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  1. Thanks. But this is not free and I don't do so much that I want to pay for it. I downloaded Audacity which did what I needed nad, as an added bonus, also can convert from and to ogg.
  2. I can happily share Blender with you. It's open source anyway and that is another big advantage it has. If you know a little bit of Maya modelling then Blender is probably a little bit easier to learn. And these add-ons I mentioned are also free. Take a look at Blender.ORG. I tried a bit of UVmapping but I can't get the hang of it. Seems I must read up some tutorials on that to better understand that. If anybody can explain this to me I would greatly appreciate it.
  3. Well, when I open the zombie .dds files, I get this: I don't understand what the significance is of the repeating-into-infinity images. I also have a hard time telling what image belongs to what body part. I think I'm going to focus on the skybox for now, so if you'd like to tackle this, feel free.
  4. I have to be honest, I'm getting nowhere fast with this concept. Remember how I said menus weren't my strong suit? Well, I've been spending lots of time on it with little to show for it, and at the moment I think my time is best spent elsewhere. Anyone else that wants to have a go at this, feel free. I'll post some of the other ideas I had shortly.
  5. Within the next few days I'm gonna be reorganizing the texture pack so it'll be easier for us to plug textures into our cooresponding packs with only minimal fuss. Not only will the directory structure be changed, but I'm gonna adopt a new naming system that's more homogenous and easier to manage. First off, instead of just having 3 main catagories (Walls, Floors, Objects) I'm going to sort them into themes. For now I'm thinking Mansions, Cityscapes, Churches, Factories, and a misc catagory for things that can easily overlap among all the themes. The directories below these will still be the same, a folder for each type and material. This is open for discussions, of course, so if anyone has a better idea of how structure the texture tree feel free to add to the discussion. Next comes the naming scheme, we're gonna keep this as straightforward as we possibly can. If you have a wood floor that'll go well in a mansion then it'll be called Mansion_Floor_Wood0x to coorespond with the directory it's gonna be placed in. Any variations on the same texture should have a letter applied to both...like Springheel and I both have Jay's tile floor in our respective packs, but somewhere down the line I changed mine to a black and white marblesque texture, so Spring's version will be Floor_Tile03a and mine will be Floor_Tile03b. Simple, straightforward, and easy to change if we have a naming conflict. If we do it right we can all send each other small updates that can be plugged into our material files easily without having to worry about sending increasingly larger packs to keep up with. Another thing to keep in mind is making similar textures share the same specular or normalmap. Once again I'll bring up Jay's floor texture for the example. The changes on mine are just cosmetic, so both can use the same local and spec and save on some file space. Just name it Floor_Tile03_local or _s and direct the material file entry to it. If you want to make 2 versions of the same texture with different overlays or material properties, like a really shiny version of a brick wall that has an ultra reflective spec or a glowing fullbright window, just name them what you think is appropriate..like wall03_wet for the shiny wall or Window02_lit for the fullbright window. Nothing complicated there. Taking this and the above change into consideration, we can have entire families of similar textures that can be swapped back and forth easily. We'll have to keep track of what we're all doing for awhile, but once we get this rolling it shouldn't take much management to keep things running smoothly. Blackthief: You'll need to get in the habit of doing this, too. You don't have Doom 3 yet but you will eventually, getting into it now will make things easier for you when you do. Just remember to name your dither as x_x_d and the normals as x_x_local and save em as TGA files...rar em up if you're worried about them being too large, they compress well. That should about do it. I'll also post an update listing all of our current textures once we get this squared away.
  6. When you go to the FTP to either upload a new texture or grab an old one you'll notice that there are 2 new folders in place of the big list we had to weed through before. I did this because looking for Springheel's frame and BT's new floors was a pain in the butt with the current configuration. So now we have the Old Texture Archive, where all our old textures that were previously a part of the big list will go, and Dark_Mod, which is where all current textures that haven't been incorporated into the pack (and using the new naming scheme, hopefully) will be plopped. The new one is also gonna follow the same directory structure as the texture pack (it IS the texture pack, actually), so it'll be easier to organize and manage everything. They've both been organized into subcatagories, so if you're looking for an old window just check the windows directory in the old archive and so on and so on...feel free to add your own directories if you think the one you're uploading doesn't fit in any of the current catagories. And lastly, the texture pack reorg is almost done. I should have it up in the next couple of days. Just for a nice visual cue, and to open this up for comments, I'll post a pic right fast.. See anything wrong, tell me. The better it's laid out the smoother it'll go for us. Edit: BT, I added the textures you had in the mansions folder to the new WIP Texture directory..so if you wonder why your folder is gone it's cuz I put it in there. They've been renamed Mansion_Floor_Tile03 and Mansion_Wall_Trim04.
  7. Yeah, all Eidos offered me for your eventual asskicking was a shilling and a free lobster dinner at Captain D's. Pretty damn cheap if you ask me, specially considering that I don't even what what the hell a shilling is....it looked kinda like a penny. The hardest part of doing the new frontend, regardless of which theme we decide to go for, will be rerigging the hud. I hear it's not an easy venture, but once we (or anyone else on Doom3World) figure out how to do it, we'll start speeding along.
  8. Or it will be in about half an hour. 112 megs of textures (that need to be converted to dds to save on space), 6 map tests, and a material file are included in this release. Make sure you check out the readme to get my current thoughts on the new pack (I don't consider it done, but I figured I might as well release it), and remember that you're all free to tweak, prod, poke, and kick the maps and textures to your hearts content. Grab it here in about 28 minutes.
  9. I've taken the liberty of procuring some...ahem...preview copies and I can tell you right now that they won't be useable right out of the box. Cept for vols. 3 & 5 they're not much different than what I'd find off of any high quality free texture site. They're HUGE, like 1600x1200 or bigger, most are non tileable, and they're open for extensive editing. The big advantage of using them is that you have loads of textures in one easy to find spot, but cept for 3 & 5 (which are great for detaling, and would be the ones I'd definately buy) we could do the same with steady camerawork and creative Photoshop useage.
  10. Maus

    Pick! Me!

    I would like to be a part of your teem! I am a skilled Artist, and hope I can contribute to this exciting Thief stile mod! I would like to contribute my skills as a: Concept Artist Texture Artist 3D Modeler Animator I don’t have a lot of samples of my 3D work available online but you can fined sum of my Furry art here: *** Pleas Note: there is adult content*** http://vcl.ctrl-c.liu.se/vcl/Artists/Maus/ I can also email some Concept Sketches I did for Mountain Man Online Games awhile back if you would like to see it! As a relatively new artist to the game seen I need to develop more portfolio work and when I found your mod I just about freaked out! Thief is like my favorite game! And in my free time I have been working on a Java Real Time 3D, Fantasy/Steam-punk role playing game! So working on a Thief stile mod would be like a dream come true for me! I hope there is room for me on your team! Pleas test my skills and see for your self what I can do to help your project! I look forward to working with you! Thanks for your time! Regards, Maus
  11. Grab Irfanview. It's free and perfect for what you need. Edit: This game looks freaking amazing. I was fairly impressed with the demo, but looking at these screenshots makes me wanna buy the full game.
  12. Brr...you must run these things by me first, and instead of an open free-for-all thread, you must assign individual tasks by PM using the format detailed on the sticky thread link, after people have volunteered. Since you are concept art, each task reference should have the following prefix: ACn followed by a four digit number, for instance: ACn0001 might be the main menu concept, etc. etc. And then you have to PM ME with the tasks so that I can keep track of who's doing what. Don't fall out of line, please. It's so difficult to keep things organised.
  13. jay pettitt

    3ds Max

    The already mentioned blender is free, fully featured and can export to the appropriate formats required for D3 models and animation. There is a blender sub community over at Doom 3 world. I've been playing around with it for a few days. Once you get over the 'huh!?!' hurdle where you can't get it to do anything, its actually pretty good. I'd be happy to help get you started if you want to give it a try.
  14. Maus

    Pick! Me!

    My apologies for not posting sooner, the multimedia company I work for is getting shut down (the owner spent all are money on his drug problem… ) so I had to work 3, 12 hour photo shots last week to try and wrap up are projects, so we could get are last paychecks and leave this sinking ship with what we are owed. But now that that’s almost all over I will have more free time to work on art for your project and to fill out my portfolio! So in all I am happy! After closer review of what is posted on this mod's site: I would like to come up with a unifying theme for the environments. You know how the hammers had control over most of the cities and there influence was seen in the design and architecture of the first and second Thief games. If we are going to try and have some originality and not make reference to any intellectual property of Eidos as part of the Thief Franchise. We will have to come up with some original ideas even though we are going to mimic Thief stile of game play. We should have a story line with different characters (no hammers, no druids, ext), different environments that help drive your plot? And even a different mane character that is more then just a vial over his face away from the design of the Thief in the game we are takeing inspiration from. I think this is a grate idea for a mod but I think we need to decide on whether or not you are Photocopying Thief or Inspired by Thief? If what you want is to copy thief (for the irony of stealing thief) I don’t think you need artists like me, because Eidos has already dun all the creative work for you. However if you want to create something new and original I will gladly help beaus I love the Thief stile of FPS games and would like to work on an original mod of that nature. I am not trying to upset any one with this post I just don’t want to be part of copying another artist ideas and claming them as mine. It looks bad in a portfolio and I am planning on going in to the game industry with my portfolio as a compelling demonstration of my creative ability’s. So you see, I just can't redraw the past Thief games and call them my work... I want to work with this team but if we are not going to do any thing original my time is probably better spent working on a different mod.
  15. found some great, free leather textures: http://lynnart.net/3d/textures/leather.html
  16. Fingernail

    3ds Max

    Either get Blender (free, open source), or use some P2P to...umm...find out how to get 3DS Max cheap. There is some good advice on emule, for instance.
  17. In all seriousness I don't think it'd be a good idea. It doesn't seem right to ask a fanbase for a free mod to fork over cash to provide equipment for the team, and it could potentially piss alot of people off. Like Fingernail said it seems unprofessional, we already have everything we absolutely need to produce the mod, anything more will seem self indulgent.
  18. Maus

    Pick! Me!

    The reason I am so excited about helping out with this project is because I love the Thief series its one of my favorite, I have played the first 2 several times! But I haven’t kept up with the series since then, just haven’t had the time to play many games, all work and studying to get in to the game industry. I would prefer not to post to some free art archives, like deviantart after carefully reading there user agarments, they can retain the rights to uploaded works. AKA it now belongs to them! I will have a host soon, and will try to display as much of my work there as is possible. Till then I would like to start on some Concept Sketches of Environments. Then after you approve of my ideas I will Model, Texture & Normal Map all the recourses needed for sed environment. (design before you implement right?) Then with the peaces of a map in hand I could design a level or 2 or 3 using the assets. To help me better understand what your project needs: Are adventurer(the Thief)’s desire for wealth leads him to loot Ancient Ruins and raid Dens of Evil Creatures. Or duss the hero have other motivations? Have areas already been decided on, or should I just make a place up? Do you have a story I should try to follow with my concepts? What creatures have an influence on this environment? Hum built it and why? Ext… If there is already a design in place pleas give me what information you think would be helpful in making concept for you as a test to prove my self. Thanks for giving me a chance to help with this project. Regards, Maus
  19. oofnish

    Pick! Me!

    Maus, Please understand that we're not rejecting you, we're just interested in seeing some more thief style artwork, and particularly computer modeling work. You obviously have excellent artistic ability, and your sculpture is quite impressive. Meanwhile, you can show us some of your other stuff by uploading them to a free service. Not a great permanent solution, but it will work to at least show us some things. Try www.deviantart.com or www.photobucket.com to upload some images that you can then link here. (Note that you should link the images and not place them in-line on the forum page.) If you want to get your hands dirty with some quick models or concept sketches, here are a couple suggestions: Concept sketches of architecture, furniture, in game objects, and decorations. Concept sketches of level design elements; scenes containing guards and the thief, for instance, that convey the mood and setting of a level Concept sketches of characters and designs for builders, guards, pagans, zombies, or the thief. Modeling any of the above; untextured is probably fine. A textured model might be nice to view your skills at that also. Keep in mind that we're looking for an appropriate style for concept sketches. Style isn't quite as important for modeling, but it still plays a factor. If you are unfamiliar with the kinds of things we're looking for, make sure you've played through at least the first couple Thief games
  20. Good job on the builder concept, Springheel -- and thanks for posting the historic reference material, Alexius. Hey Springheel - I added a new folder to the DarkMod FTP area called "Art-ConceptDrawings," and within that folder added a "Springheel" folder and a "Darkness_Falls" folder. This gives us our own separate playgrounds to keep track of stuff in without getting confused. Alexius, if you'll be doing concept drawings and need webspace, feel free to add a folder there. We could add other folders, too, if other artists come on board. I wanted to keep only drawings in there, but realistically we may want to re-title the folder and morph into more of a Art-ConceptArtwork area. You guys may already have webspace and don't care, but I needed the webspace.
  21. This may sound like a silly question, but do you think the SDK will be free? I'm one of the artists on the team and thought it'd be cool to try some of my ideas in the SDK. One other quick question: How have the sample DarkMod rooms been built thusfar? I've seen a couple rooms: one showing blue windows, and another showing yellow ones. Just curious what software was used for them. Also, was that early 'Garrett-like' character done in Blender, Maya, or? Thanks!
  22. As the only one doing concept sketches so far, I've basically been trying to aim for an artistic style somewhere between T1/2 and T3. Take a look at some of the textures that have been developed...the doors/windows, etc will give you some examples of the architecture we are dealing with. Otherwise, feel free to do some rough sketches and share them in the Art forum. I'd be happy to work with you coming up with a theme.
  23. Oh, definitely. Thanks for letting me in! Let me know when you want me to start working on stuff and what the aim is as far as atmosphere goes... unless you just want me to start doing stuff on my own? To have some cohesiveness among the artists, though, there should probably be a general goal. Feel free to message me or email me also. Thanks again
  24. Apologies, but from your post... ...It didn't sound like you're quite as sure as you need to be. The SDK is not open source (GTK Radiant is not open source, only the GTK bit is) and GPL is the wrong license to use because of the reasons I have outlined above, and also because you can not link to closed source libraries (such as the Doom 3 engine) under the terms of the GPL. GPL is a wonderfull thing, but is is not the appropriate license for a Doom 3 mod (I mean that in a legal - you will open your self to cease and dessist notices from ID and the free software foundation if you do - kind of way). Sparhawk is on to a good thing to request clarification of copyright issues, but choosing the right license license requires a little care and attention. Good work so far, by the way. I'm looking forward to contributing some stuff to the project
  25. hm, what does "are released for free" mean ? can everybody use our textures, models and sounds in his mod or whatever he does ?? or do you just mean, that we can't sell them ?
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