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BlackThief

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Everything posted by BlackThief

  1. sounds good, I'd really appreciate that. I know something's not right but I simply can't spot the problem. http://people.freenet.de/darkmod/head_model.lwo
  2. looking really good for modelled hair. thought it was made with some kind of plugin or zbrush.
  3. because they have a different culture, with no taboos about sex etc. ? no objection here - I'm totally fine with it. Just look at some traditional African tribes - most of the women there don't have a lot of clothing as well. and that's not because they're so poor. btw how did you do the hair? I was recently working on a new head-model, but there's SOMETHING that makes me feel I didn't reach the goal of a realistic looking head again, but I'm not sure why. maybe it has to do with the lack of hair. edit: after looking at your model again I noticed that the lower leg seems to go a bit too far back in the side view - or the knee is too thin - small picture, but I think you can see what I mean:
  4. I don't think it's that easy to get money as a thief. People seem to be quite poor in Oblivion, so I guess even if you break into every single house in Imperial City you won't make more then 3000 gold - simply because there aren't any super expensive items and you won't be able to carry all the junk, because a thief character usually doesn't have very much strength. Another thing is, that there aren't many goods stored in the shops so you usually can't find any uber weapon in the shops.
  5. BlackThief

    Offset

    speaking of next gen graphics - has anyone seen the Crysis trailer yet (sequel to FarCry) ? Especially the jungle looks imho much better than anything I've seen of the unreal3 engine! http://www.worthdownloading.com/download.p...id=1724&id=7043
  6. did you talk to the maid of the countess before you broke into the castle?
  7. regarding invisibility: I got a chameleon armor which gave me constantly 20% additional stealth and to be honest sneaking was a bit too easy with it for my taste. I could actually walk almost directly in front of the zombies etc. and they couldn't see me. So it's probably more fun to play without those magic items as it seems that your opponents health increases depending on your level but the vision seems to be always the same. oddity do I have to murder someone in order to join the dark brotherhood or is there another way? I'd actually prefer to join without killing someone, because it's against the thieves guild's rules.
  8. I just finished all the thieves guild's quests and I have to say I really enjoyed the thief-like atmosphere! I love to sneak around, doing pickpocketing, breaking into the aristocrat's manors etc + the huge dungeon-quests. If you haven't been down to the dungeons of the world you have probably only seen 1/3 of the whole game. I haven't followed to main quest too, it's definitely not the interesting part of the game - I enjoy watching the daily life of the citizens and reading about my famous housebreakings and quests in the newspapers that are sold in the streets. warning spoiler!
  9. finally uploaded my latest props (sack, woodentable, chair, candlestick, torturechair, window) there's still a problem with the spikes of the chair, but I can't find the problem atm. here's a screenshot of the window
  10. only mentioned or is there an article about us? is it worth buying it? (I usually don't buy game magazines, but if it's worth it, I'll probably take one)
  11. model and text is nice, but the background doesn't really look like stone. it's nice that you want to paint your textures without photo references, but in this case I think it'd look better if you would at least blend in a stone-surface texture. forgot to post the non loot candle stick:
  12. samething in lightwave (you can see it better here)
  13. wooden table + chair for servants, pubs or just other generic people:
  14. yes, I send them all to corth, but I've them still on my pc here too.
  15. wanted to model the goose, but it didn't turn out very well, so I just did a quick flour sack model:
  16. no prob: http://www.people.freenet.de/darkmod/broad..._collision2.lwo (btw is the rotation right? was just wondering, because the tip faces up)
  17. no prob, the easiest way is to draw a box around your model in lightwave and give this box a material called: "textures/common/collision" - triangulate the box and now you simply have to write a def file for it: for example: entityDef darkmod_dining_chair2 { "inherit" "moveable_base_fixed" "model" "models/props/furniture/chair/dchair2.lwo" "density" "0.005" "friction" "0.2" "bouncyness" "0.2" "networksync" "1" } here's your broadhead, hope it works: http://www.people.freenet.de/darkmod/broadhead_collision.lwo
  18. well I made the diffusemap rather fast, so I don't have any WIPs to show and it's actually a pretty boring texture, because I basically created one wood texture and reused it for all parts of the chair. I simply made it look old in PS: and here's the normal map generated from the highpoly model with d3's renderbump:
  19. have to work on the textures a little more, but here are some screens of the model ingame
  20. I know I should really finish the entrance hall of my mansion, but I'm just lacking motivation right now To contribute something usefull I modelled the torture chair - in a special builder variant (the rest of the spikes will be faked with the normalmap)
  21. just select 3 or 4 points and press the 'p' key.
  22. nope you have to create a (cm) collision-model for it - and because it's a moveable this collision model must'nt have more than 16 triangles. I already created some collision-models, for example for the red dinging chair and the crates.
  23. maybe that's possible, I'm no expert in internet technology. When the problem persists the next days then I think I'll call my provider.
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