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bob_arctor

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Everything posted by bob_arctor

  1. I don't know. That's what mapping is isn't it? Mapping in the style of Thief. I made all the textures though. From photos. And yes the commonly used brick one is a bit off.
  2. http://www.mayang.com/textures/ I have downloaded so much it'll take me ages to normal/specular map them. Lots of lovely stuff there. http://www.doom3world.org/phpbb2/viewtopic.php?t=357 for more.
  3. Well I thought the opening text was a little tongue in cheek. Methinks we are the ones supposed to be waiting... I'd expect all aspects of the final thing to be better than that vid. The texts, the engine stuff, the maps, everything. Maybe the rope arrow and frob'll be unchanged. They seemed perfect.
  4. Screenshots of my first map. Custom sky I downloaded off the net, not great. I'd prefer to have TDM official resources one of course. Other textures all hand made. I know the most used brick ones needs some tweaking. However I don't have much incentive to make a perfect neat brick texture when TDM must have better ones already. It's a placeholder really. The other brick textures (the black one, and the variegated one) are better. Problem: the light bitmap shows through walls. Mind you they always do don't they? In many games this happens. E.g. GTA3. It started off as a warehouse affair, but I've attached a chapel onto the side. It could be a Builder chapel with a bit for the staff off the side. It has classic Thief II style toilets, a room with a cardboard box, and an upstairs officey space, with a cubicle. It is a kind of off-duty space also. Crude wine rack. Broken wine bottle on the floor. Struggle to do much with only the Doom 3 models, being lacking in Thiefiness. I'd like to be a beta mapper so I could get my hands on the resources. Of course I'd also throw in any interesting textures I've made, into the project. The ones you won't have anything like as they are made from real life photos. Dunno how realistic that is. Comments welcome, I'll make a second improved map if this one is too rubbish. If you don't have firefox I don't recommend you open these links. Apparently you people with IE get popups.
  5. Just get Mozilla. Latest version here, no plugins. No popups on imageshack. Did you make those textures yourself Modern? It's very nice, grimey and gritty and real. Wrong time period for Thief but it's on the right lines isn't it? I am pretty damn jealous.
  6. Is it the kind of stuff required to become a beta mapper? I realise now something I should have done is reduced the thickness of the green wood panelling. I agree that the brick texture could be better. Also I should reduce the specular map brightness on certain things to reduce the shininess. However I spent hours and hours making those textures, so I wanted to get on and finish the map. Couple of questions for more experienced types: All the textures apart from the door and the window are "Natural". Is this how it should be? Low res. textures applied without scaling? How do you coloured lighting? I went to entity with the light selected, I added a colour variable and set it with the RGB colour chart picker thing. But the light didn't change. I cloned the light, still didn't change. Just white.
  7. Urm. Sorry if I've broken any rules on images. First time I've used imageshack and done forum image links and stuff.
  8. Screenshots of my first map. Comments welcome. First map, custom sky I downloaded off the net, not great. I'd prefer to have TDM official resources one of course. Other textures all hand made. Problem: the light bitmap shows through walls. Mind you they always do don't they? In many games this happens. E.g. GTA3. It started off as a warehouse affair, but I've attached a chapel onto the side. It could be a Builderite chapel with a bit for the staff off the side. It has classic Thief II style toilets, a room with a cardboard box, and an upstairs officey space, with a cubicle. It is a kind of off-duty space also. Crude wine rack. Broken wine bottle on the floor. Struggle to work with the Doom 3 models, being lacking in Thiefiness.
  9. Well considering the resources (only my home made textures, with scec and normal maps, and that Cage Light model) it's going good. I'm making a warehouse type affair with a walled garden outside where you start (you climbed over the wall...) with a working glass window looking in. The rubbish metal futuristic Doom 3 doors serve as the working doors though, unfortunately. In the 2 stage stairway there is a large window overlooking an alley with a closed house at the end with a broken porch. Inside there is only a corridor, staircase, and one room (with the window looking onto the garden). The textures are 4 different brick textures, an off white plaster, 3 sizes of decorative tile, a red flagstone tile, white painted floorboards, grass for the garden, the closed door, and the window. With more to come. For my first map it's looking pretty good. Oh and of course it is visportalled. I'll put up some screenshots on imageshack sometime.
  10. Done it! Yay! Also using the GIMP normal map plug in (converts greyscale heightmap to normal map) I have made a specular, normal mapped brick texture, and white painted floorboards. I was confused that "Diffuse map" is what they call "A bog standard texture. You know, the bit with the colours and that. Having played around I now realise though that my textures were far too good quality, d3 textures are very low quality. Well. Kind of. I had a brick at 256x128, looked a bit blocky in the GIMP, but in fact 64*32 is more appropriate for a tile of just 4 bricks. So I was surprised at the level of detail, or lack of it. So I'm on track to making some maps with some good Dark Mod style textures.
  11. What do I put in the material file to make a texture with no mapping at all, just a TGA image, like in old games? I can't be arsed to make all mapping files, I just want to learn to do d3ed mapping with some nice simple brick and stone TGA texture tiles. I've looked in the doom 3 tutorial sites and found a promising link about "Quake III style textures" but it was down.
  12. bob_arctor

    Pushing

    Which is NOT THE POINT OF THE DARK MOD COUGH COUGH LAWYERS. Ahem.
  13. I hope TDM will have some religious humming and singing files, ambient and voice-sets. They were great. Mentalist Hammerites.
  14. It'd be cool if someone did one of the other audio devices there. A reel to reel would be fun, if unlikely in the Thief canon. Or the second wire record here http://www.videointerchange.com/wire_recorder1.htm. But steampunk, meh.
  15. I'll help with textures! Look see, http://forums.thedarkmod.com/index.php?showt...=1878&st=50 I will make you textures! No maps or anything, but I can help in some way. The ones I made today are remincent of Thief Gold. A bit like the floor in http://www.mindplaces.com/darkmod/screen24.jpg. (I felt a "noes! I am guilty and must help these poor burdened people!" I just really want TDM to be as good as possible). And I will learn to map. Ordered D3. I'm no programmer though.
  16. And it has to be some combination of: 32 64 128 256 512 1024 2048, right? E.g. 128x512 for a little thing, 2048x1024 for some big rectangle. Is 768 allowed? Do you want any textures? They might be stuff that you haven't got, seeing as they are of my house. E.g. rough external render finished in limewash, worn floorboards painted white, sandstone renders (plus the mud and stone round here is really red. Iron or something probably). Here being Somerset, England. I'll send you some if you want, if you give me an email adress. I'm gunna buy Doom3 off Amazon marketplace. Nice and quick. £11. Can't really be arsed with eBay. Takes too long. Edit: Problem: 1024*1024 textures are 3 MB. Should that be halfed to 512*512 then?
  17. I thought there were AI responses meeting at least what TDS did. Which was I think to have non-scripted guards noticing other guards missing.... Or it could have been scripts. Anyhow what AI stims have you got in at the moment? Sound and vision obviously. Missing loot? Doused torches?
  18. What about for use as textures? (If I get D3ed and use these as rough textures to play about with it. If I'm good enough I can email and get the official resources. Doesn't that lose all the proportions of a rectangular image as well? I'll play around with what I've got some time (not today) and see if I can do anything you might want as a source file. I actually made the tiled images smaller than 1024x1024 because I thought it'd be excessive otherwise. You know, a tiny tile or chunk of floorboard being that big...
  19. I might buy Doom3. Despite the fact it's £17 in the internet shops I use still. I'll go into town and see what they have it at. Might have a special deal. I'm liking making textures though. With a cheap digicam and GIMP you can make some fairly good stuff. Only I don't know what sizes anything should be, and know that they have no normal/shadow/bump maps. It's the old-school Max Payne style photorealistic textures. Plus the fact there is a lot of old stuff about the house to photograph. If anyone wants to see the kind of stuff I'm doing, messing about with, then I can email if you specify a file size in pixels and a format.
  20. I said do I need D3 to get the editor. As in, can I download a stand alone editor programme to play with. I am gunna make a few resources myself though. Those images I got from France, like floors and stuff, I'm trying to make some tilable images from them to use as textures. Done one bit of floor so far. One tiling tile. Basically 'cos I've got nothng better to do and can't get D3 for a few days. And I've got some nice images on my HDD. I gave a copy of them to you guys, do you know if you've processed them yet? If you haven't I suppose you might like some of the tilables, but they are probably wrong in some respect due to be me being a noob and all .
  21. Yeah. They don't do ghosting any more. Although once I was burgled and found my fireplace was really damp, and my floorboards were covered in moss.* *Lies.
  22. Is there any way you can get D3ed free off the net? Or do I have to actually buy the rubbish game that is Doom3? I have a long empty summer so I'm gunna learn how to map I reckon. Hammer was easy enough, shame it was so buggy and crippled my one map save... Mind you won't it be hard to do something Thiefy with D3ed, being Doom and all? Are there any appropriate resources?
  23. Well I found the problems with TDS movement were: Jump-mantling into his secret areas was really hard. The mouse is really sensitive and I can't find out where to change this. Probably only in the ini file. Failing a mantle makes lots of noise (I have the Minimalist Project so AI is really good). Urm. Quite a lot of getting stuck bugs. Although could be the FM objects. But I got used to the movement overall. It’s okay. Barring the lean which I never use as it’s so bad.
  24. Well I used to random crashes on TII on XP. Every 15 mins or so. Gone now though for some reason. Got TG working on my non-HT one eventually. But the new one is HT and more fussy. Plus the Nvidea Sky. Rubbish.
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