BlackThief
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Everything posted by BlackThief
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anyway - here's a better screen. the door looked a bit low-res on the other screen, but that was just a rendering issue:
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no - I made this texture myself about half an hour ago Don't have NV's textures yet...
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here's a new door-texture also in Thief2-style. however the normalmap isn't perferct yet and it probably needs a heightmap, which doesn't work for some reason.
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the thief1/2 main-menu, books, etc. have a different resolution than the game - so it always takes some time, when you want to read a book, or your objectives, because the game first has to change the resolution.
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thx - wasn't much work though (10 min) I left out the normal in the shader for the red and rosa version, cauze they turn out pretty strange with a normalmap - here's a screen:
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credits to oDDity, who send me the link to this wallpaper-page I made several versions of it - with similar colours like in Thief 2 http://208.49.149.118/TheDarkMod/screenshots/wp_testblue.jpg http://208.49.149.118/TheDarkMod/screensho...p_testgreen.jpg http://208.49.149.118/TheDarkMod/screenshots/wp_testrosa.jpg http://208.49.149.118/TheDarkMod/screenshots/wp_testred.jpg I'll upload them to Textures/Dark_Mod/Mansion/Walls/Wallpaper/ the files are Mansion_Wallpaper06a - Mansion_Wallpaper06d
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great work again oDDity ! they will really rock with some great textures on them !
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what about the physics ? when the globe consists of 2 totally seperate objects, how will it react, when it's knocked over ? I don't think that it'd react realistic...
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I don't think that this would be good idea. It'd be rather hard to place the two objects correctly together in the D3 editor. wouldn't it be easier to make it a md5-mesh object and animate it ?
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looks still pretty cool ! speculars are really a bit strange I know that....
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ok, the textures are on the ftp (/TheDarkMod/models/props/loot/plate_g/) I'll wait till there is a tutorial, how to prepare a blender object to import it in D3 and upload the model then. currently all my models aren't rendered properly in d3.
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yes you certainly don't HAVE to use mirrored skins. they just used that to get more high-res skins with less memory. we would just have to reskin the zombie-model. but I think the zombie is not a very important object for our mansion pack, so I'll continue my work on it later.
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yeah, I also thought about that. the difference in quality is so small between them that's not really worth it. and it'd make the file-size of the whole mod a lot smaller --> more people are going to download it
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hey thx - bookmarked this site this wallpaper feels really like Thief2 for me, I love it. I'm going to make it with various colour and then upload it to our textures!
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great work oDDity !! maybe we should just remove the names on the globe, then it'd be fine. BTW were's the wallpaper-texture in the back-ground from ? looks really nice - almost exactly like the old T2 ones, just very highres
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sounds fine so far maybe a little more bass in the first one ?
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of course - I just don't wanted to leave reflections on the actual texture
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ok, here's it with a loot texture: what do you guys think ? lootish enough ?
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I'll wait till kat from d3world.org releases his tutorial, how to import a model created in blender correctly into d3, cauze I noticed some rendering issues with my models - here's the thread: http://www.doom3world.org/phpbb2/viewtopic.php?p=66321#66321
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well I think we should first agree on one final structure - then I could manage this stuff as long as renz is not around. I could structure it on the ftp, but I won't upload everything in a rar - my bandwith and my traffic is still limited. would be great if someone else could do that from time to time for the 56k users - tgas compress VERY well !
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thx. Yes I just use the nvidia plugin for PS for the normalmaps, cauze I don't even know, how I could generate a normalmap with a 3d app Is the model ok, how I built it ?
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that'd be no problem - I think a more gold looking one, maybe with small gems would fit for a loot-plate.
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Ok as I mentioned in the Mansion Model Reuqest thread I'm working on the model for a plate. However I'm not sure what's the best way to do that. Here's a screen with the model I did: http://www.dark-project.com/BlackThief/plate1.jpg on the right part you can see the wireframe - I built it with 2 cylinders with 16 vertics (--> model now has 128 triangles). so to the experienced modellers out here: is this ok ? or is there a better way ? BTW the skin is mirrored - I thought we could safe some graphics memory this way
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well these are all 3rd-person games and it was nice to look at. but where're making a total 1st-person stealth game, so I think a cloak is really unnecessary. anyway I think that springheel is right - it be would rather unpractical for a thief wearing a cloak. Imagine you're chased by a bunch of guards and suddenly your dead cool, black cloak is stuck into the door :lol:
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I think the max payne player model has a cloak.