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  1. I ditched the crystals idea and went back to the first idea I had several weeks ago. This was brought on by just now noticing the gem stone pictures in an earlier post. They inspired this.... I'm sure it could be dressed up to look much better than this. I just whipped this up in a few minutes, but it gets the idea accross. Like Springheel mentioned earlier, North is indicated by the red marker on the top of the sphere in a similar fashion to how they indicated North in Thief 1 and 2. The markers slide around the outside of the sphere. Now, imagine this with a true active light sphere and perhaps a tiny spike on top of each Navigation marker. It's basic, has features of both Legacy Thief and T3, but doesn't copy them exactly. Thoughts? Opinions?
  2. Yup, I should definately change my handle to the minimalist. I have another idea that involves the crystal, but I have to go grocery shopping first. I think you'll like this idea better. It's not as minimal, but it feels very organic.
  3. Phil

    Patch V1.1

    Saturday, August 14, 2004 id Software Keynote Comments 14:16 PST | RosOne QuakeCon would not be the same without John Carmack's traditional speak to the fans. This year he couldn't attend because yesterday his wife Anna Kang gave birth to their first child Ryan. Instead of him standing on the stage and talking to the crowd a DVD was recorded and played back during the event. Many exciting topics were covered such as the next generation hardware, id's next engine, Quake 4 and more. After that a Q&A session was held with some guys from id Software. Here are some details: The SDK should be released a few weeks after the patch comes out. Pre-production of the DOOM movie has begun in Easter Europe. The next game will be a FPS, mainly a single player game. Nothing more has been revealed yet. The Mac version of DOOM 3 still requires some work. No release date yet. There is no publisher set currently. The Linux server is done. It will be released soon. More keynote coverage can be found here at AMDZone and at HomeLAN Fed.
  4. Which would, of course, be largely pointless. Not much point blinding a guard half a block away. The thing about smoke arrows/flash bombs is that they are limited in number rather than particularly challenging to use. You've got me on the steampunk issue though I'd certainly still recommend implementing a 'flash' or smoke arrow during the early stages of development so the functionality is there without needing specific modelling and animation (although I suppose the DOOM3 grenade throw might suffice?). Regarding the shattering noise arrow. I quite like the idea. Breaking glass would certainly attract attention. Although in the first two games the noise arrows were few but reuseable. I hate to be a kill joy, but do we need a noise arrow at all? Could the thief not just fire a broadhead at something noisy or throw a pot? Less work is good in my book.
  5. I found these piccies of moonstone on the web: I think the whole translucent light & dark vibe would work really well. In the first two games (similar to the example BlackThief posted) I was under the impression that the light gem was mounted in a ring, which I thought was quite a nice concept. Would it be cool if the compass was a selectable object held in G's hands instead of a HUD element or do people prefer if the compass in permenantly on? I also thought if perhaps some kind of elaborate machined brass device could provide a light meter. Something with cogs and workings like the inside of a pocket watch with a display similar to a moonphase? If we plump for a combined compass/light gem I have to say I didn't like how it looked in T3. Something a little less wierd would suit. How's this for fun:
  6. Sounds good, i'll work on concepts for the following, to be used at the team's discretion- A good mine concept Some elemental crystal concepts A simple broadhead concept. A gas mine Lockpicks (though we should probably clear up how lockpicking should be first, I'll start a thread on it if there isn't one already) The short sword Some simple enemies (Quick question, are we bringin back burricks or something burrick-like?) And,... um, yeah.
  7. I'm trying to get my hands on 3ds max, but in the meantime I'm doing Anim8or stuff for Thief II. I don't know much about doing high-poly stuff, but I hope I can learn so I can do stuff for Doom 3 and other games in the future. This is a WIP of the first AI I'm doing for my current Thief II project. I've done AI before but nothing this detailed. As it stands in this picture there are 684 faces. I'll have to keep it low, the goal is under a thousand, or else Thief II will have serious issues. My concept sketch is there too, for the full size concept sketch click here. What do you guys think about the proportions? Sometimes I have to back away from my monitor to tell whether or not he's realistic looking.
  8. I believe this mod is divided in two sections: First, the mod itself (with all the models/textures etc) so that people can make Thief fan missions. Second, we are probably going to do some kind of campaign, which I think (and hope!) will be something original (with a style more towards the Victorian era).
  9. Maus

    Pick! Me!

    My apologies for not posting sooner, the multimedia company I work for is getting shut down (the owner spent all are money on his drug problem… ) so I had to work 3, 12 hour photo shots last week to try and wrap up are projects, so we could get are last paychecks and leave this sinking ship with what we are owed. But now that that’s almost all over I will have more free time to work on art for your project and to fill out my portfolio! So in all I am happy! After closer review of what is posted on this mod's site: I would like to come up with a unifying theme for the environments. You know how the hammers had control over most of the cities and there influence was seen in the design and architecture of the first and second Thief games. If we are going to try and have some originality and not make reference to any intellectual property of Eidos as part of the Thief Franchise. We will have to come up with some original ideas even though we are going to mimic Thief stile of game play. We should have a story line with different characters (no hammers, no druids, ext), different environments that help drive your plot? And even a different mane character that is more then just a vial over his face away from the design of the Thief in the game we are takeing inspiration from. I think this is a grate idea for a mod but I think we need to decide on whether or not you are Photocopying Thief or Inspired by Thief? If what you want is to copy thief (for the irony of stealing thief) I don’t think you need artists like me, because Eidos has already dun all the creative work for you. However if you want to create something new and original I will gladly help beaus I love the Thief stile of FPS games and would like to work on an original mod of that nature. I am not trying to upset any one with this post I just don’t want to be part of copying another artist ideas and claming them as mine. It looks bad in a portfolio and I am planning on going in to the game industry with my portfolio as a compelling demonstration of my creative ability’s. So you see, I just can't redraw the past Thief games and call them my work... I want to work with this team but if we are not going to do any thing original my time is probably better spent working on a different mod.
  10. the first texture done on my new comp hope you'll like my roof (as you can see it's already on the ftp): I took the source picture on my trip to the castle.
  11. Is it worth the extra coding for that? I would put it near the bottom of our goals list. Now that the SDK is going to be out (hopefully) we are going to need to decide what we realistically want to focus on for our first release and what to leave out.
  12. a very early first try of the table. i think i will add modelled drawers, so they can possibly be used in the game by anymation or physics or what ever.
  13. examples. You want examples. This evening I make the low poly chair so you got to let me in. on principle. woot. Ok, so its not as good as the other guy's, but its my first go with blender, which as anyone will tell you is a wierd arse program. And its low poly, ready to export to md5 or whatever the file format is and ready to use in an untextured kind of way. so there you go. Subdivided gargoyle is next...
  14. http://www.webskyline.de/attachment.php?at...entid=2438&sid= this is a truck, a try of makin something high poly, well unfinished an untextured, as you can see i already made the mirrios and windscreen wipers its about 1000 polys and far from finished. it was just to learn max. my cashregister, hast 152 polys, the texture is not final but you get the idea. the model is for an iso perspectiv game i am developing with friends, thats why it is so low-poly something bout me: im a game developer as a profession. especially for additional level design, modelling, balancing, testing. you can call me teh "glue" between the big important parts that make up a game. the invisible data, the balancing. im experienced in photoshop, max, soundforge, several level editors (unrealEd my favourite), mass editing game entities, balancing. i got a special skill in finding bugs, my collegues hate me for it. the company i work for is named Sixteen Tons wich just released the not so pretty Gotcha! and is currently working on Emergency 3. I work(ed) for both games as said the graphical and leveldesign support, physic balancing´, testing in my spare time i write, design some games (no kidding), build levels if i got the time, and of course play a lot. no special genre, i love to kill in rage as i love to sneak, build up citys, think about puzzles or try to kick someones ass with my car. i love thief from the first hour, and i am disappointed about the fact, that there is no level editor for thief: deadly shadows. pictures from a level i made with unrealEd 3 for ut2k3 can be found here
  15. I figured I'd go ahead and start doing some props. Already have a bed and a chair done with patches in Radiant (which I'm calling the Rgun props since they look alot like his stuff), and now I've started doing some stuff in Max. And this is it. It's the first time I've used Max in almost a year and a half, so I'm still a little rusty. I know the meshsmooth is a little overkill, but comeon...I wanted it to look cool for everybody. As far as models go it's simple as all getout. But it'll look fine ingame, which is what counts. Now I just need to skin it...
  16. I couldn't live without my Wacom. Most of the art you see on my website has been done with Photoshop. I use a 5x8 tablet now, but my first one was a 4x5 I got off the internet for about $70, and it was a great way to get started. In fact, I still have some art on my site that I did with that early tablet. Examples: http://www.mindplaces.com/evighe.htm http://www.mindplaces.com/raeghin.htm
  17. If there is anything I'd comment on it'd be the orchestra hit sample you use in the first track, I think something that sounds a bit more lonely and eerie might fit better. Everything else sounds great, and I'd probably use it in a map or two. One thing you'll need to keep in mind is that with Thief you rarely ever have true single tracks, instead you have individual pieces that play at certain points and can mix together easily and produce something that sounds great. Like if you were to start a mission you'd only hear a bassy rumble, but as you approach the mansion you intend on breaking into you'd eventually have a weird warble sound come in on top of the rumble that'd go away if you were to back off and go return to the starting point. It's all locational...if that makes sense.
  18. Well, it sure sounds like you've got it in hand I certainly couldn't put anything close to those together in such a short period of time. I replayed a little of Moira's mansion to look at an AI feature the other night, and was suprised when I noticed a piano tune similar to the one you had in your first file. I stand by my tone 'feeling', but thats probably a minor tweak. Good stuff
  19. Maus

    Pick! Me!

    The reason I am so excited about helping out with this project is because I love the Thief series its one of my favorite, I have played the first 2 several times! But I haven’t kept up with the series since then, just haven’t had the time to play many games, all work and studying to get in to the game industry. I would prefer not to post to some free art archives, like deviantart after carefully reading there user agarments, they can retain the rights to uploaded works. AKA it now belongs to them! I will have a host soon, and will try to display as much of my work there as is possible. Till then I would like to start on some Concept Sketches of Environments. Then after you approve of my ideas I will Model, Texture & Normal Map all the recourses needed for sed environment. (design before you implement right?) Then with the peaces of a map in hand I could design a level or 2 or 3 using the assets. To help me better understand what your project needs: Are adventurer(the Thief)’s desire for wealth leads him to loot Ancient Ruins and raid Dens of Evil Creatures. Or duss the hero have other motivations? Have areas already been decided on, or should I just make a place up? Do you have a story I should try to follow with my concepts? What creatures have an influence on this environment? Hum built it and why? Ext… If there is already a design in place pleas give me what information you think would be helpful in making concept for you as a test to prove my self. Thanks for giving me a chance to help with this project. Regards, Maus
  20. oofnish

    Pick! Me!

    Maus, Please understand that we're not rejecting you, we're just interested in seeing some more thief style artwork, and particularly computer modeling work. You obviously have excellent artistic ability, and your sculpture is quite impressive. Meanwhile, you can show us some of your other stuff by uploading them to a free service. Not a great permanent solution, but it will work to at least show us some things. Try www.deviantart.com or www.photobucket.com to upload some images that you can then link here. (Note that you should link the images and not place them in-line on the forum page.) If you want to get your hands dirty with some quick models or concept sketches, here are a couple suggestions: Concept sketches of architecture, furniture, in game objects, and decorations. Concept sketches of level design elements; scenes containing guards and the thief, for instance, that convey the mood and setting of a level Concept sketches of characters and designs for builders, guards, pagans, zombies, or the thief. Modeling any of the above; untextured is probably fine. A textured model might be nice to view your skills at that also. Keep in mind that we're looking for an appropriate style for concept sketches. Style isn't quite as important for modeling, but it still plays a factor. If you are unfamiliar with the kinds of things we're looking for, make sure you've played through at least the first couple Thief games
  21. Yeah, thief model first. Also, something is bugging me about his hip/leg area that I can't put my finger on. Seems skinny or small for some reason. Maybe missing some hip and thigh volume?
  22. I sent an email; twitching with anticipation at the absent reply perhaps finally we have discovered, the root of all happiness Extract from my first anthology of poetry, 'This isn't a real anthology of poetry'.
  23. Rather than just making what comes to your inspiration, I'm going to start defining targets. Right now, we'll be working on a texture set for a Thief2/Overlook Manse feel - a house with wood, wallpaper, metal, stone, books etc. We are already a fair way there, but we need more flooring especially (wooden & shiny marble a requirement, as well as thick carpet). So carry on, but don't go crazy with some woodsie theme stuff. Next up, I reckon will be more city themed. But first: house textures.
  24. I might be able to push the brushcount a bit farther then. Since Thief isn't quite so fast paced, and most of the NPC's won't be casting fireballs or summoning more crap and loading the screen with a billion effects, then I should be able to pull it off. It's also pretty unlikely that you'll see more than 4 guards onscreen at once... But the first thing I need to do is get more ram. 512 megs just isn't cutting it anymore, and the editor likes to crash on me when my available ram gets too low. So to fix this little problem I'm gonna fire up the old Poor Renzatic Fund (The PRF) again so now you all can donate to a most worthy cause....getting me more stuff!
  25. Sketch me a face indeed - great timing, as I just dug out an ancient, terrible model of a head that I was working on when I first got into character modeling. It was a horrible model for a normal person, as its facial features were way too thin, and most character models are Action Hero type people. For a thief, tho, it's great. And on the awesome side, I made a fantastic nose. Hell yes. So, yeah, knock up a quick face sketch for me please thx.
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