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  1. I considered using some people's custom models with slightly higher poly and better textures as a base - check out the Editor's guild, there's a thread there devoted to custom objects (this is on TTLG).
  2. Well so there are scripted ones in it for specific effects - but the ones that aren't scripted are VERY good. Like the one Jay mentioned in some other thread - shoot one of the lights hanging by chains in Site 2 (I think it is) and it reacts bloody awesomely. And you just have to get to the part where you use the remote control metal claw to pick up and drop radioactive drums into a waste disposal - sorry for the language, but f*ck, I have never seen ANYTHING like this in any other game. If you tell the claw to lower, and it isn't precicely centered around the drum, then when the claws close, the ones on one side hit first, naturally, causing the claw to pick it up on an angle. Raise the claw, and it is actually carrying the drum in an akward way!! This stuff just can't be scripted! There are too many possibilities Regarding the AI, it is actually not even worth comparing Doom3 to Doom 1 and Doom 2. Those D1 & 2 monsters only ran directly toward you in a bee-line, wether there was a wall there or not. Their pathfinding was limited to sliding along a wall or edge if they happened to run into something along the way. Doom 3 is the real deal. Once an enemy is present, it will chase you anywhere, no matter how complex the path you run, no matter how far away (well, there is a distance limit, but you have that in all games). I have even been testing this myself with my own maps.
  3. I figure some of us will just be messing around in Photoshop and come up with miscellaneous Thief-related artwork from time-to-time that may or may not be usable for DarkMod. Such an occurrence just happened for me. I was just messing around in Photoshop and made this flaming hammer, with Springheel's priest in the background. Nothing special; just did it for fun. This thread can be used by anyone who just happens to whip out some miscellaneous thief-related artwork and wants to post it for others to see. Since we all love Thief, I'm sure we can all appreciate thief-inspired artwork, no matter how great or small.
  4. yea no worries ..I will let you know next time. Like I said in the other thread I will be away seeing clients this week and also 6th – 14 th December. I hope to get a good week on the noble man next week and hopefully get to a point of generating the normal map from zbrush after it has been sculpted. I am very happy to do some models for the project ..unfortunately this time of year is very busy for my business so I will not be at 100% for the next couple of weeks ..having said that once I get these two trips out of the way I am clear for the rest of the year.
  5. No don’t worry I just posted another reply in the other thread ..I have been away but still on the noble man
  6. Cool! Keep me posted, so I can update our 'requests' thread. This is more like it!
  7. I mean. It sounds funny, but I can't really imagine how it would feel to play. Agreed. Because when multiple people post ideas in a single thread it is much harder to keep track of a discussion about particular ideas.
  8. Perhaps. I was mostly thinking towards something for replay value. But yes, it might be an "iffy" thing. Maybe a more refined idea could come from this. Wait, how about then, instead of random loot spawns... randomized (within set locations) loot locations! I forget what game it was, damn... some game that was out a while ago had you looking for...um.. something(?!) and each time you played it could be in a different location. *WRACKS BRAIN* What the heck game was that? Anyway, imagine hitting Bafford's again, only to find that the scepter is NOT in the throne room? That instead, he left it near his fireplace in his bedroom. That little feature could add replay value to a mission - random choice of special loot (ugh, did I just use that phrase?) placement points. Maybe objectives would/could/(should?) change to go with it. "Steal the scepter. Lord Bafford has been sick recently, and hasn't been to his throne room for weeks." Right. As I was mentioning, it always struck me (only bothered me a little, but it bothered nonetheless) odd in Thief that sometimes people are just pacing. Guards? Yes, that's fine. But when a servant, or Lady of the house or whatever, is just pacing back and forth for no apparent reason, it just seems odd. It would be much better if they actually appeared to be doing something (which rests on the shoulders of the designer, ultimately), but if they can't be made to look like they're doing "something", every little bit that actually helps them look alive, helps. Incidentally, why a new thread? Or was that just a posting error? I feel a spotlight on my back! *runs and hides*
  9. We had briefly discussed (in a different thread) using different sounds for the same object in relation to musical instruments that a player might come across (e.g., a harp). I thought it was pretty much a given that we'd want to do this for most sound effects.
  10. As I said in the other thread. You can try Blender. It is well supported it seems and it is IMO rather easy to learn on poly modeling. Plus you can export and import lightwave format.
  11. Last night after I read the "modelling crisis"-thread I thought about, how to get some models done faster. So I looked for some original D3 models, which we could use with only a few tweaks and of course new skins. For example the boney-zombie (that's the one without clothes). It looks already similar to the original T1 zombies - we would just need a new skin for him. Then the fat-zombie - you remember the fat cook in the first T3 level ? I think the zombie-model would be already great for a fat civilian (like a cook). All we'd need to do is adding shoes and a new skin/normal map. This way we'd already have 2 AIs. After that we could tweak the fat zombie again and make for example a fat aristocrat (?). (of course we'd need new animations for the civilians) What do you think ?
  12. This isn't an accusation thread, so don't worry Deep Omega. You've obviously had your hands full and that's fine. But, this combined with other abscence and people actually just disappearing or not being active, has meant a real decrease in productivity. A message from someone asking to be excused for a few days/weeks/months even isn't too much to ask, and it saves us the position of just not knowing where they've gone or if they're still onboard. What would help, in the future, is to UPLOAD EVERY VERSION OF A MODEL TO THE FTP, OR CVS. That way work can continue in another's hands.
  13. Funny. I also found this thread today, but I was not sure if this is what I need. Also one problem I have is, that this material would do the highlight always, right?
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. Whoops - good call, Springheel. Will start a thread.
  19. Guys, please post your work in progress stuff elsewhere...I'd like to keep this thread just for deciding who is doing what.
  20. 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.
  21. 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.
  22. DO, can you post a picture of just the sword? I'd like a copy for the Approved Model thread.
  23. 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.
  24. 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.
  25. 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.
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