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  1. Characters and related Townsfolk: - Whores - Amateur Guards - City Watch - Female Thief - Generic Townsfolk - More Helmets - Nobleman - Noblewoman - NPC Thieves - Possible Elite City Watch - Professional Guard - Various Helmet Concepts Builders: - Builder Acolytes Pagans: - Elite Pagans - Pagan Creature / Trickster - Pagan Warriors Inventors: - Security Cameras - BoilerBot 1 - Bot ideas - Cherub Bot - Inventor's Guild Engineers - Inventor's Guild Scientists - More Inventors (chemists?) Magical: - Necromancers - Older Mage - Several Mages - Wealthy Mage, detail --------- Props - Wall Fountains - Bioluminescent Mushrooms - Door handles/locks - Hammer Forge - Machines - More Machines - Street Lamp - Tiffany Table Lamp - Windows and Fireplaces --------- Environments - Castle Image - City Reference Pictures (lots) - City Street Sketches - City Alley Concept - Fountains - Mansion Interior with Fountain - Mansion Interiors - The Slough (flooded district) --------- Weapons / Equipment - Breath Potion - Gas Arrow - Health Potion - More Potions - Noise Arrow - Rope arrow --------- Gameplay Stuff - Objectives Screen - Purchase Screen - HUD display - Menu Screens - Possible purchase menu - Scrolls and Readables parchment Floorplans - Mansion Floorplan City and House concepts - City --------- Campaign Stuff - Alternate Founder Concepts - The Founders - The Raven Harp
  2. Try this.. Change the color of the breastplate so that it's solid grey-black like the regular guard, leave the skirt and the shoulderpads as is, and see how it looks. That's a fairly good compromise...and if it looks like crap we'll revert back to the way it was before.
  3. 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.
  4. Coloured armour was quite common. The reference pic was black and silver...I'll post it when I'm home from work.
  5. 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
  6. Or register here at the forums, so you can see the rest of the boards.
  7. Again, this was just a mixture of many different sound effects to showcase some capabilities of my keyboard Considering I might be working on sounds effects, music, atmosphere, and/or menu noises, etc... I threw in several different sounds with little or no aim for continuity and didn't intend for any of the tracks to be used (as is) for DarkMod.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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
  13. Yeah, he really doesn't need to know anything specific...we'd probably just need the graphic image. I suppose we could come up with our own retro-thief menu...if someone would like to take that on, that would be great. Something steampunky like the T1/2 menu.
  14. I sent a PM to S_HOLE, the guy who made the thief Retro menu. He says that he currently doesn't know how to make the menu in Doom 3 but he might be interested. We probably won't have to wait for him, since I think we can make any type of menu we want with the Built in GUI editor. I could be wrong on that one though, but it looks promising. I posted the list of Doom Tutorials in the Documentation section.
  15. Well, I've gotten a few requests from people asking for direction in terms of concept art. I think what I'll do is post a few things that we need to have done and see if there are people willing to do it, for the moment. Currently, I'm going to put god_is_my_goldfish in charge of designing the arrows (since he has already done most of them, as well as the mechanical player tools (mines, flashbombs, etc). He has also requested the Belchers. I am currently working on character designs, including a few new Builder sketches. From there I'll move onto city guards and the like. What I'd like some volunteers for is: Player weapons: the sword is done, but we need sketches for the blackjack and bow. Main Menu: rough sketches of what the main menu might look like Beasties: We will need some kind of craymen or kurshok-like creature. Should be basically humanoid...something that could live underground or in pagan environments. If you can think of something that would suit D3 models/animations, so much the better. Environments: Any type of environmental sketch is good as a way of inspiring our texture artists and future mappers. Other things will have to wait until we sort out our priorities in the other threads. I'll update these later. If you would like to volunteer for what's already up there, please let me know.
  16. got a way: Layer - > New Adjustment Layer - > Brightness/ Contrast than add to this layer a Gradient in the direction you need to fix the highlights (in our door example a gradiant black from top to white at bottom) now add to both layer a Filter - > Offset so that the bottom line is next to the top line adjust the brightness / contrast add to both layers a Filter - > Offset with the same count as last time multiplied with -1
  17. I think the disadvantage of a round lightgem is, that I'd cover more of the screen, than an oblong gem. my suggestion: we let the player choose, if he wants to have the compass permanently on or not. I belive that would be quite simple - it would be just a check box in the options menu.
  18. 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.
  19. We've had this discussion already. Check out: http://forums.thedarkmod.com/index.php?showt...%20dagger&st=50
  20. Essentially, in Doom 3, models are a complex thing. Or rather, half complex. You will need to make, for each individual object: a lowpoly version (aim for < 7500 for characters, < 2500 for most objects, architectural details more. Use your discretion) a highpoly model. Anything from 50000 to 2 million polygons. This has lots of detail. The detailed version is used, by Doom 3 or another tool such as ORB to generate a normalmap with all the detail, so when lit, the lowpoly looks much higher detail. Texture sizes go in powers of two: 2, 16, 32, 64, 128, 256, 512, 1024, 2048, much like monitor resolutions. Doom 3 characters have a 512x512 texture mostly, but there are unsightly seams. We can test out 1024x512 textures. So, aside from the normalmap, what do you need for the skin? You need a diffusemap (this is like a standard texture, just colour and value information). Don't paint any shadows on this; that's done more or less in realtime. Then you need a specular map. This defines the shiny areas, and is greyscale. White = very shiny, black = matte. Skin should be greyish for normal, slightly greasy skin. Eyes = shiny. Clothes = not so shiny. Metal = very shiny, quite white in places. Characters need to be in the MD5 format, with bones. Tutorials at www.doom3world.org Objects can be in ASE or LWO formats.
  21. 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 .
  22. 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.
  23. i remember the making of blade 2, where the custumes designer spoke about clothing and the problem of dark clothing the clue is, that you have to do very much with different materials. the breaking of light, the "smoothness", how contrasts you recognize, reflections, colorchanges (violet to black and the other way round) in the case of the hood you should try this, maybe different colors for inside / outside, a material wich allows to see structure, maybe a artifical bright up in the face as it has been made in thief deadly shadows
  24. hey guys. just checking back at the forum to let you guys know that i'm still here and awaiting directions. i've only started looking around the dark mod forums, but havent yet seen everything, ill continue on to see what resources / info is available. well, fingernail or whoever's in charge , when you have some work for me, just email. thanks . btwy, forums is an ok way to get informed, but what we really need is an irc channel.
  25. Don't forget to look at the links, not just the pretty pictures (there is a limit on IMG tags in a post). Anyway, onwards: Weapon Models Bow Arrow (just broadhead for now) - figure 146, not 147. Short Sword Blackjack - you know what this looks like. I'd prefer less of a T3 club to more of a T2 style hard material thing. More coming....
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