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mangrove

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Everything posted by mangrove

  1. Yeah, I came up with quite a few maimed mice in search for photo refs
  2. Well, if I'm still here in a month or two I might, but for now I'm happy just to contribute. Post the list then
  3. http://i270.photobucket.com/albums/jj114/m...m/mousetrap.jpg Mousetrap, available in one different sizes. (Cheese sold seperately) Do you people have a list of models/ needed models?
  4. Yeah it's stilton I'm not too keen on it either, but it was in the fridge. Thought I might as well get a snap of it. Sure you can have it. Just gimme somewhere to dump it.
  5. Just made some sexy cheese btw. http://i270.photobucket.com/albums/jj114/m...vedm/cheese.jpg
  6. Yeah I suppose it isn't such a good idea for objects. For it to be convincing you'd have to create an envshot for every room in the map and then come up with some way to fade between cubemaps and switch off when the lights go out. That and the fact that the thief world tends to be quite filthy and run down, so a lot of buff reflective stuff would take away from that I guess.
  7. Are you planning on using cubemaps for metal objects etc? Not sure that I saw any in the demo.
  8. Just slapped penumbra on. When you're walking around there is a general low ambient light. But when you go into stealth mode, there's a small ambient light that follows you. Quite effective. Maybe this is something you could have kick in when the lightgem reaches zilch?
  9. Yeah, you could be right there. Would have to fire it up again to be sure, though. Great game btw
  10. I wonder what the visual effect of having a faint light attached to the player, like the lantern, only non shadow casting and a lot darker, would be like? You ever try this?
  11. Yeah, been reading up on vertex maps. Just managed to get it working. http://i270.photobucket.com/albums/jj114/m...m/shot00008.jpg Bit of pissing around, but I guess it adds quite a bit to the visuals (well with better texture choices it would anyway) Here's some good reading on it. http://www.doom3world.org/phpbb2/viewtopic...f=25&t=9288 http://www.katsbits.com/htm/tutorials/doom...re_blending.htm Basically, export mesh from d3 into lightwave, subdivide, uv map, create a vertex map and paint it white/black. Maybe a long shot but do you think there's any chance we will be able to vertex paint in darkradiant?
  12. Is there any way to get a texture to fade into another? Like grass fading to dirt?
  13. You are more than welcome to have my stuff. Not totally happy with the panels, they look pretty good from that angle, but when closer they look a little odd. Could just be a case of me staring at it too much . And the normals on the planks are a bit too lumpy for floorboards. The wallpaper is from cgtextures, I've seen them accredited on a few mods, so I don't think they'll mind. I also have the source texture for the wooden panels, it's about 8mb psd if you want it.
  14. Ok thanks for that tels. And sneaksie, I pinched the wallpaper. Floorboards/panels are mine though.
  15. Just playing with textures. http://i270.photobucket.com/albums/jj114/m...m/shot00006.jpg And, do non shadow casting lights effect performance at all?
  16. I downloaded from shadowdark yesterday, and it works fine.
  17. Hey, how come this forum is only viewable for members?
  18. Yeah the default t2 is walk. I always change it to run by default as that is what you spend most of the time doing. Then I just hold right mouse + run to walk. I never had a creep bind as you could always sneak up just fine walk mode. If creep would have made you inaudible on tile/metal floors it might have been worthwhile, but it didn't, so it was fairly pointless I must admit the movement does seem a little slow, even if it is t2 matched. It would feel better a little faster I think.
  19. woo! pulling it off shadow dark and will add to the seeds when its down.
  20. Well on my 8800gt with 169.13, Doom3 runs fine. Can't speak for thief or shock though.
  21. Absolutely amazing. Will certainly make getting all the loot in a mission a lot more difficult
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