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  1. Fingernail

    Programs

    If you want to stay free, use Blender (someone wrote an exporter for D3).... You could learn Lightwave and I'm sure it's great, but I think there has been an exporter written for 3DSMax also. Not sure though...check the D3W forums.
  2. I think perhaps I'll have to pick up Blender to carry us over our lack of 3D team....that is, only one modeller. Adverts have gone on D3W, ttlg & polycount: any of you advertise on any other suitable forums too.
  3. The face sketch is here: http://forums.thedarkmod.com/index.php?act=S...3&st=0#entry796 I wasn't sure whether a side view was necessary...if you'd like one just let me know.
  4. I placed a few sound samples from my keyboard over in the Art > Sound > Sound Effects/Music > "Sound Effects, Ambience, Music" thread. Please check out that post: http://forums.thedarkmod.com/index.php?act=S...=findpost&p=779
  5. Excellent, NH! In comparing my Microsoft Word to the J.D. font on your screenshot, though, the spacing between characters seems to be closer in Word for some reason. Was this because of some of the issues you were having with character spacing that they're farther apart in your example? Regardless, good job on the minimalist project. I'll be sure to use it whenever I play TDS again. PS: I tried to download that Charleton zip file, but I get an error. ("Server returned an invalid or unrecognized response.")
  6. 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
  7. That's a thief font? Doesn't look like one to me. You can download the entire thief font package from the TTLG download section, somewhere. That's where I got it. You'll get three different versions of the main ("stop thief!") font, along with papyrus and a handwriting font for maps. May be another one or two as well, I can't remember.
  8. 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.
  9. 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
  10. 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
  11. 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.
  12. 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)
  13. 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.
  14. 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.)
  15. 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.
  16. That's perfectly fine for me, and what I really wanted to aim at. The question is if all the other members and the project lead is aware of this. What about models, textures and sounds and other stuff beside the code itself? I will download this and take a look at it.
  17. All mods that are made are under the GPL, General Public License. I feel that all of you need to download the Quake 3 Game Source and read the agreements and install it to check out the code. This will give you a better idea of what to expect since from the beginning I could tell that none of you have actually modded for any games besides Thief before. This would be a really good idea. You don't get to choose a license, ID Software chooses it for you. If you make a mod for an ID Software game you HAVE TO release it for free, no questions asked. If you want to sell your mod then you need to buy a license to the engine and produce it all yourself and find your own distributor. I really think before you all get too involved that you need to take a few steps back and take a look at the agreements for ID's other game source that they have released. Quake 3 Arena/Team Arena 1.32 Game Source
  18. A cool tutorial from the D3W forums about creating new creature models. http://www.doom3world.org/phpbb2/viewtopic.php?t=5133
  19. I've made you an administrator now, Fingernail. Set up the forums how you want it.
  20. Since when was Object making not under Art? Yes, more art forums: Objects Concept Art Characters Textures and another forum for levels/test screenshots.
  21. 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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