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  1. Thanks guys! I think it has potential also!! I need to play through Thief 1 and 2 again soon to try and re-capture the feel of some of the aural delights they had. I'm sure you already did this, but while listening to my tracks, close your eyes and try to envision differen't scenes/moods/situations that could be happening. There are a few bits of sounds in there I've noticed, for example, that might work well for machinery -- especially when looped. The piano & strings music sound used in the 'Darkness_Falls-1.mp3' file (about :45 seconds into it) is very similar to the one used in the mansion level of TDS (the level where you could see lightning flashes from inside.) That's the only reason I did that. And, no! Honestly, I've never played Silent Hill. Does it use similar ambience? I watched a friend play a little bit of SH2 on the PlayStation2 many years ago, but I seriously don't remember what the music/ambience was like. I love working with audio, so I'd love to try and help out with the audio portion of things. PS: I've edited my original post to now have the revised URLs. Thanks Renzatic!!!!
  2. These are nice! Thanks for posting the link. I think having these will help us in the long run.
  3. Obviously, ambient sounds (tied to certain locations/areas) will also be needed, and perhaps sounds for when our thief walks through a bush or walks through some tree branches (foliage), etc. I'd love to try and help out with some of the "foley artistry" work, but am not sure how possible that will be. What type of sound equipment will you be using? As a side note, I'll probably be able to crank out a few sounds/ambiences from my Roland keyboard. I noticed Doom 3 actually had one part where it used an exact ambient sound that's in my Roland keyboard. My ROland sounds wouldn't be 'real life' sounds like footsteps, per se -- but more along the lines of music/ambience/atmosphere. GoldWave software may allow me to layer sounds and tweak some of them, as well.
  4. 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.
  5. rgun

    Good Stuff!

    Hey guys, just wanted to say that I like what you're doing here. I, too, have been trying to stray away from the "hey look at my map with pipes and steam" trend that is going on, and it is harder than it looks. You guys have got some good progress going, and I like those textures!! Let me know if I can be of any help with any ideas and stuff. Info on my map/mod here
  6. I'm just wondering how it's over all "colour" will blend in with the existing textures. It's what I was blabbering on about in the other threads. This image looks fairly washed out, like it was taken in midday on an overcast day. Nothing that photoshop can't fix I bet. If you compare it to the similar textures (there are ones that look like this - white stone around curved windows) the colours are fairly high contrast. The only way I can think to help them all look consistant (aside from trying to make them close to the same colour pallette) is to actually make a building out of all the textures, and see if it looks right.
  7. It's not too late to start. If you wanna go ahead and help BT and I out I can tell you everything you need to know to get a basic working texture in place. I had never done any texturework before I started this mod, so it's not really a hard thing to get into. All it takes is patience, trial and error work (I went through 7 specular maps before I got one I was happy with for instance), and a good idea of how to apply depth with heightmaps and you're ready to go. And another test using the new trim is up. Still looks a little plain, need more detailing textures.
  8. Guest

    I Want To Help

    I've got some traditional art skills, done a tiny bit of freelancing with 3D modelling and animation, done a bit of programming in the past too. My degree was in Heritage and Archaeology (so I know a little about medieval architecture and stuff) Happy to help if I can.
  9. My programming skills are sucky, im stuck in basic. But I think I can be of great help in the concept part. That is, inventing background stories, characters and maybe some level design. EDIT: Forgot to mention this important detail. I can send samples of my work if needed. These include writting and level design.
  10. This is less important than figuring out Doom 3 textures. And I can't really help, haven't tried any of this with T3.
  11. Since I'm kind of new to texturing I was wondering if someone could help me out with a little problem I'm having importing a file into T3. I'm trying to make an alteration to the Main Menu Title that swoops in during the beginning of Deadly Shadows, but when I import the bmp using DX Tool it changes my Alpha channel to white and i get a big box around the title "deadly Shadows". Is there something I have to do in photoshop to ensure my alpha chanell stays black? Perhaps it has something to do with the dxt3 format...I dunno...it's driving me crazy.
  12. Hey, thanks for the texture. I think I might try and tackle your stained glass windows next and see what I can come up with. Pretty soon, counting both your textures and the ones I've done so far, I might have enough to make a good sized mockup map. But if you can, see if you can make some bumpmaps to help me out with. Photosourced textures usually need to be tweaked alot more than the Blade textures do, so it'd be alot faster if I had an extra hand doing em. Edit: Actually, it'd be a good idea if everyone making textures (which I think is just Blackthief, possibly Alexius, and I) were to get together and started organizing everything. It'll mean alot less work on down the road if we keep everything in order and pack the textures the same way and whatnot.
  13. Nevertheless you can already think about what you can test and how and also how to report it. Performance, Art, Map glitches, mismatching objectives, Gameplay, Sound, etc. Of course it would be good to know what system you have. It doesn't help if we have 30 testers all with similar system specs. This information can probably be posted in the (hopefully) soon to be created information board where we can store non-discussable project information.
  14. omega

    Welcome...

    Would help with what? It will only make it harder to read.
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