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  1. Dunno if any of you frequent the CG talk forums, it's basically thre premier hangout for CG professionals. Anyway, they have a CG challenge several times a year and the winners this time and really amazing. This challenge was called 'Master and Servant' Here's the 2D winner (done in Painter) And the 3D runner up ( which I think is better than the winner) and the 3D winner
  2. Well, I was going to vote for you anyway, but if you've impressed Oddity, that's quite an achievement. I've gone ahead and made you a contributor. Hopefully you now have access to the modeling forum, but we've just updated our board software, so I'm not sure what's working. If you can't see the art forums, let me know. Take some time to get acquainted, and we'll come up with some jobs for you.
  3. Don't worry Mike, CVS has confused just about all of us at one time or another. There are a good set of instructions and screenshots here: http://forums.thedarkmod.com/index.php?showtopic=359
  4. Yeah because it's a real nerds interface Well ask on the Wings forums about exporting to a format that retains the UV info, they would surely know.
  5. Yep, Gmail is using AJAX (to my knowledge). vBulletin has this built-in to their 3.5 version aswell, I'm just waiting for it to go gold before I upgrade the Black Cat Forums.
  6. That's mostly for hosting companies and other firms that can't/won't link to a competiting business on their forums.
  7. Here is the main problem with licensing the Reality Engine: Epic Games has bought it out, and is no longer licensing it! I guess we will see the good bit incorporated into Unreal Engine X... Oh well... http://www.gamedev.net/community/forums/to...topic_id=319114
  8. Been discussed here --> http://forums.thedarkmod.com/index.php?showtopic=2150
  9. obscurus

    Unreal 2007

    See this thread:http://forums.thedarkmod.com/index.php?showtopic=2164 I think it is a fantastic engine... I can't believe games are getting this sweet to look at... It will require pretty substantial hardware to run, but man that game is gonna be good to mod with (and i imagine a pretty fun game to play as well)
  10. Denigneth and Teaser are both for non-gameplay times, the Teaser one is from our early teaser trailer- http://forums.thedarkmod.com/index.php?showtopic=754
  11. Some excellent ideas Maximius, I think there is a lot of good stuff in there... The Dark Mod would certainly look very nice for this kind of thing, but I don't think that Doom 3's multiplayer code would be up to it (although Quake 4 might do the job nicely - I wonder if the Dark Mod would work with Q4 with a little tweaking?).... The UT2K4/Nightblade project would be the easiest project to do this, since most of those gameplay elements are already there or planned for in NB... UT2k4 is good because it has excellent multiplayer code, excellent bot AI, and a very easy to use scripting system for making mods etc... While D3 looks graphically better than UT2K4 for a dark Thief style game, Unreal does multiplayer much better than most other engines out there, IMO. I'd definately have a look at the Nightblade forums, and post your ideas there as well. Man that was one brave grandfather... me personally, I would have used the Machete... there isn't much a leapard could do about that if you had your wits about you
  12. Oh... I was kinda under the impression that more maps were required for paralax mapping, but I might have misread the forums (or fora for the latin purists) on the subject... There are static meshes in UT2K4 that have as much apparent detail as some of the normal maps in Doom 3, I suppose there may be some diferences in the engines in terms of whether they are biased towards large poly counts over lots of texture maps. In UT2K4 the majority of the textures are a diffuse map with sometimes a detail texture that breaks up the pixellation when viewed up close, so it is using much less multitexturing than D3 uses. UT I guess is more optimised for higher poly counts.. Of course, Unreal Engine 3 uses parallax mapping and extensive multitexturing AND collossal poly counts - have a look at some of the wireframe screenies at the Unreal Technology website http://www.unrealtechnology.com/screens/EmbryWire.jpg This beast of a game will need the new nVidia GeForce 7800 GFX at least I would say... I suspect that the Doom 3 engine can probably cope with more polys than Doom 3 has, I think the reason D3 has lower polys has something to do with it being quicker for mappers to make simple geometry with complex textures, rather than a limitation of the engine, but I could be wrong. Regardless, I think parallax/steep parallax/relief mapping is a good thing, and should be included in The Dark Mod if at all possible : Edit: I forgot about UT2K4's lightmaps and specular maps - hey there is a fair bit of multitexturing afterall.... Oops
  13. Yep, go here to download our first OST release. http://forums.thedarkmod.com/index.php?showtopic=1975
  14. I didn't mean that there is a technical problem with Steam. http://forums.thedarkmod.com/index.php?showtopic=886
  15. That's the email I got, so if you have any more doubts as to his origins, let them rest. He is just some random script guy who targeted random forums. I don't even think he probably expected to get any money - just kicks, I expect. I'm just confused as to who this 'PETE' he mentions is.
  16. First off I'm back. I've been over-medicated the last month or so that has caused me to be unable to work on texturing at all, and now I have forgotten most of everything I had learned about texturing. For those that don't remember me, you can check out this post here http://forums.thedarkmod.com/index.php?showtopic=1996 On that note I would like to say that I am having my medications brought down to the FDA guidlines. When this happens I think i'm going to work on coding for the doom 3 engine instead of texturing. Now that I have gotten that out of the way, I would like to wish you all the best of luck on your project. I hope that your deal with being able to use hundreds of new textures goes well. Last thing I want to say is, thank you, for everybody who has helped and complimented me on my brick texture, and that I look forward to using your tools in the future. Outlaw
  17. Wings is purely a modeller, so by exporting to .LWO instead of something generic like .DXF, you dont' really gain anything. Except vertex painting, but I've never used that side of it. But go to the wings3d forums, they will help you out in that area. Lots of people use it in conjunction with other apps, importing and exporting stuff all the time.
  18. Ok, here is the list of prop models needed for the next Model Milestone (Sept 1st). update: July 11th CITY ****Done-- Store Signposts (generic symbols/names would be more useful than specific ones) http://www.istockphoto.com/file_thumbview_...ard__round_.jpg http://www.ncsigns.com/shop%20sign.jpg Cart/Wagon http://www.turbosquid.com/FullPreview/Index.cfm/ID/246734 http://www.rusticlogfurniture.net/images/r...que_cart_th.jpg http://www.geh.org/ar/strip59/m198700480004.jpg http://www.turbosquid.com/FullPreview/Index.cfm/ID/250309 ****On FTP -- Well http://www.cmcsb.com/images/ourhouse/well.jpg http://www.freenetpages.co.uk/hp/simplyflo...Well%20Yard.jpg In Progress -- Fountain http://forums.thedarkmod.com/index.php?showtopic=985 *** WIP Lamp-post http://www.mylittleworld.co.uk/acatalog/Bl...treet_Light.jpg http://www.mindplaces.com/darkmod/modellamp.jpg CATHEDRAL Pulpit http://www.carvingonline.net/images/orname...ulpit%20lg2.jpg ****On FTP -- Pew http://www.dakotachurchfurniture.com/Pew70C-CE.htm Standing Candelabra http://www.cowboyindian.com/waai1540.jpg http://www.aoweb.com/images/2622600-R1-043-20.jpg ****Done -- Holy Water Font http://www.sjbnewburgh.org/parish/tour/xfont.jpg Holy Relics (loot items--golden hammer, chalice, small statues, etc)
  19. I thought about having different mage looks for the different elements at one point. Fire mages, Earth mages, etc. But that's a lot more models for a faction that's kind of rare as it is. We should discuss different mage powers here: http://forums.thedarkmod.com/index.php?showtopic=2126
  20. Ok Mike, there is a thread in the animation forum to discuss specifics about the first set of animations http://forums.thedarkmod.com/index.php?showtopic=2159
  21. Actually it is better argued here then in our dev forums.
  22. Spiders: YES. http://forums.thedarkmod.com/index.php?showt...=738&hl=spiders
  23. http://www.ttlg.com/forums/showthread.php?t=97225
  24. Ishtvan, ghostability is as subjective as everything else. Just search the ttlg forums for examples of some of the wacky things that people have tried in order to ghost a map that the FM author never intended to be ghostable. It's not cut and dry. How can you say its either ghostable or not? Its as subjective as saves. DIfferent people can ghost to different levels of abilities, and the place where one person needed to use a flash bomb, someone else had another way around it. This is not an argument against limiting saves, since it aplies to every single aspect of the game! An FM author puts as many guards in one spot as he or she thinks will be difficult enough for the people they are aiming their mission at. Some people will say there are too many guards, some people will say there are not enough. Hopefully the main target audience of the mission will agree in general that there is just the right amount. This is no different than saying how many saves should be required to complete the mission.
  25. Fingernail - easy enough, however where are the save games located (are they in their own folder?) So its probably an idea to scan the PK4 to be on the safe side then. I have added these items to the GarrettLoader enhancements list on the TTLG forums. I'll start on them now.
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