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  1. Omega, go for it. Read up on the scale and formats you need. You can just pass 3D object 'texture planes' through Doom 3 using the 'renderbump' command, and it outputs full normalmaps.
  2. xpnsve

    Hello!

    Thanks man and Hello to ya! Ya, I'm trying to make a good doom 3 site with plenty of content, but it's alot of work lol
  3. 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
  4. Wow, great work. Once I'm finished up with my studying and side projects I'll really have to fire up the doom editor and learn how to use it. It looks like a hell of a lot of fun.
  5. Ok then. I will gladly set it up for you if you provide me with a place to set the stuff up. I need some webspace (with php installed) and a mySQL server to set it up. However, I cannot test anything yet, because ID haven't released their Doom 3 Linux client yet.
  6. Basically, I've just played around with the ones in Doom 3. You choose a texture and it's either animated, fog, flickering, got little lines/shadows in it, etc. So you could make a lattice window projection, and project it from the window to the floor.
  7. Okay, I've started resizing and once again have come to realise just how freakishly small everything is supposed to be in the game... 512x512 isn't a massive texture by UT2k4 standards....but Doom 3 shrinks everything down to an obscenely small size that we might as well reduce the sizes down to 256x256 just to make everything easier to fit... Just check this out... That's the actual size of the texture vs. how big it needs to be. An amazing difference if you ask me.
  8. 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.
  9. Wow, not bad. Upload the normalmap onto the FTP and I'll test it out in Doom next chance I get.
  10. Hmmm, you're probably right about the T3 engine being able to handle the larger missions. I just wonder if it wouldn't bog down since it doesn't seem to be as finely tuned as the doom engine.
  11. Gonna play devils advocate for a sec... The Thief 3 SDK can have levels at least almost as large as what we saw in Thief 2 assuming that ISA didn't build a memory cap into the editor itself...which I don't believe they did. But for everthing else Doom 3 is a much better engine. Considering how versatile the SDK is apparently gonna be, it doesn't seem to be a matter of if the engine can handle a Thief-like game, but rather if we have the skills necessary to make it handle it. Course if there is one thing the TTLG crew is good at it's making some amazing stuff with clunky and limited tools, if the T3 editor is released we'll see some great FM's no matter how awesome or crappy it is. But no matter what happens we'll still be over here working on Darkmod simply...well...I guess cuz we want to and it's fun.
  12. Quake 3's Source was never released. Wolf 3d, all of the Doom's, hexen 2 and Quake 2 have. We are discussing Game Source, which is the source that comes with the SDK's, not the full engine source itself. From what I have read. Quake 3 MIGHT be GPLed by the end of 2004.
  13. I've been involved in a few UT/UT2K3 mods, and a few Deus Ex mods. Oddly enough, even tho I've been doing modelling and animation for four years or so, I've never been an artist before this mod. Hmm. As for releasing this if TDS gets an editor - we're all in agreement here. I'll lay it out flat: Doom 3 has an incredibly powerful engine. It is the first of the Nexy Generation. It runs more efficiently, can have bigger levels, and is built with future hardware in mind. Can you say specular and normal maps? How about full-on pixel shader control, even without an SDK? Normal mapping at a reasonable resolution? There ain't no reason to drop this project.
  14. I'd guess that any textures, noises, models and what-not created by these guys would be available to FM authors for T:DS also... Its an interesting prospect. T:DS obviously has quite a head start on the Doomed project. Sensible people might jump ship and focus resources there instead. Here's hoping that Eidos and Ion Storm make some kind of decision one way or the other soonish. Currently a level editor is supplied with Doom 3. Some simple mods are possible by hacking texture, model and other files. I could be wrong, but I think that the format for 3d models is the .md5 file type - which has been used by John Carmack and team for years and is well supported with utilities and file converters. ID have promissed to release the full software development kit shortly - which should allow for some pretty serious modding - similar in scope to the situation with Half Life and the Unreal games.
  15. I've worked on the ill fated Vamp Noir mod and have done various maps for other games in the past...nothing quite this big before, though. I know that Alexius is working on the Hammerite Imperium campaign, and we have a couple of guys from Thief 2D onboard as well. But even if the Thief 3 SDK were to get released we'd still push on with the mod. There might be certain things that are more desirable about using Doom 3 over ISA's tweaked Ued. I think that if the Thief 3 editor were to get released that we should change the focus of the mod more towards a co-op multiplayer experience...but as of right now no plans are concrete and we're gonna continue as-is.
  16. Don't apologise Phil Are you refering to the post you made about mods and Quake 3 being released under the GPL? If not, I have probably missed something and you can ignore the bit below ID have re-released the source code for Quake 3 and some of its other games (including the previous incarnations of Doom) as open source under the GPL - but only years after the games were originally released (Quake 3 was only GPLed a few weeks ago, after the release of Doom 3). While the titles are considered commercially viable they are distributed with a closed source license. It will be years before ID even consider releasing Doom 3 under the GPL. ID normally ask that fan made material is distributed freely and non commercially. Don't get me wrong. I'd encourage anyone to be as open with licensing and copyright as possible. I'm a linux user, a fan of the GPL and am contributing to open source projects. But the GPL is not the appropriate license for a Doom 3 mod, they are incompatible in a legal licensy kind of way.
  17. After investigating, I discovered that among other things, you got slightly shunned on D3W. Aside from that, looking through the largely undocumented shader syntax, there are four lines that spring out: wood metal stone liquid EDIT: flesh as well as glass are there too. plastic also I'm guessing these define the sounds made when walked upon and/or shot at. However, not only do we need more types of surface, we need the sounds to go with them. Where is carpet, for instance? Doom with no carpets? Sacrilege!
  18. Doom 3 can be curvy using patches. It just doesn't suit that style. It will be very useful for Mechanist-style pipes and machinery.
  19. I posted the license agreement to the quake 3 SDK a little while ago and I believe that everyone had read it. Sorry to tell you but you are a little late. The Doom 3 SDK will be released most likely with the same limited license agreement that the quake 3 SDK was...
  20. 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
  21. Ok, I'm not a team member but I had a looky and noticed that the thread was closed - which is a shame because some further clarification might be needed. I havn't read the terms and conditions yet, but as far as I know Doom 3 and Id's Doom3 SDK are not released under the GPL. Id only release their code as open source (quite a different thing from letting people play with the source code) several years after release and the shelf life of the product has expired. Neither is GPL a 'non commercial' or 'free' license, it just happens that a lot of free software uses GPL. Meeting the (fairly hefty) requirements of the GPL will almost certainly infringe Id's own copyright as you will be granting the right for anyone to distribute the code commercially (doh). And, just in case you havn't got the gist of this post yet, the GPL has been designed exclusively for the distrubtion of software code. It is next to useless for licensing creative content such as audio, textures, level designs and so on. The deeds offered by Creative Commons are much better suited for that kind of thing. In short. GPL is wholesome and good, but unless you specifically know otherwise, steer well clear. Id will probably mention terms and conditions for distributing Mods in one of their readme files.
  22. 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.
  23. 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.)
  24. 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.
  25. Ahhh, no problem. Just thought since I was working on it that the information would be usefull for both Thief 3 and Doom textures. That new pic looks great.
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