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  1. Hey, some of you might recogise me from the ISA forums, or maybe not. I'm normally called "The Nay-Sayer". Anyway, just thought I'd drop in and wish you guys luck since the D3 SDK just got released. I've gotta say those engine tests in your gallery are great, particularly the original old window one, the colours are just so awesome, the ambience is just right and it's only a test. And the one of the really dark stone hallway is great too. But really I love the old window shots, looks better then TDS even. Best of luck with the gameplay and stuff though, obviously that's whats most important. Cheers and "god"speed.
  2. http://forums.thedarkmod.com/index.php?act=Post&CODE=00&f=1 WOOT!
  3. Yes. You should talk to Fingernail about that. He can give you access to the teams forums where we have the concepts and everything.
  4. It's everything I've done up to this point. Just pop it in Doom3/base and you're ready to roll. Edit: Oh yeah, keep in mind that my custom.mtr file will overwrite yours when you install the texture pack. Make a backup of all you've done before you install it.
  5. 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.
  6. I think I remember seeing you around on the ISA forums back before Thief 3 was released, that render of the Thief jumping the wall looks really familiar (and absolutely completely amazingly awesome). I'm impressed, everyone else is impressed, and you're already a member of the team as I write this. Welcome to the team, man..hope you have fun.
  7. I was getting it as a copy, but when I played the first level on the cemetery, it was so scary that I went the next day and bought it. I must say I haven't regreted it. What I also love is, the textures really look great. If you look at that military base level and check out the walls, or the hulls of the airplanes or the street, everything looks as if it was in heavy use. Doom is much cleaner and sterile. When you look at the textures in the base it all looks nice and clean. Of course there is the occasianal blood and the props are tumbled around but still it looks as if it were just unpacked fresh from the factory.
  8. I just got through playing the newest Painkiller demo, this one taking place on a military base instead of the usual gothic evil surroundings. So there I am, running across an open airfield with 2 tanks and about 4 heavy gun emplacements gunning for my ass. "I gotta take cover before I get smeared", I think, and run towards the only cover I have...an open B52 cargo hold in the middle of the airfield. I'm in there, safe from the tanks and big guns for the time being...but I have to contend with something that's far more scary. There has to be at least...I dunno...50 of these creepy WWI era gasmasked solders charging at me from both ends of the hold while I'm standing smack in the middle. So I do the only thing I can do...shoot a whole helluva bunch. It's was total carnage, plain and simple. Guys getting mowed down left and right by my shotgun while canisters, barrels, pieces of metal, guns, body parts, everything flies about EVERYWHERE. There isn't a single inch of the screen vacant of action while I cut paths through soldiers that just won't quit coming. I'm dancing back and forth trying my best to stay alive, noticing that FINALLY the numbers are starting to thin...by the end of that 3 minutes in hell I had to have killed at least 150 guys. And that was when I decided to buy this game. Not even the original Dooms can match the pure action this game has to offer. It is crazy fucking crazy and awesome beyond description. Oh...I died about 8 minutes later holed up in a repair bay just a few yards away from the B52.
  9. I did this for Phantom a few weeks back, it'll tell you everything you need to know getting textures into the game...along with links to an indepth normalmapping tut. http://forums.thedarkmod.com/index.php?showtopic=101 It sounds like you've already found the proper way to add a light, you just didn't switch to the renderer so you could check it out in realtime. To do that just hit F3 to switch from the cam to the renderer, and then F4 to enable realtime updating so it'll apply all your lighting information. When you say premade room do you mean one of Id's maps? For that you'd have to find the name of the texture you wanna replace, open pak001.pk4, track it down in there, and replace the 3 dds textures with your custom one. But that could lead to some really funkified results cuz their texture could've been applied to the wall in some weird way which might stretch and distort yours out of proportions if it isn't the right size, it'd be better just to make your own simple room in the editor for testing purposes. To do that all you'd need to do is make a texture set and use a generic name like Wall_Test01 or something like that. Plop it in a certain folder for easy access like base/textures/darkmod/test, make the appropriate .mtr file, then build your room using it. If you like it you can just rename the 3 textures and move it somewhere else, if not you can just make another set with the same name and overwrite the ones you have in the test folder. The next time you reopen the editor it'll have the new textures already in place to check out. I do something somewhat similar to that. If I find something about the texture I don't like while I'm working in the editor, I'll close it and zip up the current files, change it to fix what needs fixing, then just overwrite the files with the new texture and fire up the editor again to check it out.
  10. I've got a load of wood vaneers knocking about from various attempts at marquetry. Thought I'd scan them in. You can download my veneers pack, load some examples into windows paint or whatever your favourite image editor is and cut and paste to your hearts content (Get a grown up to help with the scissors, lol). Heres one I did earlier in about 94 seconds. enjoy
  11. It's coming along. Still got some issues here and there, and I haven't found all the textures I want to include in the next pack yet, but it's getting there. This is a shot from the map I'm working on, figured I've gotten it to the point where I have something interesting to show off. Imagine it with little colored jars and various other knick-knacks sitting on those shelves, electric lights hanging from the ceiling, wispy cobwebs draped from the ceiling to the walls, and...uh...a floor, and you'll see where I wanna go with it. But without further ado...The Basement
  12. If possible, would you be able to load smaller images of the drawings and link to them with the tags in this thread rather than a listing of links? That'll make it easier to see the drawings. Springheel made this comment for some of my drawings a while back and I think it makes sense It helps to view them and compare them. For drawings that contain extreme detail, keep the smaller images, but link to the larger versions with http:// links. Just a thought. I'm on 56K dial-up and it takes a while for those images to load And yes, I like the drawings also, but I agree a joint might be missing in the hind legs. I haven't studied animals a lot so I usually mess up the structure of the hind legs myself because I haven't commited their joint and muscle structure to memory yet. But I have a book on drawing animals, and if we're to take the common structure of animal legs, then another joint should be drawn. There seem to be 4 main joints in each hind leg (starting at the hip, working down) for animals. (This might be easier to see in rams, deer, bulls, horses, etc.) It looks like your creature has 3 joints and would thus have some mobility stiffness to it. Not a bad thing, just a visual 'non sequitur' (does not follow) thing that I think people are picking up on.
  13. Good Idea, DF. We rarely ever talk up here on the public boards so it wouldn't be surprising if people thought we were sleeping on the job. Right now all the real work is beginning on the mod, everything else we've shown thus far has been a mockup to garner some attention and test out the engine to see if it'd fit with a Thiefish theme. Updates will more than likely come a bit slower but when they come they'll be alot more showing than what we've posted before. Right now I'm currently in the process of working on the 3rd texture pack and the accompanying mockup map to show em off. I'm trying to aim for a bit higher quality than what I've done before, so I'm taking my (sweet ass) time making sure they're nice and sexy before I finally let em loose. The slow release of the SDK could almost be considered a good thing, since it's allowing the programmers to plan a solid foundation for what they're gonna be tackling in the near future. Needless to say we're going nice and strong, and I expect some really cool stuff once the SDK heads our way.
  14. Greetings Everyone! I wanted to start this thread on behalf of the DarkMod team to help keep our guests informed on our progress; to let them know there's DarkMod life in the project even when it may seem there is none -- and to keep them updated as such. There won't be a set schedule as to when this thread will be updated, but maybe check back from time to time. Anyone can post here and I'm sure you'll hear from other team members here in the future. Although many visitors might already have http://www.mindplaces.com/darkmod/index.htm bookmarked to see updates on screenshots and concept artwork, etc., some don't have it bookmarked and may not know about it. Other forums actually point to our site here and I figured there might be some benefit to providing occasional updates here via this forum, too. As an update for our guests out there, I can say that I've seen a LOT of activity from our team members behind-the-scenes on this DarkMod project. There are many discussions going on and a lot of concepts being worked on. As a team member with a primary focus on artwork, I've personally created a few concept drawings and have seen fellow artists showcase some very nice concepts. Our programmers, 3-D modellers, audio experts, etc. are also very active in these early stages of the project. I want to assure our guests that there's a lot of DarkMod life behind-the-scenes that you might not otherwise see from the outside. We have a long road ahead of us, but we have an enthusiastic group working on this and I'm confident you'll be happy with our DarkMod work once complete. Stay tuned, as I'm sure there will be many more updates in the future! Until then, may shadows continue to guide your journeys. Darkness_Falls
  15. Or register here at the forums, so you can see the rest of the boards.
  16. http://forums.thedarkmod.com/index.php?showtopic=159 The second post in this thread is the important one. The aim of this thread is to collect all information about what we want to do on a more detailed level but not TO detailed. So discussion about conecpt art should be here, but the information that this beast should be done shouild be posted there as well. You should also look through the document and add items in the lists, if you think that they should be included and I forgot them. For example: I listed a number texture themes and what each theme must provide for. If you notice that a theme, or a texture for a theme is missing, the list it, there so we can keep track of it. You don't need to be specific, but specific enough that we know what you are talking about. Of course even if you are an artist, that doesn't mean that you may not look through the other sections to check if we forgot something. If you decide here that you want to do a belcher but the coders don't know about this, you can not animate your model afterwards.
  17. If you agree or decide something like that, then you should post it in my project definition thread, so we can include/remove it there. Not everybody is following all the threads, but we should all know about these things. That's why I started this thread. http://forums.thedarkmod.com/index.php?showtopic=159 Usually I don't look much into the Art threads, because I'm not an artist and can not contribute much there. So most of the time, when I look at these threads, I just look at the pictures and hope that the first mod is appearing fast because of the great graphics. But I don't read all the postings here. I guess there are others as well and we shouldn't rely on this when deciding what we want and what not. Especially since a thread has only a limited time and after that only few remeber it and what has been decided. Don't forget. If you decide something here, then the coders will also have to know about it, to give it life.
  18. Mechanics of lockpicking is discussed here http://forums.thedarkmod.com/index.php?showforum=14 and here http://forums.thedarkmod.com/index.php?showtopic=170. This thread is actualy only about the position of the locks. Or did you mean that? Not sure about this.
  19. I'll work on these. PS: I just posted a sample environmental scene in the Art section: http://forums.thedarkmod.com/index.php?showt...findpost&p=1795
  20. I think that bit of jewelry is perfect. My vote to base it on that. As opposed to T2's square block thing, that doesn't look like much of anything?The light gem is a tool for the player. It's to simulate being able to look at your own body in real life and seeing how much darkness you're in. Although if we have body awareness, it could negate the need for such a gem.
  21. The face is albino. It is a single, plastic-y color, so it looks ghastly. Is just the temporary base for painting over.
  22. LOL, ummmmmmm.......someone has my login I think -- or the forum's trippin'. I didn't write this. Considering this other thread that's going on (http://forums.thedarkmod.com/index.php?showt...st=0entry1247), I'd say something's amiss with the forum.. or someone's playin' gamez.
  23. We've had this discussion already. Check out: http://forums.thedarkmod.com/index.php?showt...%20dagger&st=50
  24. This question was asked in the Ion Storm forums a while back. I thought it might help us to conjure up more resources and spur more creativity... Source: http://forums.ionstorm.com/index.php?showt...ndpost&p=290033 The City is an amalgamation of times and places, both actual and fictional. Medieval & Victorian London and France, modern-day Prague, and even parts of Boston (home of the ghosts of Looking Glass) have been mentioned as real places that influenced the look & feel of the City. Some oft-cited art references are The City of Lost Children, The Hunchback of Notre Dame and The Name of the Rose. The works of Mike Mignola (Fafhrd / Mouser stuff), Tim Burton (Mr. Wrought Iron Himself), Jules Verne, Charles D-i-c-k-e-n-s, and Alan Moore / Eddie Campbell have also been mentioned a fair few times as influences. That's just a sampling, there are dozens of others .
  25. Whoa, can we shrink that image down a bit? Images should be kept at a reasonable size on the forums...if they absolutely need to be bigger than 800x600, then we should use a link. The cathedral doesn't look bad, but that tower really looks familiar. Is it based on something? I originally thought of Orthanc, but I know it isn't the movie version.
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