Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/gamma windows/' or tags 'forums/gamma windows/q=/tags/forums/gamma windows/&'.

  • 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. Clearly it's a hallway, adjoining two different sections of the mansion Maybe outside the windows, at either side of the "hallway," there are guards walking around in a courtyard. I love big rooms like this with rope arrows. Maybe some of the beams could be made of wood and when you get high toward the ceiling it's really dark. As well, maybe we could place certain artifacts (jewelry, busts, masks, etc.) around the perimeter of the room. And maybe at the top of the fountain, a couple gold coins; that are only accessible if you lower yourself down a rope from the ceiling. And if you have to play Donkey Kong, Jr. to get to a rope in the center of the room because the ceiling is so high, then so be it. Again, I love high-ceilinged rooms for purposes of rope arrows. EDIT: Remember these are concepts. We "imagine" the possibilities; not stunt the creativity.
  2. who here never cought itself analizing ways to break through some building, or looking for some wooden surface next to windows where you can put your rope arrow.... while going to the super market? entering somewhere and the first thing you look is for dark corners.. I felt so stupid! lol!
  3. Thanks! We really put a lot of effort in this and it is nice to hear that you like it. Superior in what? Well there are a couple of reasons. 1. When we started the mod, HL2 was not released. Changing the engine would mean to give up a lot of progress for a hyped up game. And Doom 3 has many advantages. 2. Id is know for very good support to the mod community. Additionaly, Id makes a habit of releasing the sourceode fof their engines after some time under GPL. This has happened for Quake 1/2, Doom 1/2, and Quake 3 is under planning. I have no doubts that Doom 3 will follow after an appropriate time. 3. Steam. Personally I feel this bneing so offensive and an intrusion on customer rights that I will not buy the game despite awaiting it qute anxiously. There are many legal tricks in the EULA that doesn't constitute anything remotely what I consider as my right as a customer. Just an example. Valve reserves the rights to charge fees or changing the terms on short notice, without the customer having any saying. This means, if Valve decides to charge a fee and you want to continue play HL2 which you already paid for, you will have to pay again. 4. The lighting engine of Doom 3 is far superior then HL2 engine. The clever use of textures covers this mostly, but one shouldn't just look at the game's surface to decide which engine is best to use for a particular gaem. 5. Portabillity. Doom 3 runs on Windows and Linux (and I think there is also a Mac version). This means that I can play my favourite game (Thief) on Linux natively, without any crutches like Wine (not meaning that Wine is anything bad, as I'm also a one-time developer for Wine myself, just in the context of gaming it's a crutch). 6. Physics. Well. Everybody knows that HL2 uses Havoc which is an excellent physics engine. Still, I have seen physics demo from another mod which indicates that Doom 3 physics is much better, than the first impression will show. They implemented a gravitiy gun and from the demo I could see nothing wrong with it. Also Id released a gravity gun with their add-on. Also in Thief gameplay there is not THAT much need of perfect physics, and Doom 3 will do everything we need. Including rope arrows. I guess that are enough points for now. I think there are some more, but these are the major points for me, anyway. Especially Steam. This is not something that can be "allowed". It needs to be coded. And as it is right now, nobody is willing to do this. Especially since there is already a multiplayer thief game out there. Thievery.
  4. hm ok. eventhough those windows look like that in RL
  5. I don't know, BT, of your many cool-looking textures, this isn't my favourite. It doesn't have the cool 'glowy' effect your other windows seem to have. It almost looks more like a tapestry to me, with little brass bits.
  6. THese are nice, but we need you to concentrate your efforts on making one really big mansion - one where a whole mission could be held on. I guess that kind of gets into the area of mission design as well though, placement of doors and windows, balconies etc, but you can do a basic mock up of the outside for now, maybe surrounded by grounds and a high wall, and we can add mission details and an interior design later. We'll lso need to get a basic story and objectives written for this mansion mission first.
  7. very nice I'm already thinking about, which textures would fit into that hallway.....dave can you start on that ? Then you can tell me, what kind of textures are missing BTW I'll start a thread about windows in the Dev Chat, we have to discuss that !
  8. You can build the windows, balcony, little bits of detail, railings, columns, doorways, arches, everything like this as little bits in Lightwave and then import it and assemble it with a mix of Radiant brushes for great effect. And this allows all the parts to be reused by other designers anyhow...static meshes, basically. Go nuts. We need pillars, columns, just little pieces of architectural detail really. Chimneys. Everything, just don't bother with the boring walls, floors or steps.
  9. I've been a big Thief fan since the beginning, and I would love to assist Dark Mod in any capacity necessary. I don't actually have direct voice-acting experience, but I have been a vocalist and singer for a little over ten years. Most of what I've done has been in death metal bands; however, I'd love to provide some clean vocals for such a project, perhaps voices for Pagan-type characters. Even some dark, villain style stuff, raspy or beast-like voices, I can do. Ah heck, I would be happy to do some Stupid Guard stuff, too. I'm also an experienced Tribes 2 modder (nothing you would recognize, however, as I kept it mostly inhouse as educational stuff), Python programmer (intermediate), and creative writer. I'm also learning C and C++, though my strongest skills are in Python. And, just as an FYI, I'm a GNU/Linux system administrator with quite a bit of experience (my shell and Python scripts probably total in the 4000 lines area). Of course, that doesn't mean I don't do Windows. I understand some of the design process and I feel that I can contribute much to story development and immersion. At the very least, I would enjoy working as a play tester (or "quality assurance specialist" as it's called). I'm definitely looking forward to seeing more of what you all are working on. Dark Mod looks awesome so far. Thanks, Richard aka Draco p.s. Sheesh, this became an essay. To put it simply, I'll do just about anything in this project.
  10. Ok here you are http://208.49.149.118/TheDarkMod/Textures/Texture_Overview/ don't wonder about some textures - I put some into another theme, for example the windows, cauze I think they fit better to the City-Theme. (of course they can be used for mansions as well). I'll change that later in the material-files and on CVS..... seems that I'm the texture manager now PS: I put a questionmark behind the mansion_door02, cauze I'm not sure if we should keep this texture. looks rather crappy IMHO
  11. This is a first draft of the Ambient design document. Please come with suggestions on things to add/remove. Weather Rain Outside Inside (against windows) [*] Wind [*] Thunder The City People crowd Animals Dogs Cats Horses(?) Birds (crows/ravens/pigeons) [*] General city sounds (people working, distant machines/bells etc) [*] Ambient tunes (short musical loops which fits the category) The Mansion/Castle Alarms(?) Musicbox Classical music (gramophone) Clocks Ambient tunes The Factory Different machines Electricity sparkling Chains rattling Belching fire Ambient tunes The Church Bells Ambient tunes (Organs/Gregorian etc) The Scary Place Strange voices Loud bangings á la Cradle Buzzing flies Distant screams Ambient tunes Underground Water dripping Rats Bats Ambient tunes The Forest Trees/Leaves rustling Crickets Birds (sparrows/owls) Wolves(?) Ambient tunes The Ocean Waves Seagulls Creaking of ship rigging Ambient tunes
  12. That would be cool, if you hung around till monring and light came flooding in through the windows and lot's of AI showed up going about their daily business. I'd love a mission like that.
  13. Verzeichnis von F:\Programme\Doom3\darkmod\textures\crypt\doors 22.12.2004 18:16 <DIR> . 22.12.2004 18:16 <DIR> .. 13.12.2004 23:49 1.572.908 crypt_door01_d.tga 13.12.2004 23:49 1.572.908 crypt_door01_ed.tga 13.12.2004 23:49 1.572.908 crypt_door01_local.tga 13.12.2004 23:49 1.572.908 crypt_door01_s.tga 22.12.2004 18:16 <DIR> CVS 4 Datei(en) 6.291.632 Bytes Verzeichnis von F:\Programme\Doom3\darkmod\textures\crypt\floors\stone 22.12.2004 18:16 <DIR> . 22.12.2004 18:16 <DIR> .. 13.12.2004 23:49 786.476 crypt_floor_stone01_d.tga 13.12.2004 23:49 786.476 crypt_floor_stone01_ed.tga 13.12.2004 23:49 786.476 crypt_floor_stone01_local.tga 22.12.2004 18:16 <DIR> CVS 3 Datei(en) 2.359.428 Bytes Verzeichnis von F:\Programme\Doom3\darkmod\textures\crypt\floors\wood 22.12.2004 18:17 <DIR> . 22.12.2004 18:17 <DIR> .. 13.12.2004 23:49 786.476 crypt_floor_wood01_d.tga 13.12.2004 23:49 786.476 crypt_floor_wood01_ed.tga 13.12.2004 23:49 786.476 crypt_floor_wood01_local.tga 13.12.2004 23:49 786.476 crypt_floor_wood01_s.tga 13.12.2004 23:49 786.476 crypt_floor_wood02_d.tga 13.12.2004 23:49 786.476 crypt_floor_wood02_ed.tga 13.12.2004 23:49 786.476 crypt_floor_wood02_local.tga 13.12.2004 23:49 786.476 crypt_floor_wood02_s.tga 22.12.2004 18:17 <DIR> CVS 8 Datei(en) 6.291.808 Bytes Verzeichnis von F:\Programme\Doom3\darkmod\textures\crypt\walls\stone 22.12.2004 18:17 <DIR> . 22.12.2004 18:17 <DIR> .. 13.12.2004 23:49 786.476 crypt_wall_stone01a_d.tga 13.12.2004 23:49 786.476 crypt_wall_stone01a_ed.tga 13.12.2004 23:49 786.476 crypt_wall_stone01a_local.tga 13.12.2004 23:49 786.476 crypt_wall_stone01b_d.tga 13.12.2004 23:49 786.476 crypt_wall_stone01b_ed.tga 13.12.2004 23:49 786.476 crypt_wall_stone01b_local.tga 22.12.2004 18:17 <DIR> CVS 6 Datei(en) 4.718.856 Bytes Verzeichnis von F:\Programme\Doom3\darkmod\textures\crypt\walls\surfaces 22.12.2004 18:17 <DIR> . 22.12.2004 18:17 <DIR> .. 13.12.2004 23:49 786.476 crypt_wall_surface01_d.tga 13.12.2004 23:49 786.476 crypt_wall_surface01_ed.tga 13.12.2004 23:49 786.476 crypt_wall_surface01_local.tga 13.12.2004 23:49 786.476 crypt_wall_surface01_s.tga 13.12.2004 23:49 786.476 crypt_wall_surface02_d.tga 13.12.2004 23:49 786.476 crypt_wall_surface02_ed.tga 13.12.2004 23:49 786.476 crypt_wall_surface02_local.tga 13.12.2004 23:49 786.476 crypt_wall_surface03_d.tga 13.12.2004 23:49 786.476 crypt_wall_surface03_ed.tga 13.12.2004 23:49 786.476 crypt_wall_surface03_local.tga 13.12.2004 23:49 786.476 crypt_wall_surface04a_d.tga 13.12.2004 23:49 786.476 crypt_wall_surface04a_ed.tga 13.12.2004 23:49 786.476 crypt_wall_surface04a_local.tga 13.12.2004 23:49 786.476 crypt_wall_surface04a_s.tga 13.12.2004 23:49 786.476 crypt_wall_surface04b_d.tga 13.12.2004 23:49 786.476 crypt_wall_surface04b_ed.tga 13.12.2004 23:49 786.476 crypt_wall_surface04b_local.tga 22.12.2004 18:17 <DIR> CVS 17 Datei(en) 13.370.092 Bytes Verzeichnis von F:\Programme\Doom3\darkmod\textures\mansion\ceiling 22.12.2004 18:17 <DIR> . 22.12.2004 18:17 <DIR> .. 22.12.2004 18:17 <DIR> CVS 13.12.2004 23:51 786.476 mansion_ceiling01_d.tga 13.12.2004 23:51 786.476 mansion_ceiling01_ed.tga 13.12.2004 23:51 786.476 mansion_ceiling01_local.tga 21.12.2004 16:39 786.476 mansion_ceiling02_d.tga 21.12.2004 16:44 786.476 mansion_ceiling02_ed.tga 21.12.2004 16:47 786.476 mansion_ceiling02_local.tga 6 Datei(en) 4.718.856 Bytes Verzeichnis von F:\Programme\Doom3\darkmod\textures\mansion\doors 23.12.2004 21:42 <DIR> . 23.12.2004 21:42 <DIR> .. 23.12.2004 21:42 <DIR> CVS 13.12.2004 23:50 393.260 mansion_door01_d.tga 13.12.2004 23:50 393.260 mansion_door01_ed.tga 13.12.2004 23:50 393.260 mansion_door01_local.tga 13.12.2004 23:50 1.572.908 mansion_door02_d.tga 13.12.2004 23:50 1.572.908 mansion_door02_ed.tga 13.12.2004 23:50 1.572.908 mansion_door02_local.tga 13.12.2004 23:50 1.572.908 mansion_door02_s.tga 23.12.2004 13:41 1.572.908 mansion_door03_d.tga 23.12.2004 14:01 1.572.908 mansion_door03_ed.tga 9 Datei(en) 10.617.228 Bytes Verzeichnis von F:\Programme\Doom3\darkmod\textures\mansion\floor\mosiac 22.12.2004 18:18 <DIR> . 22.12.2004 18:18 <DIR> .. 22.12.2004 18:18 <DIR> CVS 13.12.2004 23:50 4.194.348 mansion_floor_mosaic01_d.tga 13.12.2004 23:50 4.194.348 mansion_floor_mosaic01_ed.tga 13.12.2004 23:50 3.145.772 mansion_floor_mosaic01_local.tga 13.12.2004 23:50 1.048.620 mansion_floor_mosaic01_s.tga 13.12.2004 23:50 3.145.772 mansion_floor_mosaic02_d.tga 13.12.2004 23:50 3.145.772 mansion_floor_mosaic02_ed.tga 13.12.2004 23:50 3.145.772 mansion_floor_mosaic02_local.tga 13.12.2004 23:50 1.048.620 mansion_floor_mosaic02_s.tga 8 Datei(en) 23.069.024 Bytes Verzeichnis von F:\Programme\Doom3\darkmod\textures\mansion\floor\rug 23.12.2004 21:43 <DIR> . 23.12.2004 21:43 <DIR> .. 23.12.2004 21:43 <DIR> CVS 23.12.2004 19:10 393.260 mansion_floor_rug01_d.tga 23.12.2004 19:11 393.260 mansion_floor_rug01_ed.tga 23.12.2004 19:13 393.260 mansion_floor_rug01_local.tga 23.12.2004 19:15 393.260 mansion_floor_rug02_d.tga 23.12.2004 19:16 393.260 mansion_floor_rug02_ed.tga 23.12.2004 19:18 393.260 mansion_floor_rug02_local.tga 23.12.2004 19:20 1.572.882 mansion_floor_rug03_d.tga 23.12.2004 19:23 1.572.882 mansion_floor_rug03_ed.tga 23.12.2004 19:25 1.572.882 mansion_floor_rug03_local.tga 23.12.2004 19:35 786.476 mansion_floor_runner01b_d.tga 23.12.2004 19:38 786.476 mansion_floor_runner01b_ed.tga 23.12.2004 19:40 786.476 mansion_floor_runner01b_local.tga 23.12.2004 19:28 1.572.908 mansion_floor_runner01_d.tga 23.12.2004 19:31 1.572.908 mansion_floor_runner01_ed.tga 23.12.2004 19:33 1.572.908 mansion_floor_runner01_local.tga 15 Datei(en) 14.156.358 Bytes Verzeichnis von F:\Programme\Doom3\darkmod\textures\mansion\floor\tile 22.12.2004 18:19 <DIR> . 22.12.2004 18:19 <DIR> .. 22.12.2004 18:19 <DIR> CVS 13.12.2004 23:50 786.476 mansion_floor_tile01_d.tga 13.12.2004 23:50 786.476 mansion_floor_tile01_ed.tga 13.12.2004 23:50 786.476 mansion_floor_tile01_local.tga 13.12.2004 23:50 786.450 mansion_floor_tile01_s.tga 13.12.2004 23:50 196.652 mansion_floor_tile02a_d.tga 13.12.2004 23:50 196.652 mansion_floor_tile02a_ed.tga 13.12.2004 23:50 196.652 mansion_floor_tile02a_local.tga 13.12.2004 23:50 196.652 mansion_floor_tile02a_s.tga 13.12.2004 23:50 1.572.908 mansion_floor_tile03_d.tga 13.12.2004 23:50 1.572.908 mansion_floor_tile03_ed.tga 13.12.2004 23:50 1.572.908 mansion_floor_tile03_local.tga 13.12.2004 23:50 524.332 mansion_floor_tile03_s.tga 12 Datei(en) 9.175.542 Bytes Verzeichnis von F:\Programme\Doom3\darkmod\textures\mansion\floor\wood 23.12.2004 21:43 <DIR> . 23.12.2004 21:43 <DIR> .. 23.12.2004 21:43 <DIR> CVS 23.12.2004 19:49 786.476 mansion_floor_parquet01_d.tga 23.12.2004 19:54 786.476 mansion_floor_parquet01_ed.tga 23.12.2004 19:58 262.188 mansion_floor_parquet01_s.tga 3 Datei(en) 1.835.140 Bytes Verzeichnis von F:\Programme\Doom3\darkmod\textures\mansion\walls\blend 22.12.2004 18:19 <DIR> . 22.12.2004 18:19 <DIR> .. 22.12.2004 18:19 <DIR> CVS 13.12.2004 23:51 786.476 mansion_blend_plaster_paper01a_d.tga 13.12.2004 23:51 786.476 mansion_blend_plaster_paper01a_ed.tga 13.12.2004 23:51 786.476 mansion_blend_plaster_paper01a_local.tga 13.12.2004 23:51 786.476 mansion_blend_plaster_paper01b_d.tga 13.12.2004 23:51 786.476 mansion_blend_plaster_paper01b_ed.tga 13.12.2004 23:51 786.476 mansion_blend_plaster_paper01b_local.tga 13.12.2004 23:51 786.476 mansion_blend_plaster_paper01c_d.tga 13.12.2004 23:51 786.476 mansion_blend_plaster_paper01c_ed.tga 13.12.2004 23:51 786.476 mansion_blend_plaster_paper01c_local.tga 13.12.2004 23:51 786.476 mansion_blend_stone_plaster01_d.tga 13.12.2004 23:51 786.476 mansion_blend_stone_plaster01_ed.tga 13.12.2004 23:51 786.476 mansion_blend_stone_plaster01_local.tga 12 Datei(en) 9.437.712 Bytes Verzeichnis von F:\Programme\Doom3\darkmod\textures\mansion\walls\brick 22.12.2004 18:19 <DIR> . 22.12.2004 18:19 <DIR> .. 22.12.2004 18:19 <DIR> CVS 13.12.2004 23:51 786.476 mansion_wall_brick01_d.tga 13.12.2004 23:51 786.476 mansion_wall_brick01_ed.tga 13.12.2004 23:51 786.476 mansion_wall_brick01_local.tga 13.12.2004 23:51 786.476 mansion_wall_brick02_d.tga 13.12.2004 23:51 786.476 mansion_wall_brick02_ed.tga 13.12.2004 23:51 786.476 mansion_wall_brick02_local.tga 6 Datei(en) 4.718.856 Bytes Verzeichnis von F:\Programme\Doom3\darkmod\textures\mansion\walls\panel 23.12.2004 21:43 <DIR> . 23.12.2004 21:43 <DIR> .. 23.12.2004 21:43 <DIR> CVS 22.12.2004 23:28 786.476 mansion_wall_panel01_d.tga 22.12.2004 23:30 786.476 mansion_wall_panel01_ed.tga 22.12.2004 23:33 786.476 mansion_wall_panel01_local.tga 22.12.2004 23:36 262.188 mansion_wall_panel01_s.tga 22.12.2004 23:44 786.476 mansion_wall_panel02_d.tga 23.12.2004 00:01 786.476 mansion_wall_panel02_ed.tga 23.12.2004 00:07 786.450 mansion_wall_panel02_local.tga 7 Datei(en) 4.981.018 Bytes Verzeichnis von F:\Programme\Doom3\darkmod\textures\mansion\walls\surfaces 22.12.2004 18:19 <DIR> . 22.12.2004 18:19 <DIR> .. 22.12.2004 18:19 <DIR> CVS 13.12.2004 23:50 786.476 mansion_wall_surface01_d.tga 13.12.2004 23:50 786.476 mansion_wall_surface01_ed.tga 13.12.2004 23:50 196.626 mansion_wall_surface01_local.tga 13.12.2004 23:50 786.476 mansion_wall_surface01_s.tga 13.12.2004 23:50 786.476 mansion_wall_surface02_d.tga 13.12.2004 23:50 786.476 mansion_wall_surface02_ed.tga 13.12.2004 23:50 786.476 mansion_wall_surface02_local.tga 7 Datei(en) 4.915.482 Bytes Verzeichnis von F:\Programme\Doom3\darkmod\textures\mansion\walls\trim 22.12.2004 18:19 <DIR> . 22.12.2004 18:19 <DIR> .. 22.12.2004 18:19 <DIR> CVS 13.12.2004 23:50 393.260 mansion_wall_trim01_d.tga 13.12.2004 23:50 393.260 mansion_wall_trim01_ed.tga 13.12.2004 23:50 393.260 mansion_wall_trim01_local.tga 13.12.2004 23:50 141.760 mansion_wall_trim01_s.tga 13.12.2004 23:50 1.572.908 mansion_wall_trim02_d.tga 13.12.2004 23:50 1.572.908 mansion_wall_trim02_ed.tga 13.12.2004 23:50 1.572.882 mansion_wall_trim02_local.tga 13.12.2004 23:50 786.476 mansion_wall_trim03_d.tga 13.12.2004 23:50 786.476 mansion_wall_trim03_ed.tga 13.12.2004 23:50 786.450 mansion_wall_trim03_local.tga 10 Datei(en) 8.399.640 Bytes Verzeichnis von F:\Programme\Doom3\darkmod\textures\mansion\walls\wallpaper 22.12.2004 18:20 <DIR> . 22.12.2004 18:20 <DIR> .. 22.12.2004 18:20 <DIR> CVS 13.12.2004 23:51 196.652 mansion_wallpaper01_d.tga 13.12.2004 23:51 196.652 mansion_wallpaper01_ed.tga 13.12.2004 23:51 196.652 mansion_wallpaper01_local.tga 13.12.2004 23:51 786.476 mansion_wallpaper02a_d.tga 13.12.2004 23:51 786.476 mansion_wallpaper02a_ed.tga 13.12.2004 23:51 786.476 mansion_wallpaper02b_d.tga 13.12.2004 23:51 178.442 mansion_wallpaper02b_ed.jpg 13.12.2004 23:51 786.476 mansion_wallpaper02_local.tga 13.12.2004 23:50 786.476 mansion_wallpaper03_d.tga 13.12.2004 23:51 786.476 mansion_wallpaper03_ed.tga 13.12.2004 23:51 786.476 mansion_wallpaper03_local.tga 13.12.2004 23:51 786.450 mansion_wallpaper04_d.tga 13.12.2004 23:51 786.450 mansion_wallpaper04_ed.tga 13.12.2004 23:50 786.476 mansion_wallpaper04_local.tga 13.12.2004 23:51 786.476 mansion_wallpaper05_d.tga 13.12.2004 23:51 786.476 mansion_wallpaper05_ed.tga 13.12.2004 23:51 786.476 mansion_wallpaper05_local.tga 17 Datei(en) 10.992.534 Bytes Verzeichnis von F:\Programme\Doom3\darkmod\textures\mansion\walls\wood 22.12.2004 18:20 <DIR> . 22.12.2004 18:20 <DIR> .. 22.12.2004 18:20 <DIR> CVS 13.12.2004 23:50 786.476 mansion_wall_wood01_d.tga 13.12.2004 23:50 786.476 mansion_wall_wood01_ed.tga 13.12.2004 23:50 786.476 mansion_wall_wood01_local.tga 3 Datei(en) 2.359.428 Bytes Verzeichnis von F:\Programme\Doom3\darkmod\textures\mansion\windows 22.12.2004 18:20 <DIR> . 22.12.2004 18:20 <DIR> .. 22.12.2004 18:20 <DIR> CVS 13.12.2004 23:51 393.260 mansion_shutter_window01_d.tga 13.12.2004 23:51 393.260 mansion_shutter_window01_ed.tga 13.12.2004 23:51 393.260 mansion_shutter_window01_local.tga 13.12.2004 23:51 1.572.908 mansion_window01_d.tga 13.12.2004 23:51 1.572.908 mansion_window01_ed.tga 13.12.2004 23:51 1.572.908 mansion_window01_local.tga 6 Datei(en) 5.898.504 Bytes Verzeichnis von F:\Programme\Doom3\darkmod\textures\misc 22.12.2004 18:20 <DIR> . 22.12.2004 18:20 <DIR> .. 22.12.2004 18:20 <DIR> CVS 13.12.2004 23:49 16.428 frob_white.tga 13.12.2004 23:49 207.914 rustyyellow.jpg 13.12.2004 23:49 163.327 rustyyellow_b.jpg 13.12.2004 23:49 157.682 rustyyellow_s.jpg 4 Datei(en) 545.351 Bytes Verzeichnis von F:\Programme\Doom3\darkmod\textures\miscellaneous\decals 22.12.2004 18:20 <DIR> . 22.12.2004 18:20 <DIR> .. 22.12.2004 18:20 <DIR> CVS 13.12.2004 23:49 196.652 misc_decals01_d.tga 13.12.2004 23:49 196.652 misc_decals01_ed.tga 13.12.2004 23:49 196.652 misc_decals01_local.tga 13.12.2004 23:49 196.652 misc_decals02_d.tga 13.12.2004 23:49 196.652 misc_decals02_ed.tga 13.12.2004 23:49 196.652 misc_decals02_local.tga 6 Datei(en) 1.179.912 Bytes Verzeichnis von F:\Programme\Doom3\darkmod\textures\miscellaneous\paintings 22.12.2004 18:20 <DIR> . 22.12.2004 18:20 <DIR> .. 22.12.2004 18:20 <DIR> CVS 13.12.2004 23:50 600.044 misc_painting_landscape01_d.tga 13.12.2004 23:50 600.044 misc_painting_landscape01_ed.tga 13.12.2004 23:49 600.044 misc_painting_landscape01_local.tga 13.12.2004 23:50 600.044 misc_painting_landscape01_s.tga 13.12.2004 23:49 351.044 misc_painting_landscape02_d.tga 13.12.2004 23:49 351.044 misc_painting_landscape02_ed.tga 13.12.2004 23:49 351.044 misc_painting_landscape02_local.tga 13.12.2004 23:49 351.044 misc_painting_landscape02_s.tga 13.12.2004 23:49 243.794 misc_painting_landscape03_d.tga 13.12.2004 23:49 243.794 misc_painting_landscape03_ed.tga 13.12.2004 23:49 243.794 misc_painting_landscape03_local.tga 13.12.2004 23:49 243.794 misc_painting_landscape03_s.tga 13.12.2004 23:50 600.044 misc_painting_portrait01_d.tga 13.12.2004 23:49 600.044 misc_painting_portrait01_ed.tga 13.12.2004 23:50 600.044 misc_painting_portrait01_local.tga 13.12.2004 23:50 600.044 misc_painting_portrait01_s.tga 16 Datei(en) 7.179.704 Bytes Verzeichnis von F:\Programme\Doom3\darkmod\textures\miscellaneous\rugs 22.12.2004 18:20 <DIR> . 22.12.2004 18:20 <DIR> .. 22.12.2004 18:20 <DIR> CVS 13.12.2004 23:49 393.260 misc_rugs01_d.tga 13.12.2004 23:49 393.260 misc_rugs01_ed.tga 13.12.2004 23:49 393.260 misc_rugs01_local.tga 13.12.2004 23:49 1.572.882 misc_rugs02_d.tga 13.12.2004 23:49 1.572.882 misc_rugs02_ed.tga 13.12.2004 23:49 1.572.882 misc_rugs02_local.tga 6 Datei(en) 5.898.426 Bytes Anzahl der angezeigten Dateien: 285 Datei(en) 163.125.918 Bytes 185 Verzeichnis(se), 39.762.821.120 Bytes frei
  14. It's not a banknote by chance? The best way is to delete the old harddisk and create a new partition from scratch. That's the fastest way. Of coure it depends on your system setup. If you have everything on a single partition C: then you are scrwed. Many non-developers partition their jarddrive this way, but this is the crappiest way to setup your system. So if you setup a complete new installation I suggest that you create bootpartition for your XP (mine is 4GB which is more then enough) and install all apps on another partition. This way you can easily recover after a system crash or when you need to setup your OS, which happens frequently with Windows. but to answer your question. Normally it should be possible to install over an existing system. But it could be that you have old files intermingled with new files which CAN cause problems.
  15. No they just decided not to put the other RAM chip in. Turns out they didn't charge me for it either, but still, it's annoying. As it turns out I have to go back in anyway to replace this fan. It sounds almost like a small vacuum cleaner. It's ridiculous. Anyway, I've got most stuff working again, but I'm still having one problem. I have a new slave HD. It's detected properly by bios, and when I look in the Device manager, it is listed as working properly. But when I use windows explorer, it doesn't show up. It only lists: C: (master) D: (cd-rom) E: (dvd) F (SAYS it's a DVD, but I only have one) It also lists an A:, which I don't have anymore. Is there any special way to get explorer to see this HD? I don't understand why it would be in the device manager list but not here.
  16. well we'd just have to import them in blender and then export them again. this way there wouldn't be any watermark of lightwave or something like that in the file. and BTW a few weeks ago there was a scandal, because someone found somekind of watermark of a crack of a sound-application in a windows-sound file - microsoft works with warez-software :lol:
  17. You could, but you wouldn't have to. I don't think Thief windows have every had curtains, have they? Something we can think about including, maybe. Shutters might be good, as long as they didn't obscure the view too much. We'll have to see what looks good when we put it together. But first I'd need a fully-furnished mansion room.
  18. Sweet. And with authentic windows, even! Hey. That raises a point I hadn't thought of till now. The Thief doesn't have a cloak?
  19. I need a sound processing tool for windows which can convert the various formats and where I can cut sounds with. A free one would be nice. Can you recommend one? Thanks!
  20. Anybody can recommend an ogg player for Windows? I would have to boot to linux and I don't want that right now.
  21. Breathe in. textures/Darkmod/Objects/Windows/windowpane/Windowpane { noSelfShadow noshadows twosided translucent glass forceoverlays //sort decal qer_editorimage Textures/custom/Winyel1_d.tga { Program heatHazewithmaskandvertex.vfp vertexParm 0 time * 0 , time * 0 // texture scrolling vertexParm 1 .5 // magnitude of the distortion fragmentProgram heatHazewithmaskandvertex.vfp fragmentMap 0 _currentRender fragmentMap 1 textures/sfx/vp1 fragmentMap 2 textures/glass/4x4 } { maskcolor map makealpha(textures/glass/glass1) } { blend gl_dst_alpha, gl_one maskalpha cubemap env/gen2 red Parm0 green Parm1 blue Parm2 texgen reflect vertexcolor } { blend filter map Textures/custom/Winyel1_d.tga } { blend diffusemap map Textures/custom/alpha1.tga alphatest .1 } } The bit with the actual fragment shader parsed is this line: Program heatHazewithmaskandvertex.vfp But try the whole thing. The rest is a mish-mash of trying to get the alpha transparency to work properly. It's probably more complicated than needs be.
  22. This is dying for the glowy yellow windows.
  23. When you go to the FTP to either upload a new texture or grab an old one you'll notice that there are 2 new folders in place of the big list we had to weed through before. I did this because looking for Springheel's frame and BT's new floors was a pain in the butt with the current configuration. So now we have the Old Texture Archive, where all our old textures that were previously a part of the big list will go, and Dark_Mod, which is where all current textures that haven't been incorporated into the pack (and using the new naming scheme, hopefully) will be plopped. The new one is also gonna follow the same directory structure as the texture pack (it IS the texture pack, actually), so it'll be easier to organize and manage everything. They've both been organized into subcatagories, so if you're looking for an old window just check the windows directory in the old archive and so on and so on...feel free to add your own directories if you think the one you're uploading doesn't fit in any of the current catagories. And lastly, the texture pack reorg is almost done. I should have it up in the next couple of days. Just for a nice visual cue, and to open this up for comments, I'll post a pic right fast.. See anything wrong, tell me. The better it's laid out the smoother it'll go for us. Edit: BT, I added the textures you had in the mansions folder to the new WIP Texture directory..so if you wonder why your folder is gone it's cuz I put it in there. They've been renamed Mansion_Floor_Tile03 and Mansion_Wall_Trim04.
  24. I've got a load of wood vaneers knocking about from various attempts at marquetry. Thought I'd scan them in. You can download my veneers pack, load some examples into windows paint or whatever your favourite image editor is and cut and paste to your hearts content (Get a grown up to help with the scissors, lol). Heres one I did earlier in about 94 seconds. enjoy
  25. Sadly IrfanView is windows only. Shame that, because it rocks. It seems to work OK with WINE at a push. Of course The GIMP can resize images. You'll be wanting to bolt on a batch processing extension to save you from having to go through all the images by hand.
×
×
  • Create New...