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  1. I'm like "Why wasnt the mask in the original game??" That's how much I support it. Look at what Ninja wear. Only just the eyes are visible. Cause white skin really glows in the dark. I've always wondered why Garrett never bothered with a face mask. And then of course, it's easier to implement... When something has this many good reasons, it's a sign.
  2. I mean how would you get your own into the game?
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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".
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. I realise now that, sorry, I'm not a 24-hr admin, I tried my best to make team-members team members, but you and Renz slipped the net (too late registering of course ). Anyway, I agree with the design document thread, but hadn't considered game design. Alright, I'll remove the lightgem board too. Art boards will remain, I like the classifications. ~Programming ~AI ~Sound programming and a new board for SFX. I'll make the design document section read-only, and I'll make a 'team issues/general' board. I'm wondering about the special fx board - this is a mixture of art and programming, mostly involving the .mtr files, which the texture artists should learn to deal with anyway. But if you are really stuck on this, then I'll make one of course. Sound good?
  17. Somehow my posting was posted with the wrong button. Whatever "Reporting" means on this board. Yes. Otherwise it tends to get everything into the general board and clobber it with discussions only a few are interested in. This just makes it harder to read. We should create a board for every major aspect of the game. I think I listed all of them, but if somebody identifies another one, we shold mention it as well.
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