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The Pope

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  1. Ok. I can either PM you my email address or you can give me a link to the files. ascottk: Thanks for that tutorial.
  2. Even the illusion of being actively involved is generally better than simply waiting.
  3. My current idea for a new steambot is a steam dalek with a gramophone for shouting at people and some kind of steampunk weapon (a tesla coil zapper, flamethrower or blackpowder gun would all fit). I can upload some quick concept art if you're interested, though if there's already high quality stuff that needs rigging then it might be a better idea to try to get that in game before starting something else. After having a look at the screenshots, I'm a bit worried about keeping up with the quality level on the guards and builders. Another idea is posing up that suit of armor as a prop to adorn the halls of victorian style mansions. To be honest, I'd prefer to either do grunt work or go from concept art at first, as I want to get a better feel for the art style of TDM before I start working on things from scratch. I've used both max and maya, so I don't mind using whichever is more convenient.
  4. No. Do you know of anywhere I could get a tutorial that will tell me all info specific to working with Doom 3? That would be handy for getting started quickly.
  5. Yes, but only version 7.0 at the moment. Is that a problem?
  6. I'd say to err on the side of being too dark rather than too bright. This is the dark mod for doom 3, after all. I thought it was worth mentioning as it really did look awful for me on the default setting.
  7. I tried out the alpha and came away pretty impressed, and I'd like to help get this mod ready for release. Currently, I'm reasonably proficient at modelling and texturing, plus I do have a little bit of experience with animating. I can help out with whichever of those tasks need it most, though for animation I'd prefer to work on something like a zombie or steambot as I haven't got any experience at animating human characters. Animating something which is meant to have an unnatural gait would be a good way of getting practice and doing something useful at the same time. As far as previous modding experience is concerned, I've worked on a few for Mount & Blade. Here's a previous model I've done (a bit under 3000 polies, normal mapped): If you give me the skeleton to rig it to, I could probably get it into TDM.
  8. I'm impressed - the mod is already dripping with atmosphere. However, I would say the gamma should default to 1.0 rather than 1.5, as the current setting makes it very hard to tell where you can hide, as well as wrecking the look of the map. Also, I have to agree with the complaints about a cumbersome interface. Btw I'm running it fine on steam.
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