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  1. I whipped these up right fast cuz I thought we could use a few more shots for the website. I decided to stretch out the texture window to give it a nice cinematic widescreen (everyone loves a good widescreen shot) and threw in one of the old lightgem drawings to give it an ingame look. lol, I had to go to the old boards to find the lightgem I had in mind...it was a blast reading through all the old posts and seeing how far we've come in just a couple of months. Anyway...on with the show. This is my semi finished art gallery, what originally started out as quickly built room designed to help Springheel test out his textures turned into a 500 brush monster that's probably one of the better maps I've done in awhile. I dunno if I like the angle of the screenshot too much, but eh...I've already doctored it up. Oh yeah, I also added a specular to the beige wall, which improved it considerably. The Gallery And the tried and true basement shot with a slight specular added to the wall texture. I'd replace the old basement shot on the webpage with this one. The Basement Also, see if DeepOmega wants to post his newer Thief model up in place of the old one. The face, along with the smoother look, is worth the update.
  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. lol, the light is huge cuz everything else is so small. It's like comparing a quarter to an ant...err...or something like that anyway. But yeah, all you'd do is draw a smaller brush (use the 2 grid), and fit the texture to it. Easy as that. Remember to use one of the character models for comparison...that'll help you out alot.
  5. Hey, looking good! I love the fireplace! So would I basically just draw a smaller brush and set the texture to 'fit' that size? Looking at the editor shot didn't do anything for me, sorry. I can see that the light looks huge, but I'm not really sure why that is..... Despite a couple forays into this thing, I still haven't got a clue what most of the editor does.
  6. Judging from the placement of your light entities in one of your earlier shots I'd say your room is too big, about as big as a good sized grand dining room at least. Judging from that I'd say that your paintings are about 15 feet high and cuz of that the texture is stretched way beyond the size it should be. Until you get used to building to scale, rightclick, go to char, and throw in the hazmat guy to use as a measurement when you're building your brushes. I did the exact same thing when I built the first thief_room map. But the picture itself is excellent, and when it's properly sized it doesn't show any pixelization whatsoever. Edit: This will help you out a bit. Look at the size of the light entity in relation to the painting. The brush itself is only 36 width 58 height, when you're working in Doom 3 you'll usually spend most of your time on the 2 or 4 grid.
  7. It's your brush more than likely, it seems to be fitted to it's size instead of it's default. Just select the painting, stretch it out a bit, then hit S to go to your surface properties and select fit. It'll snap the texture to fit the size and length of the brush.
  8. Sure thing. 1. Looked through my frame reference pics and picked one I liked. Made the center transparent. 2. Selected a painting of mine and put it in a layer underneath the frame. Saved it as the _d and _ed versions. 3. Undid the flattening so it was in separate layers again, then removed the painting and made a normal map of the frame, set to 11. Had to polish it up a little bit by hand. 4. Ran the normalmap filter separately on the painting with a height of 2. Ran the brush randomly over the painting to soften some of the ridges and add in a few others to look like globs of paint. 5. Put the two together and saved. 6. For the specular map, I just desaturated the original empty frame, did an autocontrast, and darkened up the center where the painting would be. I then did some clouds on a top layer and set it to multiply, then played around with the contrast and transparency of that layer before saving it as the spec map. One thing I noticed, and I'll post another example when I get home, is that the paintings seem to be compressed a little bit. While the original is thinner than it is tall, in the editor it comes out looking almost square. Do you know why that might be?
  9. Thanks. What format should I upload these to the ftp site with? Zipped? How difficult would it be to put this on a wall in the editor to look at? Can you draw a brush inside another brush easily? I guess I'll experiment. Edit: Well, that wasn't so hard...I'm catching on! (a bit) Here's the painting in game:
  10. 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.
  11. Select the light, hit J, and play with it to your heart's content. When you're there ignore the brighness slider...it doesn't do anything. You'll control brightness from the shade slider in the color menu. The only thing that's a little difficult are projected lights. Don't use the coordinates, instead resize the cone from the grid using all 3 perspectives. One thing with specular maps...remember that light is never evenly spread across a surface, throw a cloud render on there or use a brush to touch up some surfaces to give it a realistic uneven sheen.
  12. No, you'll need to make it hollow. Draw out a box on the grid about the size you, make it as tall as you want on the Z-edit window (skinny window usually to the right of your inspectors window), then hit the hollow button to make it a rough, but functional, room. You select lights the same way you select brushes. Hold down shift then left-click on the light, hold down the left button and move the mouse to move the light where you want it. Also get into the habit of doing a ctrl-shift leftclick when applying textures. It lets you select a single face, which in turn allows you apply multiple textures to a single brush. That's a pretty damn good looking texture...it's screaming for a nice shiny specular map, though.
  13. 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.
  14. 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.
  15. 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
  16. Or register here at the forums, so you can see the rest of the boards.
  17. 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.
  18. 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.
  19. 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.
  20. 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
  21. 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.
  22. We've had this discussion already. Check out: http://forums.thedarkmod.com/index.php?showt...%20dagger&st=50
  23. 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 .
  24. 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.
  25. 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.
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