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BlackThief

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Everything posted by BlackThief

  1. Maybe the ugliest coinstack you've ever seen, but at least there's some progress. My very first try with blender: I know, that the textures don't fit, but I'm glad, that I managed to skin the cylinder.... Now I've to figure out, how to import it in D3
  2. yeah, really some great stuff --> bookmarked. unfortnately are the pictures rather small. they're great for inspiration, but it'd be hard to make textures of them.
  3. LOL - but to be be honest I had the same thought. It looks really a bit like darth maul...maybe also because of the mouth (I'll try if I can change the mouth of the model a bit) I hope the UV-maps of our models wont be so streched and NOT mirrored !! Do you like the skin of the torso and the legs, or shall I change it ? It'd be great if Renz could send me his cryptmap, to test how it looks and feels ingame...
  4. ok, here's what I've made today: torso and legs I still have to overwork those parts though, cauze the skin doesn't tile properly.... same guy with walking animtaion the zombie is inspired of the old thief 1 zombies critism is always welcome
  5. haven't seen this model ingame too - I found him in the editor. He's called zombie_boney or something like this. What kind of body would you prefer ? More boney (so that you can see the white bones) or with rotten skin ? Maybe a open rib-cage ?
  6. I'll post all my progress on the zombie-skin here: completed the head: or course I've to tweak extremly small details later - that's just the first rough version. What do you think ? is it already scarier than the original ?
  7. yes - I opened it in a md5 viewer. yes - unfortunately the WHOLE body is mirrored ! it's really a pain in the ass to do these skins !
  8. it's really not easy to work with those mirrored skins - here's my very first try of the zombie-face: [last edit 6:49 PM 11/14 04 GMT] (only about half an hour work )
  9. I knew that Just wanted to mention it again. Do you still want to work on the zombie skin, or shall I try it ? of course they have to be tweaked a bit, but we could use them at least for the first release. BTW I can't find the md5 files of D3 - any clue, where I can find them ? edit: nevermind - I found em.
  10. well question is, how many AIs will be in vision of the player ? In D3 there weren't many enemies in comparison to other shooters ( I just say serious sam ), but think of thief ! How many AIs can you see at the same time ? Even if you run through a whole mansion there won't be more than 10-15 AIs persueing you - I think the engine is able to handle 10-15 AIs with a 1024x1024 skin. At least for people, who play with high quality - I remember that D3 is scaling down textures on the lower details-settings anyway.
  11. Last night after I read the "modelling crisis"-thread I thought about, how to get some models done faster. So I looked for some original D3 models, which we could use with only a few tweaks and of course new skins. For example the boney-zombie (that's the one without clothes). It looks already similar to the original T1 zombies - we would just need a new skin for him. Then the fat-zombie - you remember the fat cook in the first T3 level ? I think the zombie-model would be already great for a fat civilian (like a cook). All we'd need to do is adding shoes and a new skin/normal map. This way we'd already have 2 AIs. After that we could tweak the fat zombie again and make for example a fat aristocrat (?). (of course we'd need new animations for the civilians) What do you think ?
  12. looks pretty awesome spring I just checked out some of the original skies - they're more than 2000 pixels wide -> we can make some really asskicking high-res skies
  13. first you should make a back-up. then change pk4 to zip and simply unzip it
  14. dds is a graphic-format - generally used for computer games, because the file size is extremly small.
  15. I just checked out some AI skins and I'm a bit surprised. All the zombie skins (I have seen yet) have a symmetric face - just like for example in Thief 1 ! maybe I just found the versions for low details - but even that is strange. Even Thief 2 doesn't have symmetric skins anymore edit: just checked out more skins - they were tga files, but even the faces of scientists and Dr. Betruger are symmetric....
  16. ok - maybe we can set this up at the weekend. Currently I have a lot of RL stuff do.....
  17. yes - if you write it into the material file it'll be "highlighted" always. I'm not sure, but I think shaders can also be added to textures for example with scripts - so as far as I know it should be possible to do the doorhighlight with that.
  18. yes I think there is a dds-plug in for PS. I opened them with IrfanView
  19. there must have been an error, when I unzipped the file - now it works there zombie skins are in pak001!
  20. I found skins (at least I think they're skins) in the pak001. but I get an error, when I want to open them (DDS decode error).
  21. I read somewhere (think it was doom3world.org) that there is a shader for self illuminating textures - and IMHO that'd look just like in Thief1/2... ha ! found it: http://www.doom3world.org/phpbb2/viewtopic.php?t=7285
  22. yes there were spider(actually trite)-webs, but not like on the screenshot. IMHO the trite-webs were very ugly
  23. that'd look cool, too. maybe we can use that for the copper coins. (remember there were always 3 types of coin stacks in T1/2: gold, silver and copper )
  24. nice I'll test it tomorrow !
  25. Both are really great I want more samples
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