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  1. Great! Could you take look here http://forums.thedarkmod.com/index.php?act=ST&f=3&t=285 and assign or create some concepts for the other screens as well?
  2. What is it with 3D apps and incomprehensible, overly complex and non standard user interfaces? Its as if they feel the need to justify the silly price tags by making them as unfathomable and proprietry as possible. Cinema 4D is heaven in this respect. Standard UI and elegant simplicity abound. Everything else is the spawn of satan. Shame on you software engineers Don't get me started on audio apps. All those hundreds of tiny tiny dials and sliders you're supposed to interact with via a clumsy mouse. WTF is that all about. Bastards edit - looking good omega
  3. Yes it does. Trust goldfishguy. Apple Macs traditionally used to default at 72dpi for screen resolution but anything up to (and sometimes beyond) 96dpi is common these days. Take a 17" screen. 800x600 (about 62dpi) is going to be a different resolution to 1280x1024 (about 96dpi). comprendez. good. But anyhow goldfish guy, Springheels right too. Ain't no one got a 300dpi monitor. Not many folks have a 300dpi printer for continuous tone images for that matter. But yeah. Huge images on the internet is just rude. Post little pics if possible please. Or link to larger piccies if needs must. Life is nice and cosy when you are young and healthy and with good eyes - like you and me. 800x600 on a 17" screen is good for anyone a bit far sighted or a bit over the hill though. Feel sorry for anyone checking the forums on a web enabled phone.... (something I do from time to time)
  4. Maya is the best overall 3d app available yes, but I spend a lot of time hanging around the CG commuity, forums etc, and Lightwave is regarded as the best poly modeler available. It has it's shortcomings obviously, no history, edges or NURBS are the main ones, but it's just so fast and intuituve once you learn it, and you can also virtually 'sculpt' in it , in a way not possible in other apps, apart from ZBrush. I used Lightwave 8, but it's virtually identical to lightwave 7 and 7.5, most of the changes in the newer versions were made to Layout, character setup and animation.
  5. Yes. That's definitely annoying when I read this thread.
  6. Ok, we have had plenty of discussion of what the lightgem should look like, and I think we have reached a consensus of sorts. http://forums.thedarkmod.com/index.php?showtopic=48&st=25 Now what we need is someone to actually create the thing. I would be willing to do it, but honestly, I'm not quite sure how. Is this going to be a 3d model? If not, how is it going to be animated? I know it's not as simple as just making a single image in Photoshop, but someone is going to have to explain how to approach this so that we can get going on this.
  7. Ah, thanks. Applegeeks' forums aren't bad for tutorials either.
  8. If you're interested in some good tutorials and critical feedback, there are a couple good forums to look at. Epilogue is one that has a lot of stuff available that might help. http://www.epilogue.net/cgi/phpBB2/
  9. Well I read in another post o the forums here that 7500-8k polys is the target for characters. I'll have no problem whatsoever getting to that level from the current 30k It's never a good idea to have large details like the belt buckle just a flat plain with a normal map, it's always best to have some basic geometry there as well that more or less follows the high res shape. That's not a problem though, there's a plugin for Lightwave call qemLOSS which does just that job. I'll have to get this textured and normal/spec mapped and into Doom to see what the final effect will be. I currently have no idea how god/bad/average it will look inside the game.
  10. I think you may be mistaking the "static" sound for the arrow being fired sound. The clip is only 2 secs long anyway. It was a frame rate test. EDIT: Sorry pakmannen, I've inadvertently hijacked your thread.
  11. Man, reading through this thread again makes me realise that I repeated myself a whole helluva lot. I'd try and go for something inbetween...an ambient track that almost sounds like it has the flow and beat of a song, but works on a more basic level. Widow Moria would be the best example to use here. It ambient all the way, but it almost has a movielike soundtrack feel to it all the same due to the occasional piano twinkle.
  12. If you find something out then you should probably download this http://forums.thedarkmod.com/index.php?showtopic=255 and incorporate it there to test it out. My next plans are to figure out how to change the buttons, and how to let the SDK do something for me.
  13. Aight, I changed the title on this thread to LiquidBronze's work. Post everything you do here from now on. That way it's easy to find. Also, the FTP has http support, so always add a link to the sound. Easier for everyone.
  14. Blackthief: Nah, don't worry about those, I'll get em done. But any new ones you make should follow the new naming scheme. Spring: No matter what we do there are still gonna be some naming conflicts between us, I'm just trying to make them as subtle as possible so they're easy to change. What I'll eventually do is post another sticky detailing the current layout of the texture tree, and all 3 of us can make a single post in that thread dedicated to our current projects. When we're finished with one texture and have started work on another we can just edit our respective posts and I'll change the texture tree post ot coorespond with it. It'll end up looking something like this: ________ Renzatic Finished Church_Window_Stainedglass05 Started work on Mansion_floor_Marble03 _________ Springheel Finished Cityscape_Misc_Facade05 Started work on Mansion_Misc_Painting06-09 _________ Blackthief Finished Mansion_Door_Wood04 Started Mansion_Trim_Stone06 _________ It requires a little extra effort on our parts, but it'll keep any naming conflicts down to a minimum. If we do end up making the same texture name, we'll just..um..flip a quarter and see who has to change their set.
  15. Not really related in line with what we were talking about here....but I just mocked this up for fun. Someone at the ionstorm forums asked if we were going to change the name or just leave it as "The Dark Mod". Thinking of how Eidos and Ionstorm may take to us creating a mod inspired by one of their intellectual properties, I felt it would only be fitting to call the game THIS. On a half serious note...*L* I think I might even like that name. HA. @ pakmannen: Wow, I love that mock up. @ Springheel: I see where your coming from. The inspiration for that idea came from the idea that the fans will be creating prophecies in a sense. Fan Missions are essentially adding to the story. Kind of mystical and fantasy oriented I suppose, but it's also in line with the Thief universe, just approaching if from a different and I think more cerebral direction. Kind of quiet and reflective, like the game itself. As more fan missions are written, it would be like the prophecies unfolding. Just some thoughts to ponder. Anyway, enjoy my silly mockup.
  16. oDDity has been assigned the Builder Priest model, and this is the thread for him to post any work or comments regarding it. I know it's not exactly priority stuff, but if oDDity can do these as quickly as he says he can, then it won't matter.
  17. Hey, some of you might recogise me from the ISA forums, or maybe not. I'm normally called "The Nay-Sayer". Anyway, just thought I'd drop in and wish you guys luck since the D3 SDK just got released. I've gotta say those engine tests in your gallery are great, particularly the original old window one, the colours are just so awesome, the ambience is just right and it's only a test. And the one of the really dark stone hallway is great too. But really I love the old window shots, looks better then TDS even. Best of luck with the gameplay and stuff though, obviously that's whats most important. Cheers and "god"speed.
  18. oDDity, please post any work in progress shots for the builder in this thread.
  19. http://forums.thedarkmod.com/index.php?act=Post&CODE=00&f=1 WOOT!
  20. Yes. You should talk to Fingernail about that. He can give you access to the teams forums where we have the concepts and everything.
  21. Would it be possible to do something like I've done in the Approved Concept art thread? It might be handy to have all the textures that have been fully rendered posted in one spot for easy access. I was about to start work on some different wall textures, but then I realized I might be duplicating what has already been done.
  22. Ooo, you got some nice things there! I was actually going to buy an M-Audio, but decided to go with a Terratec instead (partly because they don't even sell M-Audio cards here.. d'oh). I'm mostly using Cubase SX with a whole bunch of VST instruments for music. And for simple audio editing I use a small freeware program called Goldwave, which I love and adore. You should check on the darkmod's FTP server where I have uploaded the SFX and ambient stuff I've done so far. It's right there under the "Sounds" directory. (You can find the login and password in the FTP thread.)
  23. In some ways, yeah. I'll play around with em and see what I can come up with. Edit: I think this thread seals the deal.. http://www.threedy.com/site/forum/showthre...&threadid=19716 Unless we can find a way to keep other people from extracting them from the .pk4 files, we won't be able to use em. Oh well, I'll still use em for educational purposes. We might be able to use the dirtmap overlays cuz by the time we're done with them they won't be useable as they were in the disc..they'll be entirely new textures. I'll ask on the 3Dtotal forum and see what they say, if it's a yeah I'll plunk down the $49 and grab it.
  24. I think I remember seeing you around on the ISA forums back before Thief 3 was released, that render of the Thief jumping the wall looks really familiar (and absolutely completely amazingly awesome). I'm impressed, everyone else is impressed, and you're already a member of the team as I write this. Welcome to the team, man..hope you have fun.
  25. The flare looks nice, but we want a flame to come out of the top of it, like a candle or lighter. The design still works though. Read up on the lighting thread in Devchat if you haven't already. Both arrow concepts have potential. I don't have a real preference. Please post them (embedded) in the Noise Arrow thread Acn2008 -- Noise Arrows.
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