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  1. Hmm, something does look familiar about it to me. Maybe it was only used in certain books or certain notes lying around? Here's the post I got it from: http://forums.ionstorm.com/index.php?showt...ndpost&p=355674
  2. Doom 3 comes packaged with the level editor in the executable. All you have to do to access it is rightclick on the Doom 3 shortcut, click on properties, and add "com_allowConsole 1 +set r_fullscreen 0 +editor" in the target box after the quotation marks. But if you mean how we've made all the test maps, well...we've got lots of stuff down in the (currently?) hidden sections of the forums that go through it all step by step. It's a long process that'll probably bore the hell out of everyone not interested in the technical side of the mod. And yeah, the SDK will be free. As for the Garrett model...I think DeepOmega has been doing it in 3DSMax, not too sure though.
  3. Hello, I offered my help on the coding side on the old forums. Until the SDK comes out, a lot of the stuff I'd like to get started on will have to wait. As a result, I was only periodically checking the old boards, and only just now saw the message regarding this move. I'm still more than willing to offer my help on the coding side. I'm mostly interested in helping with AI, and movement code (Mantling, run/walk/sneak/crouch modifications). I'm also willing to help anywhere else that requires it. Even Art. Sorry for not posting anything for a while, but until the SDK comes out, a large number of things are simply speculation at this point. -oofnish
  4. xpnsve

    Hello!

    Hi there guys! This is Jim from DoomCast.com. I've been talking to Fingernail and offered him hosting and some space on our forums! Just wanted to say hello and meet the people who are going to bring out this awsome thief mod! I still remember the first time I played thief, lol, getting chased around the first manor and scrambling up a rope to hide hahaha Hopefully this mod turns out great! Anyway, gtg Jim Doomcast
  5. I'm not a part of the Dark Mod team actually, I can't code, do models or textures anyway. Kinda dedicated to Black Cat Games aswell... I'm just hosting the forums for Fingernail and the crew.
  6. Whoa, holy hell...my scale is way off. I figured that the characters chest would be about even with the top of the wood panels. Guess that explains why the little scale marker on the Z-axis window is smaller than it was in Vampire...Doomguy is alot shorter than what I'm used to. Oh well, it won't be that difficult to fix. Also, the reason it leaks isn't because the walls are too thin, walls that are 2 grid units thick are about the average for Id's maps, it's because my lights are too big at the moment. I'm still learning the in's and out's of D3's lighting, and right now they're too large considering the size of the room. I have cleaned up the geometry in my most recent mockup, though...so it shouldn't have any gaps. Edit: Now that I think about it, the fact that the lights have to be bigger than what they need to be might be a good indication that the room is too large...I'll have it fixed up over the next few days. Edit 2: New map (non shrunk, what's shown in my most recent screenshots) is available here. I would've uploaded it to our regular FTP, but I can't seem to access it at the moment. Since the geometry is cleaner than it was in the first rev no BSP errors should pop up.
  7. 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.
  8. 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.)
  9. 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.
  10. I like the new one better but the words "New Tales in an old City" are IMO still difficult to read
  11. hm, the ceiling looks a little bit unsharp in doom3 in comparison to my thief 3 shots. I uploaded my bumpmap of the ceiling to the ftp and a new texture a made today. probably one of the most difficult textures I made yet - it's only a baroque wallpaper, however I only got a small piece of the wallpaper and so I had to draw about 1/5 of the hole texture in PS by hand. Hope I did a good job, so that you can't recognize the areas I made here's the demo: full version (512x512) on the ftp. I think the style fits to the panel and the ceiling - now we can create a whole thiefy room
  12. A cool tutorial from the D3W forums about creating new creature models. http://www.doom3world.org/phpbb2/viewtopic.php?t=5133
  13. I've made you an administrator now, Fingernail. Set up the forums how you want it.
  14. Since when was Object making not under Art? Yes, more art forums: Objects Concept Art Characters Textures and another forum for levels/test screenshots.
  15. 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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