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  1. Springheel

    Maps

    Let's have a vote on the issue of maps so it's out of the way. The two options are: T2 Method -- a Map key would bring up a menu where you can browse through all your maps while the game is paused (this is how the previous games did it). Realtime Method -- your maps would work like readables. Selecting them would bring up a map gui on your screen, but would not pause the game. You could see the game world around the edges of the map.
  2. It wasn't very long ago that I found out specular maps could incorporate colour. As far as I can tell, we've all been using black and white speculars so far in our textures and skins...is that because the colour doesn't have much of an impact, or because (like me) we just weren't aware it could use it? Anyone know about coloured speculars and when you might want to use one? For example, would making a gold-coloured specular make our gold loot objects look more "goldish"? Or is it only valuable when you want things to have a 'sheen', like a slightly bluish sheen on black feathers?
  3. As discussed in the "Itches and glitches" thread, large maps such as mansion_alpha display incorrectly, with almost everything missing the XY window. Windows-only bug, reported as unpredictable (sometimes a reload fixes it). Under investigation. Initial testing reveals that a mansion_alpha with all entities apart from worldspawn removed (in the .map file) loads OK, so not purely a size problem.
  4. Composer to composer forum @ finalemusic: http://acf.finalemusic.com/ This fairly new & isn't very busy at all. http://www.music-web.org/forum/index.php Better organized & a lot busier. So this would be a great place to introduce ourselves It has music theory, composition showcase, music encyclopedia, & more.
  5. cool i knew brown barn spiders are worth something.
  6. I'm sorry this took so long, but I've just restored the forums from a backup I took on saturday. The forums were 'hacked' by a script-kiddie yesterday. I saw in the admin logs that he logged in with one of the admin accounts (probably after 'guessing' the password with some brute force script). He then edited all of the admin accounts and removed their access to the admin control panel (acp). Then he edited the forum description and wrote a text saying we would get acp access back for the total amount of $100. Right. Anyway, since I had to restore a backup of the database, some posts/threads/PM's and new users were wiped, but I couldn't do anything with that. I don't think this guy did anything other than removing the admin powers and editing the forum description when he was in the acp (all operations in the acp is logged), and he had no access to download the database. But just in case I urge you to change your password on this forum, and other sites where you've got the same account name and password. It's better to be safe than sorry. All admins are instructed to change their passwords to a hard-to-guess one. The password should; not contain any words found in a dictionary contain atleast 8 characters or more consist of characters, numbers and signs in a good mix consist of both lower- and uppercase characters/signs Also, always LOG OUT after you're done in the admin cp, and don't click on links in threads when logged into the admin cp. If an intruder fetches your cookie, he can access the admin cp. All admins have lost their acp access. They will get it back once they have changed their password. Please PM Fingernail when you have changed your password. Also, the acp is .htaccess protected with a username/password, and I've given the login info to Fingernail.
  7. Has ayone managed to get static models in-game, complete with normal maps? Normal maps generated by ZBrush don't seem to work properly in Doom, I think because they use tangent space instead of local space, the model I imported was 0,0,0 black everywhere except where the lights hit it. The Orb normal map program site seems to be down since all the links are broken, my lightwave notmal map plugin seems to have mysteriously stopped working, and I can get renderbunmp tool in Doom to cooperate either! :/ SO if anyone has generatd their own normal maps for an objects and it worked ok in-game, please spill the beans. Also on poly counts, it states somwher on the forums here that character models can be up to 7-8k or something, but I think that's way too many. The model I imported was only about 4k and my perfomace went way down, even though it was the only model in an empty room. All of the Doom models are very low res - that's the point of using normal maps in the first place..you don't need high res models.
  8. I've had this problem before with dds files but I was still able to open them with the gimp's plugin. Irfanview, 3ds max, the gimp, nor anything else will open the normal maps in dds format. I get an invalid compression error with the gimp.
  9. heres the link to the tutorial http://www.doom3world.org/phpbb2/viewtopic...p=160978#160978 hope you guys find it useful. Im ready to start modelling now, so I guess ill just wait for some idea's from the art team, Im pretty excited about what you might come up with . Im still waiting for some FTP space so that I can upload a few models and textures.
  10. 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?!
  11. 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!
  12. Hallo. I always thought about creating normal maps. So I found this way: I load the image for witch I wat to create a normal map as background image into corel draw. Then I draw edges of the ornaments of the image as objects within another new layer. Refering to the height of these ornaments I fill these objects with appropriate shades of grey. Then I export this layer as a tga-image. I took took the liberty to make a normal map for the manwall01-texture. Here is the result as 1024x1024 .tga I made a new example: The tile as .tga The step between as .tga The normal map as .tga It's quickly made for simpe structures. And for more complex ones, you can decide how far you will go with the details.
  13. oDDity

    Google Maps

    This is a very interesting new google feature. Theres something rather addctive about prying around areas you've never been to. Total satillite map coverage of most of the US, and you can zoom right into high enough resolution to see people and cars (albeit small) and it's for free. Try Miami for example. Pity they only do the USA so far.
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