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  1. Here are a few quick sample files I just created to give you a small feel for what my Roland keyboard is capable of. Nothing polished or final here, just a quick sampling of different effects and atmospheres. There are hundreds of sounds in this keyboard and considering each can be manipulated (slowed down, sped up, layered, pitch altered, fade ins/outs, etc.) through software, I thought it might provide some help to this DarkMod endeavor. Each of these files are around 3 to 5 MB in size. Let me know if anything here makes it sound like my keyboard has potential: Probably best just to 'right-click/save as' to your hard drive... http://208.49.149.118/TheDarkMod/audio/unf...ess_Falls-1.mp3 http://208.49.149.118/TheDarkMod/audio/unf...ess_Falls-2.mp3 http://208.49.149.118/TheDarkMod/audio/unf...ess_Falls-3.mp3 Edited URLs because file locations were moved...
  2. Hi there Im Dieblein, Leader of the Rpg project "Return to Mana" for Hl2. (http://returntomana.mods.de. I just rushed in here to congratz you to the work done so far. Thief is one of my all time best games I ever thought of making a nice sequel or mod based on it in the future. So I hope you can proove the will to not break up until the mod has been done. I saw your modling threads @cgtalk, its good to post there because that really imroves the quality of the 3d work. As you may know its so important to keep looking and comparing yourself with the worlds top notch artists because you can always learn more. Stop learning is the worst thing that can ever happen to you. So I hope you can go along with the project, In any case I wish you best of luck with it and perhaps we can chat a little and maybe I could help you out with some of the model work later. Is there an Irc you usually hang out? Dont give up, keep up the good work! Greetings Dieblein
  3. I think I can help with both as well. Starting to dig around the AI scripts and SDK stuff as we speak.
  4. TheWaq

    A 3d Artist

    well, i m in character art, so i would like to help this mod in it. thanks
  5. I rellay love it. Looks great! the only thing that I would like to have is also to display the size of the FM, and wether I already finished it (like in DarkLoader). We also will need some description to be displayed. The name alone is not of much help if you have 400 missions to select from. And I hope that, over time, we will get as much for our mod as for T1/T2.
  6. 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.
  7. I whipped these up right fast cuz I thought we could use a few more shots for the website. I decided to stretch out the texture window to give it a nice cinematic widescreen (everyone loves a good widescreen shot) and threw in one of the old lightgem drawings to give it an ingame look. lol, I had to go to the old boards to find the lightgem I had in mind...it was a blast reading through all the old posts and seeing how far we've come in just a couple of months. Anyway...on with the show. This is my semi finished art gallery, what originally started out as quickly built room designed to help Springheel test out his textures turned into a 500 brush monster that's probably one of the better maps I've done in awhile. I dunno if I like the angle of the screenshot too much, but eh...I've already doctored it up. Oh yeah, I also added a specular to the beige wall, which improved it considerably. The Gallery And the tried and true basement shot with a slight specular added to the wall texture. I'd replace the old basement shot on the webpage with this one. The Basement Also, see if DeepOmega wants to post his newer Thief model up in place of the old one. The face, along with the smoother look, is worth the update.
  8. lol, the light is huge cuz everything else is so small. It's like comparing a quarter to an ant...err...or something like that anyway. But yeah, all you'd do is draw a smaller brush (use the 2 grid), and fit the texture to it. Easy as that. Remember to use one of the character models for comparison...that'll help you out alot.
  9. Judging from the placement of your light entities in one of your earlier shots I'd say your room is too big, about as big as a good sized grand dining room at least. Judging from that I'd say that your paintings are about 15 feet high and cuz of that the texture is stretched way beyond the size it should be. Until you get used to building to scale, rightclick, go to char, and throw in the hazmat guy to use as a measurement when you're building your brushes. I did the exact same thing when I built the first thief_room map. But the picture itself is excellent, and when it's properly sized it doesn't show any pixelization whatsoever. Edit: This will help you out a bit. Look at the size of the light entity in relation to the painting. The brush itself is only 36 width 58 height, when you're working in Doom 3 you'll usually spend most of your time on the 2 or 4 grid.
  10. Do you need some webspace to host a few tracks? If so I can help you out so you can demo your work to everyone else on the mod. We can't consider you unless you have an example shown upfront, so if that's the case just send me a PM and I'll see what I can do.
  11. So does that mean you still think they would help in getting through textures as fast?
  12. The imperfections might be from little dimples in the normalmap, they're easy to fix, and it probably wouldn't hurt to make the normal a little shallower on the painting itself. Beyond that I can't think of any complaints...it's beautiful. lol, you could probably end up teaching me a few tricks with PS. Your artistic skills will really come in handy and could help me out with the bits I'm struggling with.
  13. Maus

    Pick! Me!

    I would like to be a part of your teem! I am a skilled Artist, and hope I can contribute to this exciting Thief stile mod! I would like to contribute my skills as a: Concept Artist Texture Artist 3D Modeler Animator I don’t have a lot of samples of my 3D work available online but you can fined sum of my Furry art here: *** Pleas Note: there is adult content*** http://vcl.ctrl-c.liu.se/vcl/Artists/Maus/ I can also email some Concept Sketches I did for Mountain Man Online Games awhile back if you would like to see it! As a relatively new artist to the game seen I need to develop more portfolio work and when I found your mod I just about freaked out! Thief is like my favorite game! And in my free time I have been working on a Java Real Time 3D, Fantasy/Steam-punk role playing game! So working on a Thief stile mod would be like a dream come true for me! I hope there is room for me on your team! Pleas test my skills and see for your self what I can do to help your project! I look forward to working with you! Thanks for your time! Regards, Maus
  14. 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
  15. I used to have a nose. But nowadays I have to use this bannana. Otherwise that is looking a bit like a head. A head with very low ears. But yeah, its really good work. I'd quite like an ever so slightly pointier chin, and slightly fleshier cheeks just under the eyes there. Am I high maintanence? And not having a neck will help him hide in the shadows. I'm sorry. Apart from those things its fantastic
  16. The back legs have a single joint that bends backwards, making it unclear exactly how they would walk. Their forelegs don't look terribly useful in that regard. Adding another joint at the top or bottom of the leg might help. Take a look at some reference pics...a Trex might be useful or the back leg of a deer.
  17. That's what the colour and symbol is for. Not to mention the hammer. I don't think anyone would fail to see the resemblance. (of course it would help if they both had the same symbol...still experimenting with that.) My view of the elite guards is that they would be Builders who had been with the church for many, many years, doing great work and training hard. They are now second only to the high priests in their piety and power. Their armour serves both a practical AND ceremonial purpose. It should be more ornate than the regular temple guards. Keep in mind that the colouring job is a little comic-bookish at the moment...they probably shouldn't be that bright.
  18. The solid colors help out alot, he seems more like a Builder now than before,
  19. Probably about 70 or 80... HAHAHA, j/k. I dunno, I guess as many as we can within reason considering logic, time, energy and team/system capabilities. I don't know how many are typically used in games... do you? Different body shapes should also be considered; that's why I created a sketch for a heaftier guard. Doom 3 already has a couple different body types, so that'll probably help us. I like the goatee look on your character there, though. Helps make him look menacing.
  20. jay pettitt

    3ds Max

    The already mentioned blender is free, fully featured and can export to the appropriate formats required for D3 models and animation. There is a blender sub community over at Doom 3 world. I've been playing around with it for a few days. Once you get over the 'huh!?!' hurdle where you can't get it to do anything, its actually pretty good. I'd be happy to help get you started if you want to give it a try.
  21. That is a very awesome design, but not quite in line with our design philosophy for the mod. I should really change my name to "The Minimalist" from New Horizon, but think "minimal" interface. If this thief were to really carry around a mystical light gem, I wonder if it would be some kind of rough cut stone laid into casing of some sort? Anyway, definately not shooting down what you did. It's gorgeous. Just trying to help fuel some other ideas. Okay, I just threw this together on top of Fingernails old test pic in about five minutes...but it might get the idea I had accross. Essentially just a crystal that rotates. The crystal would be angled inwards a bit so it actually points forward when you are facing north. The north end of the crystal would be pointy and the south end blunt. I didn't have time to do this so I just colored the north end a bluish green. I have another idea, but I won't get to work on that until later this evening. Thoughts?
  22. EDIT: I like that idea new horizon, would also help account for the arrow's "dissapearance" after being fired. I vote we keep flashbombs. A flash arrow would make it a bit too easy to blind someone from a distance, rather than judging arc and such. Plus, flashbombs seem more steampunkish.
  23. No critisism here - I just couldn't help myself from posting about how awesome these textures are looking. This normal map stuff looks mind-blowing...
  24. Well, I finally got my scanner to work so I thought I'd upload some concept artwork I've been working on the past week or so! Woot! Mainly just rough sketches, but hopefully helpful...? PS: Any feedback on the above is appreciated. Also, there's going to be a lot more time spent in creating lamps, lights, candles, candleholders, chairs, tables, wall patterns, stained glass windows, etc., then what was barely touched on here. Just didn't want anybody worrying. Side Note: I look at 'concept artwork' as general guidelines to help create the game. The museum sculpture stand image above, for instance, has a big magnet over it (to slowly lift the glass box when activated). This may or may not be something we want to include in the game -- it was just an idea. For example, our thief could have a goal that says "Figure out how to steal the Bafford Scultpure" or something, and our thief would then have to find a secret switch that lifts the glass enclosure up, revealing the sculpture. We may or may not want to do something like this. As well, in the concept artwork, the magnet looks like hell. I envision more care and detail going into the actual magnet if it were implemented, perhaps even hiding the fact that it's a magnet by making it look like a beautiful, ornate hood above the sculpture that provides light to the sculpture or something. So, you see, please just take my concept artwork as brainstorming sessions and possible ideas rather than an edict saying "We need to do it THIS way" or "I feel this way is the best." So, as more and more drawings come, take what you will from them for use in DarkMod. I just want them to be helpful! Cool?? Cool. PPS: The 'miscellaneous room' one was done with colored pencils. I know it's not the best clarity. Just wanted to do a rough room. I need to get myself a "digital pen" for my PC! Drawing with a mouse is kind've challenging, otherwise I'd do stuff more often on the PC.
  25. Guest

    I Want To Help

    I would like to help! I know you probably already have enough concept artists, but I would still like to contribute to your wonderful project. I have been drawing and sketching for the past lifetime, I've done some EXTREMELY minor work for other people, community service type stuff. I'm also pretty good with photoshop, though my copy is busted ATM. I loved the thief games, I love the thief world, and I love the thief artwork. My photoshop skills are mostly photomanipulation, but I can do a wee bit of digital painting. My freehand skills are mostly sketching characters and I can also sketch environments. Here is an example of some of my stuff: This stuff is done in photoshop, with a webcam. I've also got a nikon coolpix, so I can take high res stuff and make some extremely theify looking stuff. I will get my freehand stuff up to show you asap, just need to run it through the scanner. (BTW, I registered but it still says I'm a guest, wtf?)
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