Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/beta/' or tags 'forums/beta/q=/tags/forums/beta/&'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. I'd like to be a mapper for the Dark Mod if possible. I've played all three Thief games and I think Doom 3 is my favorite engine to map for. As an example of my work, I made a post (as Gildoran) a while back giving a link to a map (well, room) I made, though nobody responded, so I figured maybe I should email you. Yesterday/today I got around to fiddling with my map some more, so I improved the texturing of the room a little. Currently, the map is at: http://www.xprt.net/~wooster/s/d3/delta.pk4 Some screenshots are: http://www.xprt.net/~wooster/s/d3/pic1.jpg http://www.xprt.net/~wooster/s/d3/pic2.jpg http://www.xprt.net/~wooster/s/d3/pic3.jpg To view the room, put delta.pak in its own directory, run it as a mod, and type "map volunteer" from the console. The idea is your boss moved your office to a storage closet (which was previously a tunnel access point). I'm a newbie to Doom 3 mapping, so I don't know the most effective ways to do things, but I think I can learn quickly, especially if there's people who can answer my questions. I've programmed in several languages (including C/C++, LPC, Java, and assembler for a Sun Sparc), and the scripting language for Doom 3 looks easy and fun. I've made a tiny script for the map (in order to synchronize two lights and a sound for the desk lamp and setup a couple of other things). Once I get more experience, I could probably help with GUIs and AI. I haven't worked much with declarations (materials/particle effects/etc) in Doom 3. I understand that materials are usually composed of diffuse/normal/specular maps and know what each one is, but I don't think I could write a good material file or shader any time soon. I have access to a digital camera and live in Oregon (which is often cloudy) so I might be able to help with getting source material for textures. I'm terrible at modelling, and always ended up frustrated whenever I've tried to use a 3D modelling program. The type of maps I'd prefer to make would be indoors or underground, because of how it's easy to block visibility in such maps. However, given that Doom 3 can do scissoring with portals, maybe I won't be so afraid to try my hand at outdoor/city maps. I usually like to come up with ideas for "undead" maps. Thanks for taking time to read this email. If you have problems loading my map, please let me know (the fact that one of the speakers has the "shakes" setting and an ogg file has me a little worried). -Steve Wooster (aka Gildoran)
  2. With the 1.3 patch, which I havnt heard off, it must come with the expansion? Here is the link for the win2000 drivers they are dated apr 5 http://uk.europe.creative.com/support/down...me=Windows+2000 the udate includes
  3. Hi I was wondering if there was anyway I could help with testing or programming I haven't done much in the way of prgramming in visual C ++ but I had created a couple of different calculators for another game system in VB. I have little programming background but I learn fast and I can find problems most wouldn't think of. well if you need help don't hesitate to PM me. Morian
  4. 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.
×
×
  • Create New...