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  1. Guest

    Best Of Luck Dark Mod Team

    Hi this is bad marine ass from the Planetdoom and doom3world.org forums and I just thought I'd stop by to wish you guys good luck. I'm both a Doom and Thief fan, and I can't wait to see what happens when the 2 games get married I'm also a solo modder (current project is Doom 3 Aftermath), that means I do most of the work by myself like mapping, modelling, coding and texturing, and since I'm relatively new to the modding scene, I hope to learn more from teams like yourselves and I'm sure I could help out a bit with you guys if you're too busy or anything. Best of luck to the Dark Mod!
  2. As I mentioned in another thread, I was extremely busy last week and I didn't get back to this just yet. Just to clarify, should I leave the model as is or add detail to it in the form of nicks scratches, workings on the tips? Initially I thought a couple people wanted extra detail, but since then most people seem to really like it the way it is. Let me know which way to go with it. If the model is good, Then all I need to do is drop the poly levels to a respectable number and send it to you. I will post a high-poly model first though if people want to play with it.
  3. Yeah, I brought this up in another thread. I think we should have female guards, at least in the city watch...I doubt it would take oDDity long to whip one up. To make it easier, I suggest we only make one female guard model. I plan on having at least three types (house guard, city guard, and elite guard). The city guard mesh can be textured in different ways, too, so they can be used in non-city maps. If we make a female mesh for the city guard, with a city and non-city texture, that should be enough.
  4. Sure, you can tackle the nobleman. Be sure to check the concept art thread. http://forums.thedarkmod.com/index.php?showtopic=344 As far as the technical details, that's outside my area of expertise. You'll have to ask either Deep Omega or oDDity about that. As well, oDDity has made available a male and female template which I am encouraging people to use as a base for our characters.
  5. Go ahead and post in the modeller roll call in the 3d Models thread. There is also a list of required models in that forum...just let me know what you'd like to sign up for.
  6. You could jump in at the deep end with the noble man or woman: http://forums.thedarkmod.com/index.php?showtopic=362 http://forums.thedarkmod.com/index.php?showtopic=344
  7. Right now we've got Oddity working on the Builder priest, the guards, and the zombie, and DeepOmega is working on the thief model and various props and loot items. Anything beyond that is up for grabs, just pick something you think looks neat and pass it by Springheel so he can check to see if someone else isn't already working on it. There's also a thread in the 3D models forum you can check, modeller roll call. Hit it up, too.
  8. Whoops - good call, Springheel. Will start a thread.
  9. Guys, please post your work in progress stuff elsewhere...I'd like to keep this thread just for deciding who is doing what.
  10. So the plan right now is to focus on one environment so that we can get a complete map together. Our Mansion Pack is going to need some specific models. I'll list them below, you sign up for whatever you find interesting. This will be our master list for the time being. I'll link these to appropriate reference pictures when I get a chance, and put the names of the people working on them next to them as they sign up. Items with stars beside them have already been spoken for. update: Jan 20th (removed completed models to make navigation easier) Character models ** - House Guard -- oDDity ** Noble Male -- alan9000 -- http://forums.thedarkmod.com/index.php?showtopic=344 ** - Noble Female -- TYROT http://forums.thedarkmod.com/index.php?showtopic=362 ** - Servent Male -- oDDity ** - Servant Female -- oDDity Furniture models ** - door handle/lock -- TYROT http://forums.thedarkmod.com/index.php?showtopic=779 -- ** - desk, large -- oDDity -- Example #1 ** - 4 poster bed -- Atti -- Example #1 ** - end table #1 -- Atti Example #1 - desk chair -- Example #1 ** - bookshelf, wide -- Atti ** - dining table -- Atti http://www.antiquefurniture.us/antique_fur...ining_table.htm ** - fancy sofa -- Fingernail -- Example #1, Example #2 -- WIP Loot items ** - bowl -- Atti Example ** - candlestick holder --Atti Example #1 - spectacles Decorative items ** - chandelier -- ATTi ** - tapestry -- -- oDDity ** - ink pot and quill -- oDDity ** - hunting trophey (mounted head) -- oDDity -- http://www.alexisturner.co.uk/files/file168.jpg ** - mounted weapon/shield -- oDDity -- http://www.long-sword.com/catalog/images/wall.jpg - potted plant #1 -- ** - various small sculptures -- oDDity -- Example1Example2 Other Useful Objects (nice for added atmosphere, but not necessary) ** - hairbrush -- Atti ** - wash basin -- Fingernail ** - chamber pot -- oDDity - door knocker -- Example ** - apple -- oDDity ** - teapot -- oDDity ** - cutlery -- Atti New Other Objects Since our modelers are going through these like mad, here's a list of every other conceivable thing I could think of us needing in a Mansion environment: ** - Small chest (like a jewellery box) (see below) -- oDDity ** - Large chest -- (see below) -- TYROT ** - Small heating stove -- Atti and TYROT Example ** - grandfather clock -- Atti ** - water pump -- Deep Omega Example ** - bathing tub -- Fingernail ** - bucket -- Atti - folded towels/clothing ** - cleaver / kitchen knife -- Atti ** - loaf of bread -- Atti ** - block of cheese -- Atti - cooking cauldron - pig on a spit ** - cooking pot -- Atti - small canisters (for herbs and stuff) - hanging goose ** - beer mug -- Atti ** - ladle -- Deep Omega ** - barrel -- BlackThief - torch bracket -- Example 1 ** - single bed (for servants) -- Atti ** -- KEYS! (how did I forget?) Deep Omega and TYROT -- Individual and ring of. -- Example 1, Example 2
  11. Why oh why wasn't this posted on our forums!? Congrats oDDity.
  12. Tashi: Could you check in at the Soundeffects/Music forum? Check out the threads, comment on them if you like. If you have msn or icq, please post it in the Email/Instant Messenger thread. Also, if you have IRC, check out the IRC thread. Oh, and yay for using Cubase SX!
  13. haven't seen this thread so I've already posted it in the other thread there must have been several missunderstandings, maybe because it was a bit chaotic 1st he wrote in the introduction, that I'm a 3d artist .... 2nd: he got that wrong. I actually meant source pictures to make textures out of them. For example my pictures, that I took on a trip to an old castle. maybe someone, who's still in contact with him could clear that
  14. We will need a loadscreen as well. I just added it to the GUI design document. So please start thinking on some concepts. http://forums.thedarkmod.com/index.php?showt...st=0entry3674 Do we want this to have a simple progress bar (like it is done for D3 levels)? I could think that the ornamented bar, that Springheel was showing for health/stamina, could fit rather good. On the other hand I must say that the original design is much more interesting to look at. The one with the clacks and whirling hands, not the boring one from T3. What I have seen from the GUI screens sofar they contain no machinery. Maybe we can add some as this is an important part of the Thief universe and atmosphere.
  15. Well, now that the models are starting to roll in, I'd like to get a list of people who are able (and willing) to skin them. The Modeller himself will get first dibs on skinning their own model, of course, but not everyone will necessarily have both skills. Please let me know if you have any skinning experience in this thread.
  16. I replied to your PM....model textures might be more the modellers domain than it is ours, we'll see what we can work out and how best to organize it. That is a good question...when should we consider a theme "done". I'd say that once we get a nice variety in each specific catagory we'll move on to the next, but we need to know exactly what we're missing before we can even begin to close things up. I'd suggest starting it off with some architectural ideas..similar to the inspiration thread, but more focused. Everyone from all over the boards can come in, throw down a few pictures or ideas, say that they'd think it'd look cool, and we could build from there. We'll want to get at least 3 architectural themes in place so all our mansions don't look alike... Edit: Oh...we're eventually gonna have to start doing DDS textures so all the low end peeps can have fun with the mod, too. I'm gonna go to doom3world.com and ask around about what quality and how many versions we'll need for each video setting. I think it goes like: Ultra High: No compression, thus no DDS textures used. High: Uses the specular DDS in place of the TGA Medium: Uses the specular and normal DDS Low: Uses all DDS textures.
  17. When you go to the FTP to either upload a new texture or grab an old one you'll notice that there are 2 new folders in place of the big list we had to weed through before. I did this because looking for Springheel's frame and BT's new floors was a pain in the butt with the current configuration. So now we have the Old Texture Archive, where all our old textures that were previously a part of the big list will go, and Dark_Mod, which is where all current textures that haven't been incorporated into the pack (and using the new naming scheme, hopefully) will be plopped. The new one is also gonna follow the same directory structure as the texture pack (it IS the texture pack, actually), so it'll be easier to organize and manage everything. They've both been organized into subcatagories, so if you're looking for an old window just check the windows directory in the old archive and so on and so on...feel free to add your own directories if you think the one you're uploading doesn't fit in any of the current catagories. And lastly, the texture pack reorg is almost done. I should have it up in the next couple of days. Just for a nice visual cue, and to open this up for comments, I'll post a pic right fast.. See anything wrong, tell me. The better it's laid out the smoother it'll go for us. Edit: BT, I added the textures you had in the mansions folder to the new WIP Texture directory..so if you wonder why your folder is gone it's cuz I put it in there. They've been renamed Mansion_Floor_Tile03 and Mansion_Wall_Trim04.
  18. DO, can you post a picture of just the sword? I'd like a copy for the Approved Model thread.
  19. Actually, Oofnish, would you be up for modelling the lightgem? We need something to texture so we can start looking at it in game. The thread with the reference material is already created. If you'd rather not let me know and I'll assign it to someone else.
  20. Gah! Omega, check out the 2 page discussion on this very issue: http://forums.thedarkmod.com/index.php?showtopic=43 We came up with a number of reasons why this might not be feasible and/or fun.
  21. Sort of like a template that people can add to their own maps? That would be fine. I don't think it should be integrated into the system in any other way though, for reasons already discussed in the previous thread.
  22. Ok, check the Approved Concept Art thread for the arrows and flashbomb. I'm still waiting for a concept sketch of the noise arrow. If you'd like to do up a broadhead too, that would be great.
  23. Or the other thing could be that the shop is a pre-mission map. The question is if this adds really fun if you have to do it all the time. On the other hand it serves as a testbed for map creation. http://forums.thedarkmod.com/index.php?showtopic=43&st=0 I have a pretty good idea how this could work in terms of game mechanics as it would have been a part of the city section. If there is interest in this I could write up a description how I think it should work.
  24. I was discussing how this could work in the City concept thread. the primary problem I see with this is. It will add an element to EACH map wehre it will be used. How should this work in a cave setting? How will the FM author atioanlize the existance of a shop in the middle of nowhere? If the map is non/linear the player could come back anytime. This means that the balance will be lost because he can buy something in the middle of the game. I don't think that this is a good option. I have to look up the thread where I presented this concept.
  25. Great! So it had some effect to do this work. When you post it, please make a new thread though. Makes it easier to keep track and when I look through the forums to collect the consensus for the design.
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