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  1. Heya Orbweaver, Might have another hand for you. Dark Mod <darkmod_apply@hotmail.com> wrote: Hi parsonsbear, I received your email about wanting to help. What type of programming background do you have? Just need some details so I can create an application thread for you. If you're interested, there might be some programming for you to do on the main mod...but if Dark Radiant is your true interest, we can certainly use the help there as well. I can't find your username on our forums. Which forum are you registered on as parsonsbear? Thanks. N.H.
  2. Menu Issues: --check out updated fog swirl on mission_success and mission_failure. Possibly add an extra layer to the material -- replace 'back' text with Main Menu button -- add parchment for load/save screen -- sort out credit screen (low priority) -- create overlay for up/down arrows -- modify colour of text highlight -- explore Carelton scale--possibly need bold version -- confer with Ish about control functionality --look at mouseover effect for input 'box' http://forums.thedarkmod.com/index.php?showt...amp;#entry94984 As well: -- work on design of New Game screen
  3. It may be a closed beta, but he had posted the link on the polycount.com forums which are public, and did not restrict who could download it. I'm trying to find the links to the forum's topic, but I can't find his thread. It had some cool screenshots. EDIT: Found it http://boards.polycount.net/showflat.php?C...an=0&page=0 Some screens: Here's a quote from one of his posts:
  4. greebo - if you need some grave models for your map, you might want to use one of the models I have made recently. They should be on CVS by the end of this year. Take a look at this thread to see what's in the set so far: http://forums.thedarkmod.com/index.php?s=&am...ost&p=91243
  5. I didn't see anything on the forums about the compass designs so I made a poll. Here's the reference pics for a compass: http://www.100thpenn.com/compass.jpg http://www.pewter.it/400X400/0096601B.jpg http://www.smartstart-toys.co.uk/images/Compass.JPG http://www.stanleylondon.com/compass.jpg http://gallery.hd.org/_tn/std/maths/compas...OVray-by-BG.gif http://www.qpindia.com/pcat-gifs/products-small/compass.jpg If anyone has other suggestions or reference pics, post it here.
  6. Hey people, I am checking the darkmod page for news on your progress very frequently and you're doing some great work!! But I was wondering whether you could post a public ToDo list here in the forums, so that interested fans can see more often what is going on... If you want to keep some things secret, it's still understandable though... cheers, STiFU EDIT: To give you an idea what I mean here: A normal checklist that shows what you have implemented already, what you are working on right now and what has to be implemented in the near future.
  7. drumple's info on getting .roqs in game is on wiki http://forums.thedarkmod.com/index.php?showtopic=3504&hl=
  8. Add some default bounce sounds to moveable objects http://forums.thedarkmod.com/index.php?showt...4&hl=bounce Update website
  9. Don't know of this will help you, as you aren't using lightwave, but here was a thread I had on the same issue a while back: http://forums.thedarkmod.com/index.php?showt...p;hl=chamberpot
  10. Yes, 7000 is a little high. That's actually significantly higher than our most complex AI models. There is a smoothing feature that will allow you to simulate roundness, but I'll let people who know more about modelling help you with that one. Now that you have access to the modelling forums, you might want to take a look at our online model webpage, where we keep track of our completed models. It needs to be updated at the moment, but it will give you plenty of examples of the style of models we're making. http://www.tjoff.com/jens/darkmod/gallery/
  11. You can beta map if you wish. We just don't have any plans to focus on any official maps at the moment. This discussion should actually be inside our private forums, I'll move it.
  12. I haven't had time to try the new ones--I should be able to tonight. edit: just tested them. They work and look great! You should be seeing more forums shortly.
  13. Of course! The more beta mappers the better. You can send New Horizon a PM instead of using email if you like. Welcome to the forums, it's always nice to see some Dromed people around!
  14. There is a designdocument which should describe all this already: http://forums.thedarkmod.com/index.php?showtopic=285
  15. Now that our attachment system is up and running, we need some more things that AI can wear! Specifically, we could use medieval-style hats and different helmets. You would need to use one of the D3 heads (head_player is good by default) to get the size right (leaving some room to avoid clipping is desirable). If making a helmet, please use the same metal textures as used for our current armour where possible. Reference pics (hats): http://www.globaleffects.com/C_pages/Renta...hcHat514_hi.jpg http://www.medievaldesign.com/cappelli/cappellolanabig.jpg http://www.medievaldesign.com/cappelli/felthatsbigg.jpg http://www.medievaldesign.com/cappelli/baghatbig.jpg http://www.medievaldesign.com/cappelli/pointedhat.jpg Reference pics (helmets): http://erif.org/3dmodels/images/helmet_roundtop.png http://mywebpages.comcast.net/calderon/image343.gif http://forums.thedarkmod.com/index.php?showtopic=1014 We're also going to be looking for other things that AI could wear that could be attached to them separately. Ideas off the top of my head-- braids/ponytails mohawk large beards horns/antlers (pagan head-dress) bear or large bird skull (pagan head-dress) Bracers/bracelets Spectacles hoods
  16. Code the Mission Success screen http://forums.thedarkmod.com/index.php?showt...mission+success
  17. Thanks ascottk Springheel has a sticky thread in the art section that has some concept art for reference: http://forums.thedarkmod.com/index.php?showtopic=189
  18. Some people obviously have a massive list of thousands of forums which they visit one by one, joining and then posting their little spamlet. Doesn't sound like much of an existence.
  19. I wonder if the spam only seems to be more common here because it is a low-traffic forum. On high traffic forums such threads would probably be removed more quickly by a moderator or just lost in the general churn of new threads.
  20. Slyrr here - resident modeller/animator/concept artist/hexen wonk for the Edge of Chaos mod. Our team has made some great strides with our creature and monster models. We've got lots of them to the point where they can be imported (or hopefully so). Through determination and help from the Doom3world.org forums, we were able to figure out a lot of issues, including a glitch with the AF editor. Right now we're wondering a lot about the IK footstep thing, and what exactly must be done with our monster models to make them adjust to non-level surfaces when walking/running/etc.... Slyrr
  21. I put together some info about gen_textures/models here: http://forums.thedarkmod.com/index.php?showtopic=4480 I ended up putting the handrails into the architectural folder. I might rearrange the others eventually & perhaps add them to a def file with appropriate defaults. Once I get the AI stuff fairly ironed out I'd like to expand the content. Maybe put an advanced editor texture tutorial together too.
  22. The stones are high poly 3d models in 3dsmax8, the mortar is made up of 3 overlayed alpha channeled textures creating the illusion of blending between the stones and mortar, if you look closely at the closup shot you should see what i mean, problem is; I cant get the 'projection modifier' to project alpha channels, it seems to only render geometry, which is fine if im only using it to render normal maps but rendering alphas for the diffuse would be a great advantage. There's got to be a way to render alpha channels using the 'projection modifier'. If anyones got any ideas I'd realy like to hear them, ill have a look around and post a few questions on modeling specific forums. I havent played around much with paralax mapping, Ive seen the results in Oblivion though and think they look great, are we using paralax mapping for the dark mod?
  23. If you want to get a feeling what working for TDM is about, you should take a look at the game Doom 3 itself and try to do some Level Editing, Modeling, Texturing or whatever you're talented in, this really depends. There are a lot of Tutorials on www.doom3world.org, its Forums and also on DarkWiki. Generally speaking, it's never too late to do the first step, as I myself started modding in July this year. It's just a matter of interest and dedication, so I can really encourage everyone who is interested to try.
  24. Komag

    Bbc Robin Hood

    (This was posted on the Eidos Thief forums, which are pretty dead though) After seeing the first four episodes of the new Robin Hood BBC series, so far here's my view: I sort of like it. It's cheesy and silly and melodramatic and dorky, but still kinda cool and fun at the same time. I was hoping for awesome, grand, epic, gritty, and got none of that, but what I did get is okay enough. So while I'm certainly quite disappointed, it's not that bad and I would say worth watching. I don't know anything about authentic costumes or helmets or anything. I like the outfits as far as I can see. I like the Sheriff and Guy of Gisbon far more than Robin or John or anyone else. Marion's too fat, but oh well, she's still sort of good looking. I suppose a medieval noble woman couldn't be all thin and cute like Keira Knightly, so that was too much to wish for. Robin has a weird baby face. And he completely reminds me of 6 year old Haley Joel Osment!
  25. I think in most forums you could go in and state that poo comes out of butts and someone would reply by calling you a name as the complete basis of their argument. Any response of rationalization on your part would be met with repeat insults. Its very frustrating to try and co-exist with certain types of individuals. Personally I loved TDS but fully admit it had its flaws (thinking about what it COULD have been is hard). I can't stand environments where people can't discuss their differences without hostility.
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