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  1. Obviously I've been interested in this mod from the start but since I'm involved in some other issues I've not made any comments. The screens you've show so far are very nice. I don't recognise anyone on the team from other mods or FMs except ModeTwo from TUT and NB. How experienced are you guys? And how are you finding it? My main query is - what will you do if we get the TDS editor? There will be a bit of a software conflict with people making FMs for TDS whilst you guys work on this. Given that you have stated that this will only be out next year at the earliest do you not think that many of your ideas will be overtaken? Don't get me wrong - I'm not trying to bring a negative vibe - I'm just being realistic. I don't have Doom3 and won't get it until XMas at the earliest (as that is probably when I'll get my new gfx card). I have a NB/TDS map/FM in the works. It's really a SP FM but I can adapt it to NB MP. If the TDS editor is released I will make it for that 1st. But now I have an MP version designed I want to take to NB eventually anyway. And if there is no TDS editor then I'd love to make it for The Dark Mod as that is the only way the real atmosphere and plot will come out. Can someone explain the SDK/editor score with Doom3? What comes with it and what can you DL? And what are it's limitiation, what is it's scope?
  2. I think it's important that the texture artists try to work with a certain colour palette - it seems they already have the warm fire feel for the indoors lit with torches. Now out doors should be decided on soon, like strong blues and purples or greens maybe (and yellows, for the lights), or something, like the Thief 3 concept artwork. All good artists know that less is more. By that I mean, if the scene is filled with all sorts of colours, it loses its identity, but if there is a specific theme going on, it shows and it really has its own character. People were saying "This is what Thief 3 SHOULD have looked like!" about Renzatic's screen shots, and I beleive the colour palette is why. We (well, the artists) should strive for a unique, and unified feel for this Thief world. You can see good examples of this in a lot of 2D games. I think 3D games are only just catching up there, as the tools let artists express themselves more easily - a lot of older 3D game all sort of look alike, but now, with some of the nicer looking games, you can take a screen shot of it, and it is so easy to tell straight away that it is from that game, and not another game of that type. I think a good example is Need For Speed Underground. All the neon colours glowing in the dark, and the motion blurring. It's not the most realistic racing game out there (check out some of those new rally games), but it is certainly one of the prettiest, and best looking racing games out there. (If I have people disagree with me about NFSU, then maybe I chose a bad example, but I hope my point gets across all the same)
  3. Apologies, but from your post... ...It didn't sound like you're quite as sure as you need to be. The SDK is not open source (GTK Radiant is not open source, only the GTK bit is) and GPL is the wrong license to use because of the reasons I have outlined above, and also because you can not link to closed source libraries (such as the Doom 3 engine) under the terms of the GPL. GPL is a wonderfull thing, but is is not the appropriate license for a Doom 3 mod (I mean that in a legal - you will open your self to cease and dessist notices from ID and the free software foundation if you do - kind of way). Sparhawk is on to a good thing to request clarification of copyright issues, but choosing the right license license requires a little care and attention. Good work so far, by the way. I'm looking forward to contributing some stuff to the project
  4. but being a slave is sooooo much easier....right.... ahhhhhhh...............nevermind.....I go back to my dark corner and hide
  5. The other way around. Not a gem with a compass included (like in the picture above) but a compass with the gem included. I think in T3 it is like that. The only thing I didn't like in T3 about this was, that the compass/lightgem was to dark. In T1/T2 you always could see it clearly while in T3 it was not so visible.
  6. Did someone mention SFX? Well, you know you can count me in. In fact, why don't we (Fingernail, you know what I'm talking about) cross develop all our SFX for both The Dark Mod and Thief2D? Since I guess they're both going to need the same sounds.
  7. I am in agreement on the short sword issue. I think a big part of this project is not just making this a T3 clone, it is also to recapture the essence of the original games that was lost so willingly in T3. The dagger was not within the Thief continuity...regardless of the devs intentions. It may be best to include both options as I hear Garrett was to have gotten a dagger in Thief 2 Gold. Since Looking glass closed down before it could be made we never got to see it. So, yes....a dagger DOES have its place, but so must a sword! The Dark Mod can be what Thief 3 should have been.
  8. wow - the ceiling looks great now ! I think you should go ahead and post it on the Dark Mod thread...
  9. great work man I hope I get D3 tomorrow in the computer store, where I buy my new computer components. If everything works fine I'll be able to play D3 on highest-details in 2 days BTW: as soon as you've got your ceiling we should post this screen in the ttlg-forums, I think people will be really impressed.
  10. to be honest I don't like this proposal. It just doesn't look like a lightgem anymore. I thought, that we wanna give the taffers the real thief-feeling back, that they sometimes missed in thief 3. I added NewHorizon's lightgem into Renzatic's test-screen - I think THAT looks like Thief, doesn't it ? http://www.dark-project.com/BlackThief/light-gem-test.jpg
  11. From the old board I liked this propopsal the best. The only thing is that we have to make sure that the compass is still readable when the lightgem is getting dark. Mazbe we can adjust the colours if we can't find some that are suitable for all lighting conditions.
  12. There's nothing wrong with the window, looks perfectly thiefy to me. A moon? Never! No time to modify. Springwheel's stuff's perfect anyway. (Runs away with the artwork to the Imperium forums.)
  13. Guest

    I Want To Help

    Arg. Sorry forgot to include contact info. God_is_my_goldfish@yahoo.com Or PM me in ttlg or ionstorm forums.
  14. If take a look at the 'about' section of the website, you'll find a link to a letter from Electronic Arts to the webmaster that says '...we do ask that you drop the name and any affiliation the mod has with System Shock or System Shock 2.' Therefore it is also likely that the Dark Mod will not be allowed to have any 'copies' of names or objects from Thief in order to avoid copyright infringement. The team has changed there mod from 'System Shock 2: Rebooted' to 'Sapphire Scar' and ceased any affiliation from System Shock 2, however, it is obvious that the mod is based on System Shock 2 only completely unaffiliated, which is perfectly legal.
  15. Updated the drawing with a noble and a balcony. All's left is to draw the thief in there somewhere. I am thinking, behind the noble with a raised dagger/sword glittering in the dark. Springheel, can ya give me a hand with a small thief sketch for this?
  16. The first ever completely custom (well almost, the tiny bit of brick is D3) Dark Mod Thief-style room!
  17. I consider this a small occasion since his woodpanel texture is the first normalmap I've done by hand. It's a great texture overall, but I had to do a few tweaks here and there to get it to work properly ingame...like change the paneling a bit towards the bottom cuz they bent a little towards the right and whatnot. Finishing it up helped me learn alot about Photoshop and MS Paint in the process, so it's all good. I still have a bit to go before it's completed, but this is the 80% complete texture, and the first one of Blackthief's textures I've done properly. Check it out HERE, mangs! P.S: It's dark in the renderer cuz I wanted to show how the light would catch it. I'm particularly proud of this one.
  18. A cool tutorial from the D3W forums about creating new creature models. http://www.doom3world.org/phpbb2/viewtopic.php?t=5133
  19. Indeed. If someone know about a nice-looking, dark and free ipb skin, speak up!
  20. Looking good! Now we just need some dark Thiefness.
  21. I've made you an administrator now, Fingernail. Set up the forums how you want it.
  22. Since when was Object making not under Art? Yes, more art forums: Objects Concept Art Characters Textures and another forum for levels/test screenshots.
  23. I've registered. Give forth to me administrative status, so I can hack at this forum to give it a nice dark theme and create some art for it. Ahh. Why does my avatar keep shrinking to 64. What be the limit? I suggest we have forum separate main threads for: Announcements and News Object making ART: Concept art Texture creation Storyline Voice acting
  24. Guest

    Welcome...

    Almost registered...we now appear to be called the Dark Mod. But you shouldn't bother about changing the URL unless it's a piece of cake.
  25. I won't be avalible this weekend, just so you know. We can make the arrangements to the forums next week, before we open it to the public.
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