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  1. I don't think it's him. His ip on the Ion forums is from India, those that have shown up here don't match up.
  2. I issued a friendly reminder to Aditya at the Ion Forums and he took it very gracefully. I just explained that his criticism is welcome, but beyond that he is not to instigate nor encourage flame wars...like he is so fond of doing.
  3. The only difference between Trolls on the ION forums and this one is that I won't be so tolerant here. This is a board for constructive, cooperative, community interaction. Please, don't post such drivel here....it's not becoming of the community I respect. I will leave our friends post in the quote above as an example of what not to post. Feel free to criticize, but for heavens sake do so intelligently. ZAP. GONE
  4. Ok cool thanks got it, and its pretty good heh - damn I cant wait to play this! Seems how the link on the main news page doesn't work though , maybe it should be changed to the hi res version? that way the public viewers wont have to hunt around the forums like I did to find it hehe. Anyhows , what's the round about percentage on the mod right now? what's done / what's needed?
  5. Gotchya. I guess I didn't see it that way. I looked at it more as a double-whammy DarkMod kinda day. Early in the day they get a wicked trailer; later in the day they get some mood art I slaved over in Photoshop. I thought as part of our media blitz day we were planning to release more than just the trailer. A media blitz often means an onslaught of several different media elements, not just one thing. So, although the vid definitely rocked this world, I thought it strange we only released one thing that day, up until my mood art post. Personally, I thought I'd be tainting the trailer thread by throwing my artwork in it. But I can see your standpoint as well. I also thought having two X-mas presents from Dark Mod would be considered better than one by the community. And having "The Dark Mod Team" listed twice on the front page of the ISA forums isn't such a bad thing. It's all about getting our name out there and market penetration. We need to create a buzz and continue the buzz.
  6. D'oh, the link has been here all along, its in this thread http://forums.thedarkmod.com/index.php?showtopic=754 not the front page lol. Right click > Save As on the 'High Res Teaser' link and you should be ok Sorry 'bout that, i'd forgotten where i grabbed it.
  7. LOL, the team *IS* going crazy! Everyone is using the holiday to go DarkMod bonkers! Re-posted castle scene link (0.5MB) UPDATE: I've posted the image in the ISA and TTLG forums as part of our holiday celebration, since it looks like I'm the only one logged in still. I had to use ImageShack for hosting. If someone is able to host this on a more typical server we'd use for DarkMod, please PM the updated URLs (thumbnail and full-size) to me. I think I used a 100KB version of my drawing for posting in ISA and TTLG. Please note the 100KB version is not the highest quality JPG image of it, but it's pretty good. The 550KB one is the best quality, obviously. Not sure which one you'd rather have out there; probably the 100KB version for easier downloading. Thanks!
  8. Hey, I'm legion_x | modleader of the recall the hell mod. And by the way I'am a really big fan of the thief trilogy. I've played and enjoyed every of the three games more then twice. Thats why i'm risking a look every week into your forums and website since you've launched it. And i'm very impressed about the first concepts you made...and of course the trailer... So i wanna ask you on which of the three games your mod is based on?! The metallic waterspout i know as a development of the mechanics from the second part. The hammerits-prayer seems to be from thief: deadly shadows...so do you make you mod spanned over all three games of looking glass or "only" based on one?! legion_x
  9. T2 used motion capture, T3 did not (as far as I coud tell) That's why the T2 AI seemed more realistic even thougbnthey were made of about 10 polygons. We will be using motion capture for the searches and some of the idle animations, I have stair climbing mo caps, walks, runs etc, they'll have to be tweaked to get them right for our chracters, but havi g the base motion caputre helps a lot. I have already rigged the builder guard, and put some mo cap animations on him, and am currently working out how to get him in the game as a character rather than a static.
  10. Yes, a great example of ambient AI animation was in the Gothic games (my second favourite games ever), which had the most realistic AI I've ever seen (not their intelligence maybe, but they just seemed real because of their animations and dialogue) Still, it's best to get all the base, essential animations out of the way first, though we can keep on bulld a list of optional extras here.
  11. Well we need to document it somewhere. I wouldn't mind being the one to write up the final docs, I just need to see a record of the desicions being made in the forums. Since those posts have been deleted, maybe we need to discuss it one more time. I know I just agreed with the Gem without a compass, but if we just settle for that gem&compass combination that I think you're talking about, I'd be happy to just have the topic finalised. I would really like to see a pre-rendered one like oDDity was talking about. His pre-rendered stuff looks phenomanaly better than any real-time rendering could. It sounds like we lost the posts where we made a desicion, so I think it needs a little discussion, one last time.
  12. I'm no expert on Zbrush though. Maybe it was becasue it was using local space instead of tangent, the normal maps were totally messed up. Which 3d app are you using, I'm sure there will be a normal map pluging for it. THe ATI normal map plugin has a plugin for Max, Maya and XSI, and there is already a normal map plugin based on the ATI one for Lightwave. Yreah, it would be nice to add all those uber details in Zbrush though and then norma;l map it. Maybe I should look into it a bit furthur, or you could make a post on the pixologic forums asking if you can make tangent space N-maps compatible wioth doom.
  13. Well, there are some textures that will be applicable in lots of "pack" themes. I'm not saying we duplicate the texture files themselves. I guess it depends how we organize these things.
  14. This is good stuff. Let's be sure to give some thought to whether they belong in the *Mansion* pack, or the upcoming Cathdral Pack, just for organization's sake. Obvoiusly there can be some duplication.
  15. yes. I be watching thy forums, milord. Gonna get some grand art done hopefully for thee soon.
  16. Soo am I the only one with ftp issues? I can no longer log in. Could this be related to my downloading service pack 2 for XP? Edit: So WinSCP, fireFTP, firefox, and internet explorer all fail to connect. But if I ssh to a linux box, I can ftp in fine. Unfortunately, this is a horrible way to get files. Any thoughts anyone?
  17. I just went through the ftp site, and counted 13 completed models (maybe not game-ready, but at least the modeling is done). That's good! I've updated the Mansion Pack list accordingly.
  18. Your team? All your base are belong to us.
  19. Yes, I am downloading it now. I see the dev forums now, thanks. Hehe, thanks! Glad to be a part of it.
  20. Just look in the forums. I think we have a beta here. BTW: Do you see the devs forums now?
  21. I've added some objects to the Mansion Pack request thread, seeing as we're burning through these so quickly.
  22. dear oDDity, I have downloaded 12 Meg. Quality is awesome..So detailed explanation in text boxes...You gonna make'em lightwavers man...Lightwaver Builder! Im curious...( i always was ) I have seen that two buttons Normal MAP and Normal Map Baker...you gonna explain them...right?... Man..it will be awesome... New Video Tutorials from other masters of level is being expected...This MOD will be turning to a learning ACADEMY soon... "Which university?.....I didnt get it from your CV" "The DARK MOD academy....sir...It s in the dark world.." "Oh My God! You dont need anyting else..Come ...pack your stuff..." "Thanks sir!..." "Are you gonna show the mark on your left arm...I read somewhere they are putting some mark on their left shoulders with burning iron" "I usually dont show it to males sir..." Best...
  23. If we're going to be straying back ON topic, we should move back to the dev forums....
  24. Very, very nice BT. I can't believe how much better they look over the T3 arrows. Btw, I agree with oDDity...we should be using a human figure to base all our size comparisons on. Hard to judge the size of the arrow when we don't know the size of the books.
  25. I just thought of that when I wrote my translation posting. The voice recordings (all samples that include spoken languges) should have either the language as part of their name or even better, be stored in a directory with that language. i.E. /usr/local/doom3/darkmod/sound/voices/english/... This is rather important if somebody wants to do voice recording translations for other languages so this is a must. I must add the language setting to the INI file.
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