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_Atti_

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Everything posted by _Atti_

  1. I recommend Hitman Blood Money too. It's best at the 'planning and executing' phase of stealthing..You observe, plan your moves, time your actions, and hopefully grin, as you successfully pull it. It has: - Huge diverse mission based levels. - Multiple self invented paths. Not the Deusx:HR choose from the four tubes type. - Disguises - Relies on player inventiveness - Level-based obstacles. ( elimininate someone in a crowd. Targets having a routine, rather than a 'patrol-line'. - Level-based opportunities for a kill, accidents to be forged. - Murder.. But only the target needs to be eliminated, it does not have: - medieval times - hiding in shadows - readables..apart from the briefings, and end-mission newspaper in which you get some details on the happennings.And a good description of your previous mission as it would appear in the papers.
  2. I did this chair, this computer i am at does not have darkmod/tools installed but will convert it ingame at another if you'd like to add this. 354 tris.
  3. Just what i was afraid to see..i can only hope that is NOT Garrett..I am not liking the style aside from color palette.
  4. I think there was a Darkmod Irc once.. however i didnt remember it getting too popular. I was on a project once where IRC often became a nice catalyst for progress, its much more immediate then forum. It can also be major distraction however
  5. TesIV: Oblivion.. Really, really wanted to like it. Started over and over with different mindsets but it just did not work. In the end i spent more time trying mods to achieve what i wanted to play, than actually played.
    1. Show previous comments  3 more
    2. RPGista

      RPGista

      First I was like "sure, but Rhinoceros can do that and much more", but then they started showing that sketching functionality, which is amazing! Never seen that before, such freedom... I need a pen pad...

    3. pusianka

      pusianka

      I love the cloth making.

    4. Renzatic

      Renzatic

      This is the most awesome thing I've seen in awhile. It's like spline modelling, but not nearly so turgid when converting down to polygons.

       

      I gotta try this out.

  6. Wouldnt it be possible to get this list done and cut a deal with whoever owns these assets? They are outdated and might not worth much to them now anyway, they may even realize that a succesful darkmod is a positive advert on the idtech4. It's not like they earn much money nowadays by people buying Doom3 so they can play Tdm. If there is a reasonable price you could try 'kickstarting' it.
  7. Ancient roman civilization under Pécs "..and slowly..and surely they drew their plans against us.." Architecture by the way. Since 2008. Most of those deep cellars have been reinforced and probably raked clean, some have been filled with foams and other filler materials as they've caused collapses...:/ not sure if any authentic ones are open to public.
  8. I think it comes along nicely. Maybe if you've combined the rough and the smooth with a quite strong specular it would retain both it's smooth'n wet and it's rough little details. I think the diffuse should be combined like 30-70 rough/smooth and the specular 20-80 rough/smooth. The picture generated shallowy normal map then could be originated almost entirely from the rough texture.
  9. I didn't even know it existed:) But i am just here since i began university, and this place has been said to have been abandoned for 12 years.
  10. Just recently shot these at a nearby(Pécs,Hungary) abandoned (to be renewed) building. Actually it's a passage between blocks.
    1. _Atti_

      _Atti_

      Reading this the welcome speech of the Tdm's moddb site and homepage came to mind, not that they're bad but that they could benefit from these ideas, especially the moddb one.

    2. Diego

      Diego

      Yep. And I'm an asshole, apparently! lol

    3. simplen00b

      simplen00b

      From the wording of the link, I was expecting a "let's-sneer-at-the-noobie-retards" article (which I can find quite funny if I'm in the mood) - it's actually thought-provoking, concise and funny in a self-deprecating way. Thanks for posting it.

  11. Inspiring stuff goes on here Great works!
  12. As for outfits, i mentioned this once and the idea even got positive reception. Crouch/lean/mantle could make some cloth related subtle sounds.
  13. Just an idea although it may be a bit far-fetched: How about including the "no kill" "no KO" "number of Ko-s" as checkboxes/sliders that could be applied to any given mission by player (options could be disabled by mapper, if for example a kill is required to finish the mission) ? I could imagine a similar system for loot. You could set the percent to collect ( mission author could make preset of easy/medium/hard percents of loot to be colledted) With TDM's flexibility i could think of so much better options with the difficulty settings than the usual more gold required/no kill..like different starting/escape points, patrol density/variety, number of clues etc.I know it's all possible now but then if you'd like to include something like a start at A, B and C then you lose the restrictions side of things.
  14. Nice video! Especially how it's all cut together from various clips The end made me laugh however:D Epic music coming in... opening the cupboard revealing masses of kitchenware.. ..then the lockbox, just when i thought..now..now is the time to shine some loot...empty thieves nightmare...
  15. Sounds a bit too much for a small object, but lately the team's opinion on that as i see it, is that polycount does not matter that much as long as you include a lowpoly shadowmesh and collision mesh. (Of course wasted polys still remain wasted polys so keeping to a minimum is allways good as long as its not on the toll of detail,it's just not the time of T2 polycounts anymore)
  16. Right, sorry didn't see that post.
  17. I'll have a go with them. Will post them here as they are ready.
  18. http://dl.dropbox.com/u/33429049/tdm/valley-shot00022.jpg I am talking about these, i dont think they were part of repository as floood didnt get them working straight from whoever he received them from and asked me to look into. But to recall properly he figured out the problem with the original lwos so those are still in .lwo . Only the new scaled ones in .Ase (as its blender's only output i could make)
  19. Floood have the files, there were some problems with them as they were, so we've converted them to .ase-s. Also some of their textures were bitmap so those were also converted to .dds. I've also made scales of 0.35 and 0.6 of them. But as to my knowledges those are Pinkdot's trees, so this may not be the same thing. (3 tree,1 young tree,fallen tree)
  20. I've only encountered one bug, a dead horse fell out of the sky..i moved along..
  21. "@_Atti_:Tweaking colors is a bit difficult on my crappy monitor. But better subtle than too much." I meant that it's good and i like it
  22. Some nice lighting there! Subtle,not too contrasty and well-coloured.
  23. Is it in .Ase? If yes than i had the same problem back some posts. You need the edit .Ase with a notepad so that the Bitmap line points to the darkmod shader(Images from WIKI entry:http://wiki.thedarkm...tiple_Materials): Before: After : ( //base\matname )
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