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  1. Yes. That's definitely annoying when I read this thread.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. oDDity, please post any work in progress shots for the builder in this thread.
  8. 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.
  9. 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.)
  10. 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.
  11. I'm starting to play around with Builder Priest concepts. This is the first one I've come up with, but it isn't drawn in stone. Some things I've thought about: Metal is almost a religious substance to builders, so even the priests should wear some metal. So I gave him some chains and metal shoulder plates, among other things. Hammers are their holy symbol, so even the priests should carry one, and be able to use it in melee combat if necessary (though less effectively than the guards). I presume we will want them to throw fire like the original games? That's easily done. Should they do it from their hands? A wand? Or perhaps the hammer? I was also wondering if we should give the priests other abilities? Someone mentioned a shining hammer in another thread, what if the priest could use his holy symbol to light up the area around him? Anyway, all comments welcome. Edit: Ok, a new version, Oct 11th I've made the shoulder metal smaller and more decorative. I've also given him a hat and more robe-like clothing. The strips at the bottom of the robe are decorative metal, and there are metal plates on the scarf-like things hanging from his shoulders. A ceremonial hammer completes the outfit. It could be used in combat if necessary, and could also function as his wand (which always struck me as too 'magicky' for a builder). What do you think?
  12. god_is_my_goldfish, please post all art and comments related to noise arrows in this thread.
  13. Where is the project definition thread? Can a link be provided? Being a concept artist, I hardly ever delve into the other threads and there are lots of threads to try and figure out which one you're referring to
  14. Same here. Please post such things in the Project definition thread as well. We need this information so we can start thinking about properties of the AI.
  15. Domarius

    3ds Max

    Here is the best budget 3D rendering info I have ever read. I love it because I actually preffer the tools involved over the proffesional ones, because they are simply geared toward video game models, and you can make high quality ones too, for the normal maps. Check out this thread; http://irrlicht.sourceforge.net/phpBB2/vie...t=wings3d#10937 This post specifically; So basically; Wings3D = Modelling LithUnwrap = UW mapping CharacterFX = Animation As an example of what he does with this setup, check out his home page http://members.lycos.co.uk/arras1/ Click on "Gallery". It's worth it. Some of that stuff would fit right in with the Thief world. His humans are awesome.
  16. Good idea, but I feel that we need West and East pointed somehow. There are some good pics in this thread. I LOVE that one god_is_my_goldfish made, except that it's probably a bit too ornate, and has too many thin bits that will be blurred up when scaled down. HUD items have to be very clear.
  17. great crystals ! As I mentioned in the other thread I'd prefer your 'old' noisemaker made of porcelain.
  18. Sounds good, i'll work on concepts for the following, to be used at the team's discretion- A good mine concept Some elemental crystal concepts A simple broadhead concept. A gas mine Lockpicks (though we should probably clear up how lockpicking should be first, I'll start a thread on it if there isn't one already) The short sword Some simple enemies (Quick question, are we bringin back burricks or something burrick-like?) And,... um, yeah.
  19. I'm not sure if we decided to insert gas-bombs in our mod. To be honest I don't like them much, cauze I think they make the game too easy. We should discuss that in the Devchat Forum. But I like your noisemaker It looks great and the way it emitts noise is IMO the best solution for an arrow. I don't like that fireworks stuff in thief 3.... However I'd prefer a crystal moss-arrow as I mentioned in the other thread.
  20. Well I have just been listening to the MP3's, and Darkness Falls has my vote to keep working on the ambience tracks for our mod That kind of thing sounds like it could be developed into the style from Thief we all know and love. I tried uploading them to the DarkMod FTP, but I had problems, I posted in the FTP thread. (I have cable access here at Uni)
  21. Hello. To answer your question reagarding equipment: I'm using a PC, with a Terratec Aureon 7.1 Universe sound card. Cubase SX + VST instruments for music and yes, I also use Goldwave. You can probably upload the files to the Dark Mod FTP server, there is a thread about it where the passwords etc are. I should probably upload the SFX I've done for the Thief2D project there as well. And regarding your samples, some of it sounds good, though I really can't tell since I'm sitting with some really crappy speakers right now.
  22. Hey, this may be stuff you already know, but people are asking about making coloured glass and stuff in this thread at D3W. http://www.doom3world.org/phpbb2/viewtopic.php?t=5833
  23. I know what you mean. I mean, I have never played Thief 3 YET (still trying to get my upgrade) but from the screen shots, it doesn't look like the original games the way Renzatic's and BlackThief's work (in Renzatic's screenshots) look. I'm still trying to work out why this is. One thing that popped into my head is that it actually looks more angular than Thief 3, so it looks a bit older, like the old Thief 2 and 1? But looking at some of the indoors screenshots, Renzatic's room is just lacking the other details and bump/specular mapping that make the room feel more "rounded". I think it's the colour palette. Renzatic's screenshots feel very warm, very fiery and orange. The Thief 3 screenshots, while still cool and thiefy, seem more "over-cast grey", even indoors where the torches are. I'm sure these texture artists know this kind of thing already, but I'm going to make a texture palette mention in the "Targets" thread.
  24. Ok, I'm not a team member but I had a looky and noticed that the thread was closed - which is a shame because some further clarification might be needed. I havn't read the terms and conditions yet, but as far as I know Doom 3 and Id's Doom3 SDK are not released under the GPL. Id only release their code as open source (quite a different thing from letting people play with the source code) several years after release and the shelf life of the product has expired. Neither is GPL a 'non commercial' or 'free' license, it just happens that a lot of free software uses GPL. Meeting the (fairly hefty) requirements of the GPL will almost certainly infringe Id's own copyright as you will be granting the right for anyone to distribute the code commercially (doh). And, just in case you havn't got the gist of this post yet, the GPL has been designed exclusively for the distrubtion of software code. It is next to useless for licensing creative content such as audio, textures, level designs and so on. The deeds offered by Creative Commons are much better suited for that kind of thing. In short. GPL is wholesome and good, but unless you specifically know otherwise, steer well clear. Id will probably mention terms and conditions for distributing Mods in one of their readme files.
  25. wow - the ceiling looks great now ! I think you should go ahead and post it on the Dark Mod thread...
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