed animations, but since I have no experience in animation I can't really test if they work as they're supposed to be.
  5. He looks very smug. I hate him, want to steal all his stuff and blackjack him! Nice work. Actually, it's very likely that nobles had very short hair, they just wore fancy expensive wigs.
  6. alright, I added some more variation into the skintones, but I hestitate making the skin more pale because I want to avoid the ugly unnatural doom3 look the original models have. some progess with hair: (I'm aware that longer hair might fit a noble better, though I doubt that long hair done with alphamapped imageplanes is going to work properly with doom3's harsh lighting)
  7. There's nothing really wrong, your head modeling has improved a lot since the last time you were here. The tip of the nose is very pointed and the bottom too flat, and the diffuse map is perhaps too uniform, basically the same tan colour all over. Nobles would be very white, not tanned. A tan was not something people wanted in those days, it was only for the scum who had to work for a living.
  8. Yeah, true about the "tried and tested", also it might work on systems without a /proc file system etc. But I had thought more about using a library instead of a command line program. PS: @greebo; dmap works fine here!
  9. Yes, doom.x86 is correct. I don't see any obvious reason why that shouldn't work, but you might try using pidof http://linux.die.net/man/8/pidof which encapsulates this functionality in a commandline tool.
  10. ReminderFox. A Firefox extension. I like it because it's in the browser which I'm using all day at work anyway. I stopped using it because I couldn't seem to set it to remind me to take my medicine at the same time every day. Though now I see the latest version now includes "Daily" in the Repeat dialog, so I think I'll give it a try again. http://reminderfox.mozdev.org/faq.html
  11. Heh, I could have told you that a year ago or so (or was it two years already?) :-P After seeing the trailer, I got interested, and then lost interested in this game almost instantly after reading a few of their developer (PR?) pieces. There were such gems as "it is almost finished" and "we are like 2...3 months from release", and this was then followed by gems like "we have not yet decided how the player inventory will work". Uhm, I mean, seriously wtf? Basic things like player inventory, story etc should be designed first. That is a bit like saying "this action movie is gonna be great, once we decided if the hero will be a male and die at the end, or maybe she will be a female, and it will be really a love story" etc
  12. That does look great. Out of curiosity, is this intended to replace the proguard model? You said the uvmap was easier to work with?
  13. @New Horizon: Thanks for that, appreciated. No, I spent a considerable amount of time on getting it to work in Linux just as fine (and I went through hell fixing almost all the warnings). However, the linked snapshot is of course a Win32 build (as all Betamappers are Win32 users). You'll need to compile the DarkMod source plus DarkRadiant in Linux yourself, if you want to test it.
  14. Great work as always BT. Is that crazybump in action again? I have to get ahold of that.
  15. Isn't Server 2003 based on W2K though? Or is that the XP Server edition? Since I want to run games on it, I don't know if that would work though.
  16. It's a good idea. Not heard of it being suggested in thiefy circles before. We've probably all seen it in movies where the assassin/thief puts down some broken glass or something. Outlooker means not that you spray it everywhere but in special places. You see a room that is well lit across the carpeted corridor. You go in but it needs lengthy investigating. Maybe you have to figure out a combo lock or something. Maybe you have to read something on the wall which in DM does not suspend game play. You know the AI patrol the carpetted corridor and look in this room now and again. They patrol randomly so you can't time them. The corridors are carpeted so hard to hear - maybe there is a motor running in the room anyway. There is a place to hide in the room but you need 3 or 4 seconds warning to reach it in time. This is just a one-off special situation. You put down some crackling material at an appropriate place along the corridor and listen while you work..... However, as DM is working hard to meet next year's deadline even with the current workload it is more likely to be considered as a later addition I would think. Unless the reverse moss arrows thing is a quick fix as you say Vadrosaul. Though it would still need models and other stuff sorting out. Maybe an ice arrow that lays a crunchy carpet that melts in time might be fun. Oh well. Whatever it was you would only have one or a few nor would there be any need to spray it over tiles etc.
  17. I'm no programmer, but to get this idea to work, would it not be a simple reversal of properties & variables assigned to moss arrows?
  18. I would say that it's a neat idea that might work well if properly implemented. It certainly won't be part of the official mod, but an individual author could make his own custom arrow or tool that did this, just as a few Thief missions have specialized custom arrows and stuff.
  19. What about characters? I can't check from work some exact examples, but from memory there are things like "guard_builder" and then "house_guard".
  20. I'd been told before that the pauldrons on the citywatch couldn't be removed because there was nothing underneath. Checking the model itself, that didn't seem to be the case, so I did a few tests, and voila. I was able to "remove" the pauldrons by making that part of the texture transparent and adding an alpha stage to the material. Take away the pauldrons and remove the distinctive helmet, and suddenly the citywatch model can be used for all kinds of alternate professional guard types, and possibly some ragged houseguards as well (he's too buff for most regular townsfolk). The uvmap for the citywatch is actually much easier to work with than the proguard model. I whipped this skin up in under ten minutes. The only problem is that the shadowmesh has the citywatch helmet shape built into it, making the shadow inaccurate (small issue) and casting a noticeable shadow on the head (bigger issue). The shadowmesh head cannot be swapped to match other heads. I think it would probably be better to use just a default headshape in shadowmeshes to avoid this issue.
  21. The shader name would still be displayed - it is just like the entities. And we don't really complain that the entities are "cloaked", right? The only downside I can see is all the work for just one entry - but I bet once this get's implemented, it will be used for more things.
  22. Ah, a DR hack, not a TDM hack? Yes, I guess that could work too. The original texture is and always will be there, but DR could have a reference to it which is more conveniently alongside TDM assets.
  23. We currently have "editor_DisplayFolder" for entity defs to make them appear to be in a folder unrelated to their actual name. For materials, there is no such thing yet, they appear in the folder that the material name specifies. So "textures/smf/portal_sky" will be in "textures/smf". Such a setting could be added, but it is some work, and I am not sure if doomedit will then parse the material definitions correctly (e.g. ignore the extra keyword).
  24. The "exe" name is already different under Linux, so it should work on renaming it. But I think it would be much better to make batch (or shell script), as the exe can then stay in one place.
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