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  1. Is there something wrong with the forums lately, or is it my browser? I've been having trouble formatting posts, and just now I couldn't format anything at all.

    I'm using Vivaldi.

    Usually I have to: select text, click bold, nothing happens, select again, click bold, then it works. 

    Same for other stuff, like creating spoilers, bullet points, links. Nothing works the first time. 

    1. datiswous

      datiswous

      I have no problem. I use Firefox. @Zerg Rush also uses Vivaldi. Have you tried without extensions, or in another browser?

      (btw. bold, italic and underline have shortcut keys: Ctrl B, Ctrl I and Ctrl U, you could try that)

       

  2. I have a few questions regarding the license of TDM assets in relation to using 3rd party roalty free models and textures (either as is or for derived works). I understand that TDM assets use the CC-BY-NC-SA license. This trivally means that for creating these assets we can use anything licensed under the same license, CC-BY-NC-SA, or anything under CC0. What about other CC licenses? From this page in the CC FAQ I understand that we can also use CC-BY and CC-BY-NC, as those can be relicensed under CC-BY-NC-SA. So far so good. I have noticed, though, that most asset libraries today (free or paid) use some form of "roalty-free license" or "asset license" which allow any type of usage without attribution, even commercial, except redistributing them in their original form. This includes some of the asset libraries that have been link around this forum as usable. This licensing is most prevalent with models, but for example textures.com also uses a similar license. This is from their terms of use: While textures.com explicitly allow using their textures in games in general, this section seems to be incompatible with CC-BY-NC-SA as CC in my understanding explicitly allows redistribution. But while trying to research this licensing issue I noticed that textures.com was used for assets at least in the past. So how does this work? Are there exceptions where TDM assets can use a different license? Or is textures.com a relic of the past from when licensing wasn't enforced? If it's the first case, there would be other potential sources of assets that could be adapted for TDM. For example I'm a paid subscriber to blenderkit.com, a library with almost 2000 models which can be used under a license that doesn't allow redistribution and some of them probably could be used in TDM's setting. They're mostly hipoly with PBR materials, so retopology and some material work would have to be done, but that's less work than creating models from scratch and I want to try to do it anyway. So what's the situation?
  3. I have quite a few assets from WIPs I'll probably never use elsewhere, so I thought I could share it here. Some of these are older and not necessarily matching the TDM lore, but I hope someone will find use for them. In terms of package format, I'll be creating 7zip packages with just model and/or texture files, so you can place them wherever you like in your project. I'll also include example material or def setup. I'll leave textures in .tga format, so you can make edits on uncompressed source and save as .dds later. So first up is a door/frame/key combo: Temp upload of all assets: https://we.tl/t-BOdrlNEXWJ See readme_notes for design / placement instructions.
  4. I came across this site: https://www.rijksmuseum.nl/en They offer incredible quality pictures of art. I emailed them about including their images free of charge under CC license and they replied with: They are pretty amazing quality, just for testing I made one with a pretty picture and threw it in the game. They have a ton of stuff that would fit our time period I think. https://www.rijksmuseum.nl/en/rijksstudio
  5. Recently I started listing the Abandoned Works on a wiki page. Looking through some of the project folders I encountered assets that were posted on the forum years ago (for example this fish), but I never read about them before. I don't think the forum is good for listing assets, it's off course good for discussing. So I was wondering maybe it's an idea to make a list of game assets, including scripts, centered in one place? Knowing the assets exists, people are able to find it on the forums (placing direct links on the wiki page will get outdated). I might have to ask people for permission.
  6. Is there a place where I can get a copy of the original, high-quality render (JPEG, PNG, etc.) of The Dark Mod logo? (the clock without text) The closest I've found is at https://wiki.thedarkmod.com/index.php?title=Concept_Art_and_Fan_Art_Archive ("Loader screen concept")
  7. Since Aluminum directed me here ( https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475263 ) can we have unlimited renderer effects? Well, maybe not unlimited, by maybe 3-5? Thanks.

     

    1. Show previous comments  1 more
    2. Nort

      Nort

      Since I wasn't the one mainly asking, I'll just cite you in the original thread instead.

    3. AluminumHaste

      AluminumHaste

      There already is a kind of sorting, sort nearest, sort decal, sort <n>. For things like windows and such, sort nearest should probably have the desirable affect, though looking through multiple translucent shaders might kill performance.

    4. Nort

      Nort

      Is having multiple render effects really killing performance that badly? I don't understand. You're saying that if I have two transparent objects side-by-side, then they'll just count as two render effects, but when combined, they somehow become something much more difficult to render?

      Never-the-less, unless we're talking some kind of infinite portal problem, why not let the mapper choose how much he wants to kill performance? Just warn him against putting too many effects close together.

  8. Woo!! 2.10 Beta "Release Candidate" ( 210-07 ) is out:

    https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/

    It wont be long now :) ...

  9. I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...

    1. datiswous

      datiswous

      Yeah and the wiki and moddb. It should have those links in the footer I think. Probably easy to add by an admin.

      Edit: And a link to the bugtracker. I'm always searching for a post in the forum that links to that because I can't remember the url.

    2. Petike the Taffer

      Petike the Taffer

      I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.

    3. duzenko

      duzenko

      Reluctance to improve the forums is matched by reluctance to allow more people to work on it. Talk about trust and power.

  10. Using the latest dev build, I'm noticing some of the default assets have issues with missing shaders or skins even certain meshes. Some entities appear as black boxes in-game whereas certain skins for good models come out as transparent white surfaces instead of a proper texture. I figured I should make a thread for reporting these seeing the issue is rather widespread to quite a few of the default models and entities. Here's one to start off with: Create an atdm:ai_mage01 then give it the skin plain_robes. The outer coat looks fine but the inner clothing causes ghosting.
  11. Was looking around at some Unity/Unreal tutorials, and I found these: https://megascans.se/ http://devassets.com/ Dev Assets is totally free to use, doesn't matter what you're doing, but I don't know if there's anything there that's TDM suitable. Megascans has a limited but nice-looking selection under "free", but their licensing might not allow for free use?
  12. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  13. Guud day, I recently came back to TDM with the update and i played a lot of the new missions. I feel tho that you guys seem to miss assets. The missions always use 90% the same assets, i cant believe how many estates and mansions with the same assets i saw up to yet! I would like to help out a bit, like with special stuff. Creating nice items to steal, or new furniture and plants. I also do machinery and all these door assets. lightsources and cryptic stuff! I do not know much how tdm works... But i would like to help creating the next masterpiece of a mission :3 If you need somethin just throw me a message or a post. Everything i create here is under the same license TDM assets are, so please dont go and create commercial stuff with it...
  14. edit: I've created a video series to showcase the new modules and give examples of how to use them: http://forums.thedarkmod.com/topic/18683-using-springheels-205-modules/ Hope you enjoy them! There might be a bit of a learning curve, but before you know it you'll be creating scenes like these:
  15. Im working on some maps where Ive added a bunch of custom skins to some assets. I thought I would ask here - once I am done, would there be interest in me sharing these? Or can I even add them to the core repo somehow? So far I have skins for a bunch of loot, particularly jewellery/gems and paintings, and some NPCs. Some of the NPCs I may want to keep for myself, as Ive made new guard skins for the district where my maps are set and I want them to be unique to that district and recognizable as such, but if anyone wanted to set a FM in that part of town Id be willing to share those on an individual basis as well. Edit - the district is inspired by some areas in northern France and the low countries and their style of early modern architecture - see below - so Ive created a lot of colored timber and plaster materials as well that I can share too. On top of that I have a bunch of wallpaper and carpet materials I can share. The inspiration for the Bridgeport district of Northgate:
  16. Bikerdude Nope, as the engine would then have no way of opening them. That and all resources used by the mode are covered by CC, which is the equivalent to opensource. 04 Jun nbohr1more Interesting question though. We integrated different zip libraries in the internal builds so there might be some sorta support for reading encrypted files but there's no API interface for passing the credentials. If encrypting will bring in more content creators (etc) I'm not implicitly apposed to it but it's on pretty shaky ground... Sotha's Photo 05 Jun Sotha "I am not selling TDM FMs. I am distributing the .pk4s freely, but you gotta pay for the decryption key!" 05 Jun freyk There is always a way. But why? Everyone should play fms and not selected few. Epifire's Photo 05 Jun Epifire Well the engine would have the required libraries to run the pk4s without a hitch. The encryption would prevent direct access and tampering of data within the directory itself. 05 Jun freyk Give us the freedom of modding, patching, improving your and our fms/stuff. an encrypted fm-pk4 crashed my tdm instantly, as predicted 05 Jun Judith It's not necessarily about selling FMs. If someone's making a lot of custom stuff, and just wants people to play the mission, without tampering with their stuff, there's no such option so far. 05 Jun nbohr1more Another justification. "I want to sell my new model on an asset market like Unity Store but I also want to show if off in a TDM mission I am building. I don't want people to unpack my mission and grab my model for free." If we allow mappers to encrypt, it may encourage pros to release more high-quality content knowing it can act as a platform to advertise their works. 05 Jun kano Encryption is one of, if not the worst things to happen to single player gaming. Games with encrypted assets prevent the player from learning, experimenting, improving, or otherwise getting more use out of the game than the time that it takes to complete said game. Locked down games that can't be modified or extended are why I won't spend more than 10 bucks on mainstream games anymore. And encrypting game assets is kind of pointless, because at some point they must be decrypted to be displayed. And with determined users, there are programs to "rip" them from the video memory, like 3DRipperDX. 05 Jun MoroseTroll Epifire: What about checking the hash of your own PK4(s)? This could provide some integrity for you data, if I get you right. Also, you could provide your own PK4(s) with intentially broken headers, and fix them on the run. 06 Jun Judith Kano, that's the problem: when you're an author, you don't want your stuff to be modified without your knowledge, and IMO Thief community is notorious for grabbing everything that's downloadable and doing whatever can be done with it (see Object repository thread on TTLG), so at least some control over your assets would be appreciated. Fortunately 3d ripper dx worked with DX9 games only. 06 Jun Epifire Well it certainly is a worth notion for content protection. Interesting discussion nonetheless. 06 Jun Obsttorte Well, the licence TDM is under already states that everyone can do anything with it. I think the assets fall under same licence, not sure. However, if you are releasing something for free anyways, why do you care what others do with it? 06 Jun Judith I'm not saying what we do is art, but compare it to exhibiting a painting and letting everyone paint over it and display it in other galleries as well. Some authors may not like it. Other more complicated cases include e.g. using paid textures as base (you can't distribute your work as an image, even if such paid texture is used as a layer in Gimp / just a component of your texture). 06 Jun Obsttorte I don't hink the comparision with the painting suits here. As said, the whole point of modding is 'modifying' things. In addition, you normally don't destroy the original source, but work with a copy. Regarding your second point, we avoid using assets that are protected. This includeds everything you have to pay for. 06 Jun Judith Does modding means zero control over the stuff you made? I don't think so. Maybe such disagreements over what modding is why engines like Unreal introduced packages. That discussion deserves its own thread, IMO. 06 Jun AluminumHaste This mod is open source, Creative Commons. Anything created for it is no longer yours, it is then in public domain for ANYONE to use as they see fit. You have to understand this BEFORE you make and release something for the MOD. If you cannot live with this then don't create anything. If you make a clock tower I can then use it to make clock tower chess boards, and you don't like it, then it's too bad. Anderson's Photo 06 Jun Anderson I don't see how CC is a problem for the author later reusing this in any professional field. It's not like anyone will plow TDM to find material to sue anyone. Take it easy. Any open source project is non profit and therefore profit is the last thing to think of unless getting experience or something to write in a CV about. That's it. Judith's Photo 06 Jun Judith In Unreal engines you can use all the assets the way you want, but you can't export models or textures outside the editor to modify them. That's the kind of author's control I'm talking about, and I believe that might have been the reason for Epi's question. Anderson's Photo 06 Jun Anderson Understood. Well, Unreal is a specific thing. Most people here have jobs and for them TDM is quite a hobby. So if you want to you can find a way to do something similar if you can argument your position to implement this (for Epifire). Judith's Photo 06 Jun Judith It's not about money, more like sense of authorship. I don't want people to edit my photos or publish them without captions/proper credit) either, this is absolutely normal. Anderson's Photo 06 Jun Anderson Well, if they are contributed to a project, it is reasonable enough to expect them to be adjusted/modified/improved? After all it is in common interest, especially if the author no longer shows up and goes AWOL. For example the account is terminated/forgot password/the author dies. Photos are also a personal thing, while various art assets, sfx, voiceovers are sort of a contribution. If it's made for the project, their existence is tied to the project. It's for the public i... Judith's Photo 06 Jun Judith That's a fair point. Although locking assets this way isn't bad either. You can improve things ad infinitum, and this way you have to take responsibility and submit something finished, not counting on others to do additional work. Anderson's Photo 06 Jun Anderson True as well. But realistically it's better to have the chance of someone picking up something old and abandoned. AluminumHaste's Photo 06 Jun AluminumHaste Okay, wasn't trying to hurt anyone's feeling, just pointing out the reality of this project in particular and how it works. Regardless of how other projects work, whether it's other indie projects or UT/Epic etc, The Dark Mod (which includes everything that comes with the mod, and anything added later) is under CC. Maintaining control over something you've given to TDM is not how it works. Not sure what Epifire is needing in particular as he... AluminumHaste's Photo 06 Jun AluminumHaste okay lol, this needs a thread, can't fit replies in. Bikerdude's Photo 06 Jun Bikerdude <Sigh> Anderson's Photo 07 Jun Anderson <Sigh intensifies> Judith's Photo 07 Jun Judith ¯\_(ツ)_/¯ jaredmitchell's Photo 07 Jun jaredmitchell Not to re-stir the hornet's nest here, but as far as I know the license from the source code in idTech specifies that only code, not assets, are required to be released. Does the license under The Dark Mod go further? stumpy's Photo 07 Jun stumpy I've had loads of things nicked and no credit for being the originator, it something you have to live with and lump it. Judith's Photo 07 Jun Judith Most of my stuff is properly unwrapped anyway, so you can't do much with these textures unless you really know what you're doing. That should discourage most people. I'm more afraid about models being used outside the mod. nbohr1more's Photo 07 Jun nbohr1more Our asset license is BY-NC-SA. This is mainly because we use assets that are "free" but are contractually bound for non-commercial distribution. (1) nbohr1more's Photo 07 Jun nbohr1more I don't see a problem with FM authors including their own non-free assets in missions. The questionable area is "selling an FM". It technically doesn't break the rules but it definitely could cause some sorta legal concern because the asset owners could conflate the FM authors with the TDM team. nbohr1more's Photo 07 Jun nbohr1more (Asset owners for 3rd party assets we include in TDM) Judith's Photo 08 Jun Judith Is it possible to add your own clauses to that, like "you may not use these assets outside TDM without author's permission / please contact me"? nbohr1more's Photo 08 Jun nbohr1more Yes, you can add any license stipulations you want to your readme just as with the original Doom 3 SDK. Springheel's Photo 08 Jun Springheel Holy crap, 39 comments? That's got to be a record. Nobody wants to make this a thread? freyk done.
  17. I'd like to make an Ambients database that lists all the ambient assets currently available in TDM, for mapping purposes. I would like to ask whether it would be all right to use some public sound storage and playback site (e.g. SoundCloud, maybe ?) to upload short samples of these ambients ? As previews for the database overview. Feedback on this idea needed !

    1. Show previous comments  3 more
    2. Petike the Taffer

      Petike the Taffer

      I do have some info on the customs assets already offered here on the site and recommended external sites, but those are wholly separate articles, established almost a year ago.

    3. Petike the Taffer

      Petike the Taffer

      Here's the repository of addon audio assets (sounds, ambients, etc.): http://wiki.thedarkmod.com/index.php?title=Sound_addons_repository Only stuff that is not in the base game, for the sake of interested mappers.

    4. Petike the Taffer

      Petike the Taffer

      http://wiki.thedarkmod.com/index.php?title=Ambient_Database Here's the current version of the database. No sound samples yet, that needs to be negotiated and thought about first. If there have been any additions to the ambient .pk4s in 2.06 and 2.07, feel free to expand the DB.
  18. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
  19. Still spreading the word about TDM on forums to new peops... Funny to see people say "Awesome, I loved playing Thief back in the day!"

    1. Show previous comments  2 more
    2. kano

      kano

      Yes it was in a discussion where someone was saying how unhappy they are with the way game companies grant themselves permission to do whatever they like to your PC and personal info today. I pointed out that giving up games completely is an unnecessarily overkill solution when there are free games like TDM to play.

    3. Epifire

      Epifire

      Honestly the mod/Indie genre is still really booming right now. And they aint got no reason to do shady invasive privacy bs.

    4. Petike the Taffer

      Petike the Taffer

      What Epifire said. :-)

  20. Are there any maps that feature assets such as torturing devies? Hooks, meat chains, racks, you get the idea. And if yes, What are the chances of using them into a Doom 3 custom map? Credit given of course
    1. Tarhiel

      Tarhiel

      Awesome, congratulations!!! :o

    2. Bikerdude

      Bikerdude

      Yup, all the remianing bugs were ironed out, so it nigh on perfect now.

    3. AluminumHaste

      AluminumHaste

      version 2.1 is now uploaded to mirrors ready to download.

  21. Hello all, I am trying to compile and play The Dark Mod under my platform (Gentoo Linux). After patching the patchable to make it compile, it turns out that no rendering is shown on screen at all: black screen (with resolution change), mouse is responsive and I can hear the reaction of the GUI to its movement (clicks and all); also the background music (soothing, charming, beautiful... but that you know already) cuddles my ears. I started the bisection of the code from version 2.05 (I think... it was r6753) to r7203. It took me a while (none of the commits compiles out of the box, and different ones require different patches), and in the end I found that r6834 works for me (at least the menu screen!), while r6835 does not any more (as above). I have the output to screen of two runs. In thedarkmod-r6834.txt, I started it with no arguments, and then quit. In thedarkmod-r6835.txt, I started it with no arguments, then I switched to a text console and killed it (because I could not see the GUI to quit). The only files that changed between the two runs are thedarkmod.x86, gamex86.so and tdm_game02.pk4. Any suggestion for me to have this work?
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