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Mr Mike

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Everything posted by Mr Mike

  1. Okay, I'll continue to fiddle with it then. I specifically want to be able to make quality normal maps with it, but, I've only found one tutorial, and it didn't help me at all. Anyone know of any blender/normal mal tuts around? Ta
  2. Bumping an oldish thread but... can anyone expand on this? I've just downloaded blender (and ran through a few tutorials, I like it!) and was hoping to create nice normal maps for world textures with it, and possibly have a god at some simple ornaments. Am i waisting my time by learning this software?
  3. I don't think having to sit through a 5 second paused image advertising their final product from within a demo can even be compared to basically forcing you to agree to their demand of searching your internet history and details so they can force feed you details of products you've made no attempt to show you're interested in.
  4. Hi there D3mot! Looking nice, keep us updated Mike
  5. Btw, is anything going to be done with this? Looks like an intersting start...
  6. Hey brenda, thanks for these. I was looking at your TTLG thread, can't wait to try 'em.
  7. Mr Mike

    Wallpapers

    WEEEEEEeeeeeeeeeee photoshop filters
  8. Uhm am I out of place by suggesting that you think about mapping this in Doom3 and later possibly TDM? Looks like you're doing your research, thinking it through and that's exactly the sort of thing I personally want to see done with The Dark Mod... I hate the namby pamby route taken by a lot of editors for <insert generic ame title here>
  9. This is nice'n all, but why's everyone keep falling asleep on their keyboards
  10. For stuff like that I'd say just do a search on doom3world forums Bob. They've basically got a two year archive of exactly that kind of stuff.
  11. Being completely impartial, I'm only a beta mapper, I've had a good look through the sound files and can say you aren't gonna be disapointed. This does not just sound like a Doom mod or something some kid's recorded in his bedroom with a paper cup, dictaphone and an old sock. You're going to love it
  12. Mr Mike

    Bioshock

    Perhaps like The Dark Mod?
  13. Mr Mike

    Bioshock

    Had my eye on this for a long time and I gotta say the art directing is looking freakishly good. I find it utterly mesmerizing.
  14. Very very nice! They're ozzing Thief2's Victorian/neo classical crossover style which, I don't know if it was intentional, but I'm liking a lot!
  15. Well being of the male gender and my name being Mike I sort of decided to use that... maybe I should have spent longer on deciding.
  16. Hey, that's cool guys, thanks so much! How does one go about getting the custom props etc?
  17. To be honest it's so dark you can't really see what's going on. It's nice you're recreating TDP and all that but, I'd much prefer you worked on something new, just a personal opinion...
  18. Hey guys, the shots so far were only meant to show what I'm working on right now but, if you guys want to consider giving me beta status already, don't let me stop you
  19. Well, I thought that was pretty impressive stuff personally. Well put together and interesting to the ear and, as if it makes any difference, I've got a small history of song composition. Wasn't particularly keen on the last piece, I find MIDI tones terribly grating, kind'a reminded me of Deus Ex though. The first two were cool though, something gripping about them, very well done EDIT: Hey Fingernail, I'd like to hear your stuff and your link doesn't seem to be valid anymore?
  20. The only "recent" Prince of Persia game i tried was the demo of the first one in the comeback 3D series... are they worth a try? Splinter cell I found okay for a demo but after purchasing Pandora Tomorrow I felt horribly limited in the linear nature. Not my cup of tea... I guess if AC makes it to 360 it'll make it to PC, we'll see.
  21. I don't ever play on consoles so whether i ever get to see this in action with its rumoured PS3 only platform it debatable but i still get the impression this isn't one for the "TDM crowd", it's more likely to be GTA than Thief. The screens are pretty enough and the location and time interesting, I just get this feeling...hmm. Having said that I'd always hoped to have Thief levels where the city sections were absolutely jam packed with NPCs, so that bit is certainly interesting. I'm presuming each AI is little more than a walking headless chicken to run decently though.
  22. That's it though, the game mechanics fell down when I played using my instinctive choice. I tried other styles and, to me, it still felt flawed. To me that is where the original Thief games still stand so tall in that the game didn't feel predetermined and that the objectives and AI would blend in to what ever tactics the player used... that is until the player uncovered some of the AIs flaws. But for its time, and even now, the AI and immersion is pretty much beyond anything I've played.
  23. I didn't really want this to be a discussion on the merits and drawbacks of what this guy has achieved in the context of what he is working on, which is basically a Manhunt mod for doom but get into a discussion on what is possible with the engine and/or what people want to see in this mod in terms of full screen visual effects.
  24. I actually found DX1 to be a chore to play, to be honest but it does seem I'm in the minority. System shock 2 on the other hand was gripping from pretty much start to finish, love that game!
  25. I've just sat through a small video detailing some visual effect techniques in the Doom3 engine for a total conversion called "Lynch" from http://server13.download.filefront.com/gur...db/CCTVhigh.wmv Though not directly applicable for the style you guys may be heading for it certainly gives a good impresion of how powerful Doom3's engine is and how a few simple procedures can add tonnes of atmosphere to a mod and I was wondering whether you guys had considered or developed anything along these lines? For example, if there is security systems somewhat similar to the watchers in T2 but this time it could be possible to crack in to some sort of rudimentary guard user system. I don't mean to imply creating a user skill to "crack" it but just frob the item and see what the watcher is looking at. There's a lot of possibilities there and I think it'd be nice to have devloped systems and gfx before the mod is released for fear of every small mod group creating their own style and becomming something of a mishmash with no continuity. I'm sure you guys have thought about this as one thing I was particularly impressed by in the recently released teaser video was the underwater distortion effects and I'm guessing this is created along similar lines... just wanted to bring it up for discussion
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