Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/game engines/' or tags 'forums/game engines/q=/tags/forums/game engines/&'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. 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.
  2. 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
  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. I mean how would you get your own into the game?
  5. I sent a PM to Friendly today. He's the admin of thief2.de and a works as a professional game developer. He was interested in our mod, however he just starts modelling - normally he does leveldesign and textures. but I believe he would be able to do some furniture and stuff.
  6. Hey there, I see you already have a few artists signed up for the "DarkMod," but please let me know if you'd like me to assist in any way. I'd like to help out with the artwork, if possible. Here's my website, showcasing some of my artwork: <link removed> All the artwork is done free-hand (not tracing). Even though I was referencing original artwork on most of the examples, I can create my own stuff, too. To help explain the 1st drawing, that one was done with colored pencils. To help explain the 2nd picture, the following original drawing was provided to me first. I went into PhotoShop and enhanced it to create that 2nd pic on my site: <link removed> To help explain the 3rd picture shown, the following photo is where I got the original Mickey: <link removed> (I made the CGI-looking background free-hand with PhotoShop.) Also, I did the Flash animation at the top of my site completely on my own. All the graphics used in the animation are my own, created in PhotoShop CS. The sounds, on the other hand, actually came from the Tron 2.0 video game; ones that I particulary liked and wanted to use for my animation. I can help create any concept artwork or finalized artwork, such as for maps, characters, weapons or anything like that. I don't have any 3-D computer modeling experience, but I have PhotoShop CS which I'm very familiar with using. I've also worked quite a bit with "dEdit" (editing tool for Tron 2.0 game) and messed around in Blender a little, but not much. Here are a couple Thief "funnies" I did: "Deadly Shadows": <link removed> For the "Blue Arrows" Controversy: <link removed> I also have a Roland XP-50 keyboard that I might be able to help produce sound effects with, if needed. I think I'd be great at voice work, as well, but I don't have any special audio equipment so am not sure how that would be accomplished. Regardless, I just wanted to let you know I'm out here if you need any help. Thanks for your consideration! - Darkness_Falls
  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. 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.
  10. 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.
  11. Hey there Subjective Effect! Good to see you popping in. Even if there were to be a Thief DS level editor I don't think it should deter us from our goal. Thief deadly shadows is a fun game, but in many ways it lacks a certain thiefness. The early concept shots that we have on display here have captured the look of the previous games but with updated graphics. I think once things fall into place with the SDK the atmosphere will follow. It already seems to be there in the screen shots. Since I'm in early prep for a Thief 2 fan mission I'm primed to get some voice sets done for the Dark Mod. I'm thinking I'll do two versions as I'm recording to save some time and that way should a Deadly shadows editor ever arrive they can be used just as easily with that.
  12. The problem with T3 is, that they changed the palette, they changed the look and feel of the houses and they changed the mood. Basically they changed the entire artistic style. It is consistent throughout the game but not consistent with the series. Actually this warm glowing feeling is one of the things I always loved in T1/T2. I just loved just to walk though some manors because of that.
  13. Renz: Nice as your room is, and 1337 though your skillz be, there are some problems. Did you test the map in game mode? You can't have done, seeing as it is not buildable in it's current state. Even though I added an end wall, it still 'leaked', because the other walls were too thin. Make them thicker. And no gaps. Also, the scale is a bit off, as seen here: I know walk-in fireplaces might be considered a luxury. Anyway, otherwise it looks great. Put in a scientist for Great Scalability.
  14. 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)
  15. Oh god, not the sword vs dagger again. The size argument just doesn't work, since we also have a thief walking around with a longbow and quiver full of arrows, and who can carry a dozen goblets, plates and paintings around with him on missions. No one is talking about having a thief with a five foot broadsword, either. But a short sword makes sense (and is also the classic D&D Thief weapon, btw). Arguments for a (small) sword: 1. Continuity. Two of the three Thief Games have Garrett using a sword. (and interestingly enough, even in T3 the other Thieves in the game had swords) 2. Versatility. Garrett doesn't just break into houses, he also travels through underground ruins, crypts and pagan forests. Any character who risks battling zombies, giant spiders, treebeasts and burricks is going to want something longer than a dagger. 3. Gameplay. Fighting with a dagger comes down to clicking fast and circle-strafing. In terms of gameplay it was not enjoyable at all, at least for me. The sword fighting in T1&2 allowed for parrying and fencing, and was more fun to do. Now, I suppose we could allow for both options...although I can't think of a situation where a dagger would be preferable to either a short sword or a blackjack. But please, if we decide not to use a sword, let's not do it because it's "realistic".
  16. I've got your ceiling in the game, but I can't seem to get it to fit in with the rest of the room. That style of ceiling is great for rooms with only a little emblishment along the walls, otherwise the tiles conflict with the positions of the posts and it starts looking funky (I'm pretty anal when it comes to mapping...in case you can't tell ). I'm gonna try and do it with different layers of tiles, smaller ones along the edge and bigger ones towards the center so it'll line up properly. Edit: ere we go The normalmap needs a bit more depth to flesh it out, but it looks alright. The ceiling looks too flat in comparison to the rest of the room, though. I'll have to fix that up.
  17. 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.
  18. Yup, Dom, Blackthief needs to get the game so he can have as much fun with it as I am. Yet another quick update, this time with BT's blue windows in tow. I really need to learn how to make light materials, once I do I could get the shadows being cast on the floor to mimic the window perfectly and get a nice crosshatch shadow setup going on.. Whoop But as it is it looks pretty alright. Needs furniture and light fixtures...and a ceiling still...and maybe some more tweaks on the lighting...but anway, there it is.
  19. 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.)
  20. 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.
  21. It looks good. Much more professional then the other one. Actually I thought the other one is just a draft release to give an impression. I wouldn't take it as our banner because it doesn't looks good enough for that. While this one looks much better, from the quality point of view, I don't really like it as our Thief banner. It reminds me more of a kind of Prince Of Persia game and doesn't invoke Thief for me. Regarding this the other banner fits better. Maybe if you give it more black/blue tinge instead of read/yellow? Edit: Just noticed somebody commented saying it looks Alladdin Thief which is quite similar to whay I meant.
  22. I would like to be a tester for this mod, I have a good deal of experience when it comes to Thief games, I've completed the Thief series, and I'm also dedicated to playing Thievery Ut a Multiplayer game. So Thanks for hearing me out, hope I could be of assistance.
  23. Which means that pakmannen should probably be credited/register here and join the fun. Unless he disagrees, in which case I'll copy his work & have done with that.
  24. WOOHOO! I CAN POST AGAIN! lol, anyway...I have a few wallpaper textures of my own to contribute. None of them are quite as Thiefy as Blackthief's, but I'm sure they'll have their place in the game somewhere. This one turned out great ingame, but alas...it's sort of a funky hell of an ugly wallpaper. Could fit for bathrooms, though. This one is more intheme, but it looks more like a carpet than a wallpaper. They're not bad, but I like the ones posted above a helluva lot better. So far I have about 27 textures from various sources ingame with about 5 or 6 of them refusing to show up properly. Originally I thought tweaking the color levels confused the editor, but after some tweaked textures showed up I'm starting to believe it has more to do with either the directory structure or just plain randomness . Since some of the default Id textures refused to show up even before I started modding it's hard to say. Edit: Once again I have to bring up how much better it is to do normalmaps by hand... In the end it makes it far cleaner and looks a good deal better. It's not that hard to do either, I've never done any texturework before I started this project so I'm sure some of you photoshop pros won't have any problems at all.
  25. 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
×
×
  • Create New...