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  1. 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.
  2. 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.
  3. 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.
  4. great crystals ! As I mentioned in the other thread I'd prefer your 'old' noisemaker made of porcelain.
  5. 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.
  6. 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.
  7. 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)
  8. 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.
  9. 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
  10. 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.
  11. 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.
  12. wow - the ceiling looks great now ! I think you should go ahead and post it on the Dark Mod thread...
  13. Make sure you check it out again...I just tweaked the ceiling and added some more trim along the walls. If it's alright with everyone else I'll go ahead and post it on the TTLG thread. It's kinda got that Widow Moria look to it, which is alot closer to the style we're going for than my first map.
  14. If this is not clear we really can get into trouble. And I don't want the project to go down because of such a small detail. And considering the reaction of BlackThief in thies thread, it is fairly obvious that this is not clear to everybody. Therefore I would suggest that you [Fingernail] put this into the project info forum so that everybdoy knows whats up. And you should also inform each new member of that.
  15. I realise now that, sorry, I'm not a 24-hr admin, I tried my best to make team-members team members, but you and Renz slipped the net (too late registering of course ). Anyway, I agree with the design document thread, but hadn't considered game design. Alright, I'll remove the lightgem board too. Art boards will remain, I like the classifications. ~Programming ~AI ~Sound programming and a new board for SFX. I'll make the design document section read-only, and I'll make a 'team issues/general' board. I'm wondering about the special fx board - this is a mixture of art and programming, mostly involving the .mtr files, which the texture artists should learn to deal with anyway. But if you are really stuck on this, then I'll make one of course. Sound good?
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