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bob_arctor

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Everything posted by bob_arctor

  1. It's not really like that... Doom 3 lights by default cast 100% black shadow. See Doom 3 for example. That's how the thing works, not some setting "Pitch black shadows 0/1". Therefore you have to use ambients to lighten up the place, but I haven't done that yet. The problem is that the D3 ambients fade out, so that you never get uniform ambient light. I'd like it if TDM had a non-fading-out ambient which you could plonk inside buildings for a uniform lightening.
  2. Making the building symmetrical. Might be an L shape, hard to say at the moment. Could be a T by the time I add all the rooms they need.
  3. The outside of the building. Maybe. It's different! I realise I might have to scale all that brickwork, it seems manhoosive now I look at it!
  4. One day I had a itchy shoulder. I scratched it and the itch went away. I continued with my daily activities.
  5. The TDS city ambients got crap after a while, sounds of horses and carts etc which you never saw. Mind you the TDS city was for the most part a mistake.
  6. To be honest that's too much for me, I'll stick with brushes. It may look a bit TII but I'm sure people won't mind! I suppose there has to be a range of abilities on the mapping team, and I only only learnt to map in D3ed last summer, previous to that some Hammer knowledge. I just don't have the mind for modelling, and also I have to learn some medicine sometime, seeing as it is my degree and all.
  7. Ok, sounds good, and not so easy to escape guards, plus you there is enough space to rope arrow up from ground floor. But what textures should be used the railing poles and the top bit? What looks best, out of the wood trim1 (green) and trim2 (red and cream)?
  8. Static mesh? Is that a model or something? Dunno, I was thinking doing some detail with brushes or patches, struts on the underside or something. Could do with better textures than that free wood one I got off the net though.... edit: been playing with some ideas
  9. Ah it was cos I overwrote the installation on top of the other one, 0.6. Uninstall, delete folder, reinstall, fine.
  10. Right! New release, new map. Got some inspiration for a corner of a mansion building, WIP Obviously health and safety haven't come and put in railings yet...
  11. Radiant - Runtime error libs/signal/signal.h:341 assertion failure: signalbase::disconnect: invalid id ------------------ ------------------ Please report this error to the developers OK Then the old win XP "illegal operation error blah send error report"
  12. Meh, soft shadowing would kill my PC anyhow. Who needs it? We made do with TII for years.
  13. Meh, could assume moss is from damp in the building, or muddy feet or something. Don't make it something that alerts guards as places where moss is most used (posh marble places) are the places where you couldn't use moss as it's too posh and marbled.
  14. Should peasants be smaller due to poorer nutrition and stuff? Were they in TI/TII?
  15. Okay, well I'll show what I've been doing. It's not anything I'd want to release as an FM, I'm just playing around with ideas and styles at the moment. Dome III is something I'd release though, probably I'll have to go back and touch it up a lot later. This is the map with the broken down warehouse, the snow and the factory, the funny concrete building, and now a tower block thing. I've learnt it's easy to make something that runs like a dog though: the stairwell, with all those railing models and shadows and lights runs really badly. In fact anywhere with lots of models, even lots of desks in an office, runs badly. Anyhow, here we go:
  16. Hi, have you ever made anything FM wise? Have you used Doom 3 Editor? If not what you need to do, this is what I did to get in as a beta mapper, is make some maps with Doom 3 editor. You can get D3ed with Doom 3, which you'll need anyway for the Dark Mod. If you make your own textures you can make something that looks really Thiefy even without TDM resources. Plus texture making is a good mapper skill anyhow. Then you post images of your maps, and you'll be considered. We can help answer questions and give feedback on what you do. I can give you some textures if you need them too. It might take a while though, they are demanding and you have to learn a lot to get in!
  17. I don't think it's worth it that much now. As for the things in TII: I never noticed them. Now you say it I realise that doors are handled unrealistically. But I was too busy being in the game to notice, and things like level design, gameplay flow, sound etc are far more important in immersing you in the game.
  18. With mapping I'd say that it can be good to work in some isolation so you have your own style, at least for something like TDM where each FM is different. We don't want maps all the same, some of the best TII FMs were ones that looked nothing like the OMs.
  19. Bioshock looks quite like concept art imho. It does look astounding from that voiceover video, like taking a render, or a painting, and making a game out of it. Can't wait for that to be standard. TDM, or at least my maps, don't look that good, they look obviously like a game. Although good architecture design and textures make up for graphics, like Thief Gold.
  20. Btw talking of museums, check these out if you haven't already. Inspiration ahoy! http://www.thief-thecircle.com/thief3/show...useum1_high.jpg http://www.thief-thecircle.com/thief3/show...useum2_high.jpg http://www.thief-thecircle.com/thief3/show...useum3_high.jpg http://www.thief-thecircle.com/thief3/show...civic1_high.jpg http://www.thief-thecircle.com/thief3/show...3art/civic2.jpg Spotted em down TTLG, sorry if they've already been posted, but I'd never seen them before.
  21. Oh by the way Dram what particles you use around your lamps? Custom ones or standard D3?
  22. Just to say, cheers for the update. Even as a beta mapper I don't know all the internal stuff happening in there. And Dram, I hate you. It seems you can model as well as map, and yours puts my work to shame!
  23. Damnit, you've got some natural talent there! Or have you done TII/TG maps? Looks very Thief Gold to me. In a good way, I love that game. OK, I've been working on stuff. Done my first spiral staircase, yay! , that's the buildings done so far. The factory isn't enterable (yet?).
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