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  1. Just look in the forums. I think we have a beta here. BTW: Do you see the devs forums now?
  2. I've added some objects to the Mansion Pack request thread, seeing as we're burning through these so quickly.
  3. If we're going to be straying back ON topic, we should move back to the dev forums....
  4. Bookcase and arrow looking really great BT. Maybe you should texture all the funiture. I have a desk I could upload for texturing - the one in the 'more objects' thread. YOu could do all those objects if you want. No pressure)
  5. oDDity

    Memories

    That doesn't mean much though, you could still knock an AI out after he'd seen a corpse, so what does 'never lose his unsuspecting alertness again' mean in real terms? I said in another thread I think we should make the all AI go to level 1 alert when two or more AI are 'dealt with' by the player (they can't be BJed), and the more AI the player deals with the higher alert the AI go to (permenantly)
  6. It's a fairly specific question. Here's the thread that includes the tutorial I was following. http://www.doom3world.org/phpbb2/viewtopic.php?t=3241
  7. [quote name='Springheel' date='Dec 13 2004, 04:35 PM']I have, I just haven't heard back about a solution yet. edit: Actually, your question is a little more general, so it's fine.[/quote] I haven't read your thread yet, but if you are asking just like a general GUI question then you might not get an answer.
  8. ok it's on the ftp now. (/TheDarkMod/models/Finished Game Models Only/Furniture/shelfs/bookshelf1.ase ""/bookshelf1_d.tga ""/bookshelf1_local.tga) those tgas are 1024x1024 - so everything together is bigger than 6mb...the 56k users will like that the finished game models directory is ok so far, but we should keep the same structure. here's the thread with the structure. I think we agreed on that: http://forums.thedarkmod.com/index.php?showtopic=496
  9. I didn't know that. I haven't read that thread. As you keep hitting this problem I assumed you didn't post about that.
  10. I've already done that in the tutorial thread...I don't know if we need the double-post.
  11. here's the concept art i did involving the sac and stuff http://forums.thedarkmod.com/index.php?showtopic=175 Just my personal opinion, but your (excellent) model looks a little... evil. I never saw the burricks as evil, just innocent stupid creatures who didn't know any better than to attack anyhitng that came near it.
  12. TYROT

    Burrick Wip

    dear oDDity, amazing work again and again..I m even smelling his awful breath....and his eyes so cool..... thanks for feeding our eyes...everyday with new stuff.. Everytime watching your models causing me to have........ POLYGONAL-ORGASM ...... yes...yes.... ah..that quad..yes..spin it...yes spin that quad....yes... you are devil...go on..spin it...render...render....mmm yes..mmm yes..subpatch level 5 yes...more poly yes...yes ..more poly..dont put texture on it...i want it raw...yess..yess....yes...aaaaaah ...yess........ let me see it... ohh..ye......yess......rex....t-reeeex.....yeah... best... (last minute note...i have just read in other thread that fingernail is also about to have an orgasm.... dear Team, as we clearly see from the latest posts, the members of this team having sexual climax with polygons and textures. After making levels and animations im afraid This mod will be like poly-orgy place..Before it s getting too late i suggest to seek for the profesionnal help......otherwise just like in the Fight Club we will cry on our models boobs..... "come on hug me "can i cry "yes but first you have to model my boobs..... )
  13. You can send the hi res version of these and I'll make a low res version and a normal map from them. Either upload them to the FTP or to this thread, a .3ds please, not a max object. Remember there is no poly limit on the hi res obejects, the more the merrier. Use as many as you need to get the effect required. edit: also there is no need to work in tris, quads would be much better for the hi res objects, don't triple them. You can use mesh smooth, no problem.
  14. oDDity

    Noblewoman Wip

    TYROT, could you send me a .lwo of the head so I can send you some detailed critisim? Just upload it here in this thread. When working as part of a team, you have to be a little less sensitive I think, none of use are that good, otherwise we'd be off earning lot's of fame and money for our l33t models.
  15. that's nice ! I'd love to texture this can you please upload it ? check out this thread for the ftp data: http://forums.thedarkmod.com/index.php?showtopic=609
  16. You can do that yourself by editing the first post in the thread. Of course only if the first post is yours.
  17. i'll do the 4 poster bed.. edit: http://forums.thedarkmod.com/index.php?act=ST&f=5&t=613 finished edit: startting on the victorian end table edit: starting a bookshelf edit:_finished edit:starting wardrobe edit: wardrob finsihed edit:starting small desk
  18. Hi Atti, Just looked at your newer pictures. The weapons are quite decent. We are going to need to have some weapons modeled soon, actually, and some plants as well. If you've got some free time to dedicate to the mod, we're happy to have you. edit: You should have access to the team forums now. Take some time to read through the forums, especially the 3d Models forum, and then let me know when you're ready to go.
  19. Guest

    Doom3world Hacked Again

    there are 4(!) meta refesh tags in the source, though only 2 are in valid places, it looks like every instance of the string "doom3world" got replaced by it and the text "Fags Got Pwned doom3 Is gay!!!" doesn't leave much to the imagination some valve-fanboi-CS-1337-mYg0t-script-kiddie who thinks that he's funny, someone ought to give him a spanking
  20. I wouldn't go as far as a hand picking up the book...we don't have hands picking up anything else. But my thought was that we would use something like the PDA animation that already exists, and there you do see the hands briefly as it is raised to your eyes. If the world doesn't show around the book, like the original games, then this isn't an issue. But if we decide we want to go with the 'live reading' feature discussed here -- http://forums.thedarkmod.com/index.php?showtopic=325 -- we might need hands on the side. I'll have to see.
  21. I think the only reason we would need to have page turning is if we decided to incorporate body awareness for the campaign. From hovering around on the forums I've noticed that a lot of people truly enjoyed it in other games too, but felt that Thief needed to really work on it. So, if we do get body awareness into the campaign...we could definately go the whole nine yards with picking up the book and such. I think it's fine for now that we stick with keeping it simple and going for the classic Thief style presentation. In many ways it should help us build a stronger foundation by not being overly complicated in the beginning.
  22. black thief... it does look so so lovely. I was reading whole thread.. It s really great to see the evolution of design. It s getting superior almost every week... and i loved so much renzatic's height maps too. It looks brilliant. So amazingly cool.. best
  23. Ok I'll present my T2 style wood-textures in this thread, cauze the presentation-thread is getting a bit too cramped. I started today creating a wooden-wall-paneling in blender. Acutally I wanted to render it, but it didn't work for some reason (the object was always pitch black in the render-window, eventhough a light was directly in front of it). So I took the unrendered one and made the normalmap in PS. I think the result isn't bad afterall: http://www.dark-project.com/BlackThief/panel_hammer1.jpg this was inspired by these two beautiful T2-textures: __
  24. Okay, I should have posted a link to my progress with the blackjack - I kind of assumed everyone uses the "show new posts" feature of the forums. http://forums.thedarkmod.com/index.php?showtopic=594&hl= I'm using the grenade animations for now, because they are actually a lot like blackjacking animations. The "view" (name for the weapon stuff you see in first person view) mesh and associated animations are all self contained. You have to have the hand(s) modeled into the animations. You never see the actual player model in first person view. This means you can have a lot more detail on the weapons, such as GUI's (the readouts that tell you how much ammo is left), glowing lights that actually affect your surroundings in real time, etc. The things that other people see of you in multiplayer, and what you see in mirrors, are much less detailed. BTW, I updated my post up there with a new modelling suggestion link. It is also from the main tutorial page. I am just suggesting the tutorials. I also re-worded the intro to that post, so its clearer that I don't actually NEED them, but it is ready for them to be dropped straight in.
  25. oDDity

    More Objects

    There's not much point starting aseparate thread for every little item. This is just some stuff I knocked up this morning. I'm just getting all the simple stuff cleared up first,. Basically, just assume that I'm modeling everything that hasn't already been claimed by anyone else.
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