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  1. Awesome, oDDity - I am so sick of seeing poser models. People dont' realise how much style there is available for representing the human body. You can always tell a poser model. Notice how you can always tell a Sims2 model. They have their own styles. We should make our own. I was wondering, oDDity if you were interested in modifying those humans to make our own kind of style, to base all the other models from. Eg. I noticed in the Thief 3 concept artwork, the style of everyone was this wierd, tall and lanky style, even in the face. It gave the artwork character, and a consistant, unique feeling across all the pictures. BTW - how nice to see a female modled with very REALISTIC proportions. If there's one thing I don't want to see in our game, its more unrealisticly huge bouncing breasts and impossibly thin waists. Enough games do that already. Besides, I don't know how anyone finds that attractive...
  2. I can do whatever, as long as my software allows I wouldn't know which KHz settings, etc. to use for a game anyways, so I'll rely on your guys' expertise!
  3. I love it. Let's get that one in game as well.
  4. I think that humanoid monsters are fairly well entrenched in the game. We can no more get rid of them than we can robots.
  5. Agreed, there should definately be an option to remove it...but we still have to keep in mind that we are creating an editor for people to create their own Thieflike fan missions. We shouldn't really deviate too far from the course we have set, which is to capture a Thief 1 and 2 style game. Not to be a nag, I just want to make sure we stay focussed. Should we all decide to stick around for a large campaign then I definately want to push the envelope and see what we can do to improve the gameplay in new and interesting ways. For now though, lets give the fans what Eidos won't.
  6. Well I'm one of those hardcore guys who completely wiped out the T3 UI in the ini files and played with no lightgem. It really doesn't make they game that much harder. Through level design and placement of shadows, you can let the player know pretty much all the time when he's in shadow by looking at his surroundings. THe way I play is just not to let guards have a direct line of sight to me, whether I'm in complete darkness of not, move when they have their backs turned, etc. I would vote for no lightgem, but I'm sure most players wouldn't agree. I would prefer a flat shape which hides at the bottom of the screen though, rather than that spikey round shape. How about something completey different. and playing an ambient or musical sound progressively louder as the player comes into full light and vice versa? Subtle of course, we'd have to come upo with the right sound that would add to the tension.
  7. heres a bumptest I did (this is just to show I know how ) Heres an example of some textures I have done in the past (Quake 3) Some ingame maps (Q3) Some mapping outside of game ] render of a test map (I havn't complete any d3 maps yet, so heres some stuff in editor)
  8. I'm really impressed by the edgelooping on the face and hands - awesome work, my friend. As for using an in-game clothsim for clothing.. this really wouldn't work well. It's fine for gigantic curtains and the like, because they don't need to conform very well to the body, so they don't have many vertices - but a cloak or robe would need a ton of vertices, and thus would take a ton of processing time. oDDity - are you going to do the animations, or no? If you're more comfortable modelling, I'd definitely be willing to animate for him, as that's more my expertise.
  9. The thief model would probably be used in cinematics, body awareness, and potentially the spy-orb if we have one. But yes, for the most part it wouldn't be seen in the game from what I understand.
  10. This is a legal requirement. If we use the same names it could well be that we have a laywer at tha doorstep who wants to shut down the mod. Similar has already happened for the System Shock 2 conversion. They were forced to rename their project and remove all references to the original games. They said soemthing that it is a dishonour for the game or some crap like that. Since we have no laywers here, we should be on the save side, if we don't use original names unless it is clear (like The City).
  11. Ever tried Lightwave modeler? Much better than max at that job. But I suppose if you're alreay used to max, it's a pain to learn another app. Maybe its just the flat lighting in those shot than makes it look like one contiguous mesh. How many polys so far? And a thought that just occured to me- since this is first person, we aren't actually going to see the model in-game?
  12. Fro all those where the mod crashes, you can remove the gamex86.dll from the pk4 file for now. As of current there is no functionality in there, so it is not strictly a must. That the mod is crashing with the DLL is a good sign, though. It means that the DLL is loaded by the game and recognized, so don't take it as a bad sign just because it crashes. That's to be expected for such an early test.
  13. Well the only problem I have is that those ones aren't exactly the same type as there were in the thief games. They wear baggy pants and jackets. Frankly the desicion in that area will be up to you and sparhawk, so i won't fret if we use the in-game models.
  14. Of course we'll have several different types. Probably the reason we've done so little is that zombies are already in the game. We'll want to modify the textures, of course, but I don't see why we can't use the models that are already there (perhaps adding a few of our own for later releases).
  15. I like Springheel's idea of a picture on the left, the menu on the right. This would allow individual modders to make their own artwork to put on the left-hand side to give a 'teaser pic' regarding their mod, right? Might be a good selling point to other modders. "Stop, Thief!" and "The Man That Took Stuff" don't seem to really do it for me. Thief, as we know it, has a serious, dark and foreboding mood. I'd want to play on that feeling rather than something that seems lighthearted or comedic as I feel when I read these. They're definitely crafty, but not my personal preference. I immediately thought of the 1980s electronic boardgame titled "Stop, Thief!" when I read that one. (I used to LOVE that game!) Here are some ideas: * The Mod Squad * Thief: The Modding Age * Thief: The Immaculate Collection Haha, I'm only kidding
  16. I think there is potential in the book idea, because we could change the illustrations for each page. It also allows for more 'illustration' style pictures on the left. Here's a quick example. I'd prefer using in-game art though. Basically, my take on this approach is that the player is looking at a storybook detailing the adventures he is about to have. We should showcase scenes that give the most 'thief' bang for the buck, picking scenes that really shout "This is Thief!" The painting I picked doesn't really do that...it's just a placeholder. But things like showing the thief about to bj a guard...showing him pressed into a shadow, showing some of the marvelous settings that get our hearts beating, etc. Every time the page is turned, we can have a new menu on the left and a new illustration on the right.
  17. It's really difficult to go one way or another because they're all so good. In my mind though, the one thing that screams out at me is to lean towards simplicity. Keep it clean and concise, in other words...the opposite of T3. *L* I'm too hard on that game....man, Eidos is going to hunt me down.
  18. I was also thinking that having more than one picture at a time could be cluttered but I had an idea on the way home from the movie theatre. It was inspired by something Renzatic showed me earlier, a set of blue prints superimposed on the intro screen over the existing picture. To me it looked like the map was fading out and the other picture was replacing it. With that in mind, if we had something like this, with the image only taking up the left hand side.....(sorry, had to borrow this pic) ...we could fade images in and out of view. Imagine this, it's really dark and forboding, with the exception of the flickering candlelight...and while this is happening, perhaps we could have the sound of a light wind howling. As the candle flickers, the images on the menu very slowly fade in and out. A map, a museum, the exterior of a mansion. Then like Springheel said, you hear the candle being blown out when you choose an option such as loading a game. Very moody work here guys.
  19. We definitely should have some kind of animation going. A flickering light is a good one. I'm not sure I like the idea of having a picture in the background and then another illustration on top of it though...that might be too cluttered. Tell me if this sounds corny or not...I was just imagining this in my head...I saw darkness, then the flickering sound of a flare being lit up. The menu springs into view, with the light flickering and strange shadows dancing across the page. If a sub-menu is selected, we have a page turning sound, or one parchment is put on top of the other. If the start game is selected, there is a "whoof" as the flame is blown out, and the screen goes dark. Then the mission starts loading. What do you think? I think it could be cool. (btw, two things Ren...what filter did you use and can I get that parchment texture from you?)
  20. That's too funny. We should seriously consider that title. It's a very sly, tounge in cheek, reference and I don't think it can get us in any trouble. It's not that much different than Irrational games taking "System Shock" and turning it into "Bio Shock". I think that it even carries a message to not take things so seriously. Would we risk it? I pulled that menu from a screen shot of S-Holes retro menu just to set the stage for that little mock up, but when it comes down to it, I think the parchment really works. Actually, it would really tie the style of the game together since we would definately want to have in between mission briefings in the Style of T1 and T2. Yeah, I'm quite fond of it, this really seems to gel.
  21. Well, if we decide this is the route to go, we have someone with a lot of experience with pen and ink illustrations. I still like the idea of using our own models, however, especially after putting so much time into them. Here is another darker example...I've taken one of my paintings and run it through a filter to make it more stylized. Something similar could be done with an in-game shot.
  22. That's really cool, I really like that. The ingame art really works with the book theme too. Nice stuff. I really disliked the clunky menu of T3, it was really quite excessive. These suggestions really feel quite Thiefy. I wonder if the main menu could ..in theory...represent the book of prophecies? I had an image of my head of the Menu loading up with glyphs written on it at first, and then the glyphs morph into english.....start new mission, Load/ Save Game...etc.
  23. What about a compromise? We show in-game art, but make it look like it's a book illustration. Something like this: (swiped one of your thief pics for the example, oDDity, hope you don't mind)
  24. Yes, I really love the book idea. I'm not sure we should display the Thief in action since we're a first person perspective game. It may lead the player on a bit in that respect. We do have that lovely Thief model... , but we'll get to see it on other Thieves thank goodness.
  25. If we were really ambitious we could do a nice 3D hud showing our Thief getting ready for a long nights work. Since Doom 3's frontend is already 3D it wouldn't be much of a problem to implement, but it could take awhile to do right. Like you'd have the options lining the left side of the screen and you'd start out in the center of your apartment/hideout. Clicking start would have you walking automatically (and in first person) to the door, opening it, and pushing out into the black space beyond. Going to options, which would be where you set your controls, video options and other miscellany, would have you walk over to a workbench where the thief polishes and tweaks all his tools. Loading a game or selecting an FM would take you to a bookshelf where it'd bring up the book...similar to how we'd do it ingame. Like I said it's ambitious, but it could be pulled off with a little work. I could do the map fairly easily, but we'd need someone to help with the programming.
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