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Actually the new site is up now, but I'm still trying to work with Spar to get our domain to point to it directly. The redirect is just a temporary solution.
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Here's another piece of work I've done. Started and finished today It's a new kind of imp called a Blood Imp. Basically, it attacks like a normal imp but periodically drains your blood with a cool particle effect, does lots of damage and has a lot more health. He's a tough fight. Just install as you did the other and follow the readme instructions for spawning.. Link: http://www.freewebs.com/coryv/BloodImp.rar Cory
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If you want to play with the SDK then by all means do so, but there's no guarantee that any changes you make will be compatible with the altered version of the source that we'll eventually release. We're trying not to remove any existing features, but we may significantly change how some features work, and of course add lots of new features. I would recommend that you see what can be done with scripting before changing the source.
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Here is an example of some of my work: my Mercenaries mod. Some information, which is also included in the readme file... Mercenaries Beta 1.0 ==================== 1. Load the mod from the Doom III Mods Menu. 2. Load a map 3. Open the console(ctrl+alt+tilde(~)) 4. type: "spawn mercenary" 5. Have fun Features ======== - Monitors self-activity - Idling, Following, Attacking, etc... - Follows the player around - Keeps a minimum and maximum distance - Decides weather to run or walk - Catches up if the player gets too far, is out of sight, or is unreachable - Attacks enemies - Handles crouching, strafing, and running attacks - Is extremely accurate and powerful - Regenerates health - Fastest regeneration rate when idling, followed by following and attacking - Unique look - Bald head, zsec body Tracking the Mercenary ====================== All Mercenary output is written to the console. Minor beta problems =================== Many of the places in the single player doom 3 maps are not designed to handle AI paths. If the mercenary cannot reach your position or if his distance from you becomes too great, he will quickly spawn to your position and catch-up. The effect is a little weird but it's not permanent. If you lose your mercenary, which sometimes happens, just spawn another for now. **************************************** ************************* **************************************** ************************* Link: http://www.freewebs.com/coryv/Mercenaries.rar If necessary, I'll post up more later. Thanks, Cory
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Wow. All kinds of new buttons today. Springheel, I know the pain of going tweaking stuff. Pain ...pain. Great work, and very much appreciated.
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We're all here to celebrate the birthday of one very important and respected man; a man who not only unites all of the qualities of the Dark Mod, but one who transcends all of them and rises above to become a pinnacle of excellence; a beacon of leadership and a true friend of all of the team. He manages to maintain a cool exterior when dealing with team issues and the oft horrendous task of PR management for the mod, despite occasionally inner turmoil . It is this professional but always good-natured, balanced, fair and amiable conduct which earns New Horizon such a warm place in our hearts. Not to mention his outstanding work on organising the entire voice sets, and going way out of his way to record them for us in high quality. Here is someone who deserves all of our congratulations, and our continued best wishes! From Dark Modders and taffers all around: HAPPY BIRTHDAY NEW HORIZON!!!!
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i reckon you should just carry on and finish all the other parts of the body be fore you start resizing anything. I think the head probably will work out a bit big. looking very good so far
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Hm, I'm not seeing these new 'locks' at all, just the old blue tiles. Have they been uploaded yet? Am I not doing something I should have? The boards look much improved overall Springheel. Good work!
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The more I read, the more I'm convinced that indoor sound propagation should use cyllindrical spreading instead of spherical spreading. (spherical means sound intenstiy decreases as 1/r^2, cyllindrical decreases a bit more slowly, as 1/r). Taking a look at this reference on sonar (which is a sound wave) : http://www.npmoc.navy.mil/KBay/soundprop.htm It says that cyllindrical spreading should be used whenever sound is confined by a boundary. This would be practically every case in indoor sound propagation (hallways are approximately big cyllinders). I was wondering about this before, and it seems to make sense to use cyllindrical spreading (1/r falloff) for small indoor areas, and 1/r^2 for large outdoor areas. So my proposal is to do cyllindrical spreading by default, and have the mapper set the spreading to spherical for large outdoor areas (this is accomplished by placing an "area loss" entity anywhere in the area and setting a boolean on it like "use outdoor model" to 1.) Ideally, soundprop should be able to tell from the geometry when compiling whether the area is so large that it should use spherical spreading, or whether it's a confined hallway and use cyllindrical spreading. I'm not sure how to do that at this point though. It would have to look at ALL the geometry in an area, and know which brush boundaries are solid and which are nodraw brushes (like portals). I'll see if I can do that later, but for now it will probably work as I described in the previous paragraph. It's tempting to just use the volume of the area and use spherical if it's large enough, but again to get this volume you have to identify which of the surfaces are real collision surfaces and which are not. I'll look into this after I get the basic functionality working.
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Hello everyone! I have one question - will be zones avalaible in Dark Mod? Or could we be able to change the order of missions in game - I mean skip some or come back later to one we have played depending on what we'll do in game? I'm very happy that you make the Dark Mod, as I've lost my hopes on T:DS editor (and not only me, I suppose....). But please don't hurry so much - I have to finish my DromEd work first....
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But why, if it made a big mission, even bigger? I feel its a bit optimistic to say that no one will want them for a long time because the maps can be so huge. What about a mission like Calendra's Legacy? Instead of splitting the town into two parts, played sequentially, with the only connection point being in your hotel room (imagine that, all the townsfolk bustling through your hotel room because it was the only way to get to the north side of town), you could have all the streets connect to the north side where they should, and the night of the living dead could happen ALL over town, not just on the north side. Purah had time to make 3 missions - its conceivable that someone would want to make a mission worth the work of two T2 missions, into one big, loadzone connected mission.
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People were complaining (rightly so) that the other background is difficult to read. This isn't the best solution either, but it will work for now.
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I'm thinking of doing alittle of both, but I'm not as 1337 as you folks, so it'll probably just be Thief Style.. I read a post awhile back about the PDA interface in Doom 3 somehow being supplanted into TDM. I think it would be interesting to have the briefing movie available through the PDA (of course, not as a PDA). Don't know. I definitely think it will work as a kind of progress journal per mission...but I'm sure you guys have already thought of that. Thanks for the replies. Hylix.
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The 'city' line didn't work anymore, since none of the title graphics actually have a city in them. And "Stories from the Shadows" basically sums up what the mod is all about. It took the collective brainpower of at least three team-members to come up with it, with only a few brain cells to spare. Odd: I'll see about using that new pic, but trying to customize every graphic would be overkill, I think. The thief isn't necessarily supposed to look exactly like he's in the scene. It *is* a bit of an overlay, linked to the title as much as the background. But I'll see what I can do after I get the damn php working. I'll try to get the new bow in.
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here are acouple of shots of the nobleman so far ..he now has all normal maps and colour maps. he has 5486 triangles. I am fairly pleased how the normal map from zbrush worked ..its a real pleasure sculpting in all the datails ....folds of fabric hair etc now the big question is how will it look in game ..well i will sit down with one of odditys tutorials and try and work out how to do it. I hope your ok with the colouration springheel ..i tried to make him as rich as possible ..thats why i have painted the fabrics to look like satin / silk.
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You have total control over how many frames it blends between any anim. But all the script files are set to 4 frames for every transition, seems to work fine.But we should get the anim lengths right in the first place But what this means is that we don't have to be TOO amazingly accurate with the changes between anims.
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really great work - looks awesome
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They don't work in PS, I had to save them in Irfan as TGA files...which I'm uploading to the FTP now.
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Well, don't cause yourself any trauma. At the moment it will probably be another week or week and a half before the website is ready and I can work with placeholder art until then. I meant in a pose something like this: With him looking back over his shoulder. At the moment the corner of the site looks like this: using the michaelangelo pose. But that's a little too stiff to use.
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If you don't specify a collision model, D3 will just use the polygons in the normal model to calculate physics. Which is bad in some cases, as some objects are high poly or whatever etc. etc. But it does work for now, and many objects would be fine with it.
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Should work, because importing a model works for both. But I noticed in the model testmap that we already have SOME models which have proper collision boxes while the early ones don't.
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Other possible thief names I feel would work, no particular order: Grayson (English) Tiernan (Irish) Jarrett (English) Flemming (Danish) Jerrik (Danish) Debian, which was mentioned before, just reminds me too much of Deborah (fem).
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Basically a TDM map IS a D3 map with some extensions. "Converting" a map to TDM is therefore not an issue, because you would the the same as if you had already the tools, but you are stuck at a certain point until we develop that stuff so that you can continue with the work. Which means. You can create the entire level layout already and texture it, put lights in and so on. What you can not do at this point is to populate it with AI, or build objectives and other things that we have to provide. Still if you are starting on level desgin now it will take you time anyway, but this is not lost because as soon as we are ready to release the first build, you can continue on your map. I sent you a PM with a proposal about that.
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Check with DeepO...he didn't really specify which ones he wanted to work on. Though we can have several types of chest.
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Well I'll be damned... Never figured D3 is such an acrobat of an engine, especially judging from the game itself. Eh, I should have cleared it up in the beginning... I've no worthy experience in level editing in any reknown environment like Unreal or Quake, much less DromEd... Better spare the praise for those numerous heroes who actually got that abomination to work properly