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  1. Spar I'm not lazy or unmotivated I want to work on this , I create stuff all day and night because I'd rather be doing something creative then wasting my time , I'm onto my 3rd 250gig external drive of artwork. I tend to get carried away some nights and will forget to post a reply. If you give me some things to do I can get started on them but till then i'm still making my own monsters until you want me to do something.I can also do environments as well. I can do what you guys want me to do( i enjoy creating, so it doesn't matter what you want me to make i will do it, probably generally prefer characters), I don't hang around forums alot cos most the time i'm doing my own artwork at the same time and I don't log onto it at work because if i do the ceo will think thats all i do all day I thought clint could let you know things cos was just easy sit next to me at work an on the forums. No need to get up in arms about my forum habits, you can always email me or msn which is most time easier because its direct contact rather then stickynotes. shannon.kirsten@gmail.com is new one or msn is kirsten@ashaki.org. My main mail account Kirsten@ashaki.org is dead because an overload of spam so works for msn but don't bother emailing that account cos i'll never recieve it. time i contribute would usually be weekends and some weeknights , depending if i have my own contract work to finish. I can only check forums after work too. And i'm still figuring out where everything is meant to be posted so don't eat me >.>
  2. You can use mine if you want, but I warn you; they are really not that small. Assume 1024x1024 min, some are a little smaller, but most are bigger. You can find the link here: http://forums.thedarkmod.com/index.php?showtopic=4622
  3. There aren't spoiler tags here... .... ... Mauritz Cornelis Escher's "Ascending and Descending" I mostly knew because just a few weeks ago I spend an hour or two staring at this: http://www.voidgamers.com/channel/HirstArt....356.r.386.html
  4. Hi, I am working some textures that may help. They should be uploaded soon. http://www.ttlg.com/forums/showthread.php?t=109122 I had intended them for Thief DS, but I suppose they will work for The Dark Mod. I was going for the 1600-1800 look that was used in Thief 1. Take Care, BrendaEM
  5. There is a maya import tool except it tags on the file name in front of the original bones names which could pose some problems. I also import md5 files with max importers that work very well then I convert them to maya binaries with deep exploration.
  6. You might find this thread useful: The Short List: the Best Gaming Videocards for the money - Tom's Hardware forums Obviously, you'll need to go for one of the AGP ones if you want to use it in your old board, and AGP cards are something of a dying breed now. All the newest inovations are PCI-E only.
  7. Ok, will try with one of those. I already read that thread as I can see those internal forums (since Wednesday I think). At first I thought I could have a try at Task No. 5 (Addition of "all light volumes" toolbar button), but it may be safer if I tried my marvellous skills at something that's not so mission-critical.
  8. Stupid, stupid, stupid! All I needed to do was add -scale .95to the def file to resize to 95%! NOTE TO SELF: Look at iddevnet before looking through the forums! Another reason not to use max exporters since they don't have that option. So the options I need for the builder guard (oDD's skeleton)= options -keep Hips LeftHips_Dummy LeftUpLeg LeftUpLegRoll LeftLeg LeftLegRoll LeftFoot LeftToeBase joint3 joint4 RightHips_Dummy RightUpLeg RightUpLegRoll RightLeg RightUpLegRoll RightLegRoll RightFoot RightToeBase joint5 joint6 Spine_Dummy Spine Spine1 Spine2 LeftShoulder_Dummy LeftShoulder LeftArm_Dummy LeftArm LeftArmRoll LeftForeArm LeftForeArmRoll LeftHand LeftHandIndex1 LeftHandIndex2 LeftHandIndex3 joint12 LeftHandRing1 LeftHandRing2 LeftHandRing3 LeftHandRing4 LeftHandThumb1 LeftHandThumb2 LeftHandThumb3 Neck Head RightShoulder_Dummy RightShoulder RightArm_Dummy RightArm RightArmRoll RightForeArm RightForeArmRoll RightHand RightHandIndex1 RightHandIndex2 RightHandIndex3 joint14 RightHandMiddle1 RightHandMiddle2 RightHandMiddle3 joint13 RightHandThumb1 RightHandThumb2 RightHandThumb3 leftpad rightpad joint7 sword -sourcedir models/ask/builder_guardmbs -destdir models/md5/chars/builders/guard -scale .95 Hey Dom, another easy solution instead of resizing through maya
  9. Well s**t! I found another drawback to the MD5s. The animation skeleton sizes override the mesh sizes. It doesn't matter if you resize the mesh because it'll look the same if the animations are not resized. D3world forums pretty much say the same thing. I just tried the d3 skeleton again (rigged with maya of course) but the builderguard took on the size of the d3 animations So if we want to use d3 animations we'll have to have their size.
  10. demagogue

    Bioshock

    Yes, I was just thinking how it's just like a dev to be dying to play his own game: http://forums.thedarkmod.com/index.php?showt...ost&p=85370
  11. demagogue

    Bioshock

    They've released another trailer for Bioshock and it's looking very good: ms.groovygecko.net/groovyg/clients/xbox/xbox_hb.wmv?wmcache=0 It's about 37 minutes in (right after the also very good looking Assassin's Creed demo, which is entirely in-game). for the ttlg thread on this: http://www.ttlg.com/forums/showthread.php?...447#post1506447 The Bioshock movie is prerendered, so you know; I'm not sure how much of it will make it in-game. But it's awesome nonetheless.
  12. Also that's a pretty unfair stab since I am one of the only people who tries to put dates on things I do (see my journal). Only just now I moved the due date for the resizing from today (the day after you asked why I hadn't done anything) to one week ahead. Some issues of note; Maybe you could do a tutorial sometime on a 3D Max workflow that you come up with, because I would like to move to it. I'm used to 3DS Max more, and if you have already developed a workflow that works, and it's faster, then I know I'm not the only one here who would benifit from that. Also if we're going to move to a new rig, how does that fit in with the resizing I have to do? I think maybe I should use the existing models since that was what Spring based the sizes off on the resize chart he did. http://forums.thedarkmod.com/index.php?showt...amp;#entry79517 And then after that, we can convert them to the new rig, and just maintain the size of the previous models.
  13. Good point. He would probably just announce that he was writing a script to announce all his mod projects on forums, as soon as he could find a programmer to actually write it for him.
  14. Perhaps it's Kingers. He needs a script that can post on the forums so he can announce all his Uber-Cool Mod projects.
  15. Hi Komag Your welcome mate, it was designed to make a point, I thought you might like it. So what execly is involved in doing a contest then..? would I be able to do it for you on your behalf etc, or is it far more complicated than that..? btw. ever thought of putting a forum on your website..? a nice simple one, no gifs/images/smiles etc so as to keep your bandwidth down etc.. I did think of this, but I didnt think you would have the editor ready enough for this..? Yet more support 4 u komag http://www.ttlg.com/forums/showthread.php?t=109033
  16. To save you the trouble of looking for it, the link to the full text of Abelard's memoir is here: http://www.fordham.edu/halsall/basis/abelard-histcal.html Aside from being helpful, I just enjoy the surreal aspect of linking to a 12-century tract as a way to "contribute" to a thread on the evolution of the eye. Gotta love these forums.
  17. http://forums.thedarkmod.com/index.php?showtopic=4341 Before it was with a stapler. Officespace?
  18. Hi Komag The word is spreading about the contest on ttlg. http://www.ttlg.com/forums/showthread.php?t=108995 So far 64 people have voted to say they think komag should keep doing what he does best :-) And the following threads in the ttlg mission section, classic :-) http://www.ttlg.com/forums/showthread.php?t=109045, 109046, 109037, 109033 , etc biker
  19. Well, you'd get access to all the internal forums, so you would have a much better idea of what's going on and what models we need. Not to mention access to the mod itself. It would make it easier for me to assign projects for you as well. Looks great for the high-poly version. I don't know if you're familiar with the workflow for D3, but first you make a high-poly version which is used to create a normal-map, then you make a low-poly version (for something like this, probably 500 or less). The normal-map supplies all the details. Don't worry too much about making great textures for the model, I can always go over and improve them later.
  20. Sure, that would indeed be great, but I don't think we have the resources to do that right at the moment. Doom 3 is already pretty cheap (I bought my copy for $20 AUD so that I could work on the mod), and it's popular enough that it's not exactly difficult to find. Given that, I don't think it's worth remaking every single useful D3 asset. The more we can scavenge from stock D3 (without it looking out of place) the better.
  21. I took him as meaning that with a code release, there'd be no need to own D3, in a D3-asset-clean TDM. How difficult that would be to achieve is another question, but it could be done.
  22. Just one thing though, can he assure that he won't disappear without a trace like he did back then? He was'nt on the forums for almost half a year. Not being an ass, it's just annoying seeing people join and then disappear.
  23. Yeah he posted about applying a while back on the public forums, good to see he finally applied I remember those shots and they were quite good imo, he has my vote
  24. http://ttlg.com/forums/showthread.php?t=108785 Some free app to help make plants.
  25. See here for update on next due date http://forums.thedarkmod.com/index.php?showtopic=4285 I made some progress, I'm making a set up so that they can all be the right size according to the chart Spring made. Also I'm trying to streamline the workflow so it's easier to export models. Currently, you have to manually edit the MD5mesh files to point the each material to the correct entries in the mtr file (time consuming...), but I think I can set it up so this happens automatically on export.
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