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  1. I love it. I'm torn on the stripes like the others though. I think they look really great, but I'm not sure they work within the context of the game. Is it possible to work the red into other areas of their attire? Damn, I really hate to be critical of this. It's fantastic.
  2. Not having a protfolio, eh? What's this? It sure looks very good to me. Especially the remarks about polygons shows promises for game modelling
  3. Even with body awareness, the gem would be required. Players simply aren't going to want to constantly look down at thier body to check if they're in the shadows or not. We don't have peripheral vision in the game, which is the only way that you could really check to see if your in shadows constantly without a meter. We could do it the way that Riddick did it, with the screen getting bluer the deeper in shadows you get, but the goal here is to make something for thief players, I like the design posted above, and think pursuing that would be the best solution.
  4. Domarius

    3ds Max

    Here is the best budget 3D rendering info I have ever read. I love it because I actually preffer the tools involved over the proffesional ones, because they are simply geared toward video game models, and you can make high quality ones too, for the normal maps. Check out this thread; http://irrlicht.sourceforge.net/phpBB2/vie...t=wings3d#10937 This post specifically; So basically; Wings3D = Modelling LithUnwrap = UW mapping CharacterFX = Animation As an example of what he does with this setup, check out his home page http://members.lycos.co.uk/arras1/ Click on "Gallery". It's worth it. Some of that stuff would fit right in with the Thief world. His humans are awesome.
  5. one thing to the door texture up a few posts: try to avoid the "natural" highlight, i mean that the door is brighter on the top end than it is on the lower end. it will look strange in the game especially to people like me who have an eye for it. persective and slightly not down straight 90 degree angles do also look strange, for this case use the arbitary tool in photoshop
  6. And can't movies be made with the in-game engine? That way we can use the model for cutscenes.
  7. Why Photoshop refuses to save TGA files with an alpha channel? I can save it in any other file format, but as soon as I select TGA the option is greyed out and it refuses to let me do it. I've followed so many tutorials to the letter and it still doesn't give me the option. This is my one big hurdle towards getting decals and masks in the game...and it's really ticking me off.
  8. I'm not sure if we decided to insert gas-bombs in our mod. To be honest I don't like them much, cauze I think they make the game too easy. We should discuss that in the Devchat Forum. But I like your noisemaker It looks great and the way it emitts noise is IMO the best solution for an arrow. I don't like that fireworks stuff in thief 3.... However I'd prefer a crystal moss-arrow as I mentioned in the other thread.
  9. Man, that flashbomb concept is awesome, throw a couple of rusty screws on it'll be perfect for the game. But the K.O arrows...nuh uh, too cheap. A nonlethal takedown should be something you have to earn, and being able to do it from a distance would make the harder difficult levels too easy. The concept is cool, but I don't think it'd fit in with the gameplay.
  10. Your Thief looks really good. Im really looking forward to seeing more of this in game. Great job guys!
  11. Alright, here's the cathedral i did before, looks like crap mostly becasue of image size restrictions and a bad scanner. I'm gonna do some item and character sketches as well. If we ever actually make a playable game with this, i can also do interior and exterior architectural design.
  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. I don't remember that model being in the game...are there models in the editor that weren't used? Anything that we can use? Should we be designing our models so that they have swappable heads?
  14. That'd be cool! We could be like, "Please help a fellow Thief game lover. Our starving DarkMod artists need your support to not get carpal tunnel syndrome whilst making this mod for you." j/k
  15. 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
  16. 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
  17. Lies. I didn't make it up. I just know Thief 1 very well. There's a few conversations in T1 that relate to Hammers being very powerful long time ago in the city. No shoulder plates? and these are what? Try carrying a heavy hammer on your shoulder or swinging it from your shoulder. Chain mail isn't as good for such work. You need some metal shoulder plates to support it! More T1 concept art: (look at the thick plating around the neck, once again so you don't break your neck with the hammer) http://www.thief-thecircle.com/media/paint...darkposter2.jpg Thief 3 Hammerite concept art- (once again, heavy shoulder plating) http://208.49.149.120/Files/ThiefSeries/t3...hammer-safe.jpg There were no cloaks in game cause they were TOO LAZY to implement them, but there were cloaks in the T1 concept art.
  18. Any particular opposition to me posting this as Work In Progress on CGTalk.com? I don't have too much hope for any real crits, as I have bad luck with those, but it'd be nice to get some feedback on it as I'm doing the real hard work. But if you want to keep this in-house till it's done, that's cool. Edit: Whoops - re: Springheel's concern about visibility, the model will be the same for other thieves in-game (there were a few in T2), so it'll still be usable for that. Plus, a nice, superawesome thief model should generate some buzz/interest.
  19. Looks awesome! Will you be wanting a colour version soon? Also, before we do a highpoly version, do we actually need one for the game? Will we see anything other than the hands?
  20. This might be true, but what is their function now? They guard the churches and the property owned by the church. I don't know how you know this, but I'm going by the art that is actually in (or used by) the game. The T1/2 armour is late-medieval. The T3 armour is lighter and less modern. None of them look arcane to me. Says who? None of the hammerite pictures I have ever seen have had them with cloaks. The T3 hammers did not have shoulder plates, and I'm not sure the T1/2 did either. If you have access to some Thief reference pictures that I don't, please share them.
  21. Phantom

    Programs

    I have anim8or that I use to design objects/characters in Thief, and I've been told it's useless for Doom 3. I read somewhere that people use 3dsmax to make objects for Doom 3, but that you need lightwave to get them into the game. So what exactly would I need to get my own objects into Doom 3? Wouldn't it be better just to learn Lightwave and forget 3dsmax?
  22. I'm not a music guy, so get your salt grains ready. I think these sound pretty good. Nice, quiet background ambience style tunes. The first one is nice, although the exact tone of the piano gave me a different 'feeling' than I would expect in the game. A little more light and airy that I would expect, but not bad altogether The second one is also nice. Defintely more ambiance than music. I was with it all the way till the end, where some of the sounds became a little too rythmic, and began to sound more music than ambiance. I think there is a place for musical ambience and environmental ambience, but I question whether they should be mixed together in the same track. Triggered changes could work with this, of course... music changes are great when done correctly! The third one was probably my favorite, particularly the beginning. Great, dark, brooding musical ambiance. My one complaint is the drastic change between the first half and the second half. This is two different themes smashed into one song, I think, and maybe they should be separated. The first half should continue into a new movement, but it should definately carry over the themes. Also, I noticed quite clearly the chimes used in the first two, sounding like distant clock bells. Nice sound on these. However, in ambiance, I think you may want to avoid features such as these. On a five to ten minute loop, the reoccuring bells could seem strange to a player who recognizes a midnight clock chime occurring every 5 minutes. The chimes would work fantastically as an intro segment that isn't looped, or a triggered musical bit though. Note that this restriction doesn't apply to all features; bangs sudden dischordant sounds, etc. can fit in with the environment and not call attention to themselves. Anyway, just my opinion, as a non-sound designer
  23. Yup, that is a thief font. It's the original font used for letters, journals and books in the original games. It would be SWEET to use that in our mod. I just modified Thief 3 with the original fonts for my Minimalist project. The other original Thief font is called Carelton. It was used on the menu's and some other places in game. Carleton
  24. Don't use realtime render...go into the game for god's sake. Much less memory intensive.
  25. I have no doubt about that. And while seeing a full courtyard through a transparent pane of glass is undeniably cool, you always have to take performance issues into consideration. You might have so much detail down there that an opaque window would be the better option. I'd rather go with highly detailed areas that are somewhat closed off from each other, IE you can't see inside a house from outside or outside from the inside, than sparse open areas. Visportals can help with this a little bit, but a few sacrifices will have to be made to make sure it runs well for everybody. I'm not saying we can't use transparent windows, we'll just have to be selective about how we use em. I remember a map for Vamp I made that had almost 2000 brushes on display in a single screen...ran great on my comp, but it crashed the game for alot of other people. Since then I've tried learning how to keep something that looks good in check with it's performance.
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