Jump to content
The Dark Mod Forums

Search the Community

Showing results for '/tags/forums/history of art/'.

  • 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. Don't have money to buy it and I visit the Fallout 3 forums instead .
  2. haha lol i have the ability to be very confused on forums :]
  3. Baddcog

    Zero Gear

    yeah, I kindof stumbled on that through polycount forums and a few people had made models. Was bored of stuff I was doing and had started on a low poly mini-truck which never went far so decided to try and get it in that engine. Then I got the bug and had to do more I've actually wanted to find a programmer who would start on something like this and have a few ideas I've been tossing around. But without a programer it can't go far. If you wanna work on a game sometime Crispy I'd love to. Don't know if you've checked out Ogre yet but it's a great renderer and there are alot of libraries to use. I can handle the modelling side but am completely clueless to any and all programming tasks. I've made a few suggestions on Zero Gear though that have been imlemented (like the tornado) so it kindof feels like I'm part of the team.
  4. I didn't complain (sorry if you got the wrong impression). But I just remembered, you can't read the internal forums yet Also, ideas are cheap, but we have a really really big heap of bugs and missing features, and getting sidetracked with more "optional stuff" is, well, bad for finishing v1.0. And I am notoriously bad at focusing
  5. Winkler Oszkar has a good question in the public forums about can we do campaigns and got me thinking. Unlike Thief, Dark Mod includes its own FM installer so the menu will show different FMs, probably dozens, even hundreds of FMs, much like Darkloader for Thief. Only the currently installed one can be played. So how do we intend to implement campaigns where there is a briefing for the first mission, objectives, shop, the mission itself, Mission complete, then some continue option, next briefing, mission, Mission Complete, and so on. There will not be many if any full 12+ mission campaigns, but 2, 3, and 4 mission packs are not uncommon in Thief.
  6. Read the wiki! There are no Hammerites in TDM. http://wiki.thedarkmod.com/index.php/Main_Page http://forums.thedarkmod.com/index.php?act=P...amp;qpid=169123 We spent a lot of time preparing the wiki with all the necessary information players would need. Please take the time to use it. It will save you a lot of frustration.
  7. Interesting points, I particularly love the bottle throwing, but I think the number of bottles should be like 1, and then it's just stones from the ground instead (makes more sense). What would you prefer that the guard just sat there yelling at you to get down while you pummel him with arrows ala thief series? This is much better and makes the guards just a little more interesting and believable. Also the blackjacking, yes it's a lot harder than in thief series but that's a good thing, you need to hit him in the head yes. I find that I have no problem centering the guards head on my screen but this is a WIP so maybe things will change. You can also shoulder bodies after frobbing their corpse, hit the use button and the body is carried on your shoulder, works really well for me That last bug with the guards feet running after you kill them, I've never noticed that personally. Must be pretty comical to watch though. Thanks for the feedback, hope to see you around the forums.
  8. yes you're assuming right :] i didnt know you could do it in the editor? were ? how? im sry im coming with this totally lame question but ive heard it everywere on internet forums and such what does "imo" mean? x]
  9. I'm not a big fan of that one either. It needs either a much better normal map, or to be removed completely. Opinions, all? (image below) --------- I'll try to move the branching discussion above about new textures to a new thread suited to that purpose... fingers crossed. We can cross link between the two threads, but let's try to keep this one about texture retirement and the other about texture additions. Edit: well it mostly worked. The posts are there, but I couldn't put an intro post as first position. :-/ http://forums.thedarkmod.com/index.php?s=&am...st&p=168941
  10. Aaaah, I had thought mabye my eye were going wonky and the screenshot showed some subtle curves. Gimp does not work, sadly Stumbled over this, too: You need ATI compressonator running under wine: http://wiki.thedarkmod.com/index.php/Dds Edit: Actually, couldn't post the relevant section to the wiki, it is here: http://forums.thedarkmod.com/index.php?showtopic=8509&hl= endedit. I got that setup on my PC including a small script to auto-convert TGAs for TDM, so if you upload the TGA I can recompress it easily as DDS tomorrow.
  11. Baddcog

    Zero Gear

    I'm not actually involved in the making of the game. I've just made some 'User Content' for it while it's in production. A few other modellers have made some pretty cool content too, they have forums at their site where you can check it all out. it's not a mod either, it's a ground up developed game for retail done mainly by 2 guys, using Ogre render engine and a bunch of Ogre compatible programs like Hikari (used for all the Flash menus). One programmer, one artist, both full time for about a year now. Making the content early got me into the Alpha/Beta stuff. They're gonna take it to The Indie Games Festival in a few weeks. I think the state it's in is very professional and wouldn't be suprised to see them win some catagory(ies). It's all online play and they are pushing towards 100% content friendly. They want to try and implement user content before the show so the judges can play online against us testers and possibly use our content as well. However the user content portion of the game is lower priority for the show than other things they are working on. However the judging isn't for about 6 months I think and during that time they can update anything they want. For me it was just fun checking out another engine and game. Making content very different from most of the stuff I have ever made. I've got a map probably 50% done too, but learning new techniques in Max to make it, I've rebuilt alot. Gonna be 'Tiki Island', basically Hawaii with some volcanos, lava, lots of palm trees and switchbacks.
  12. We have this list here: http://forums.thedarkmod.com/index.php?showtopic=7366 Though I'm not sure if all of these models are still needed - I'm sure you'll find something.
  13. Stuffs looking good. Some of the door stuff to a degree could be worked into textures for the existing doors. Don't know if you've checked out the base door models yet. I'm not saying we can't use more door variations either... But the doors are basically just a cube that can be textured with base textures, same with hinges and lockplates. It would be great to have more variations (especially lockplates and hinges, I've only done 2 set so far.) The good thing is they are very low poly and skinnable. The problem is the tex needs to fit the existing tex sizes/uv layout. Not hard but if they don't fit they won't work for skins. I modelled the hinges and lockplates the baked a normal, then just used stock textures (metal) and painted some AO for flat light on em. However that won't work for round top doors. ------------------ As far as door handles, I think the team has decided against round handles. I think there are different opinions on why, my personal opinion is that it's alot easier for players to see a lever type handle move when being used by enemy and/or lockpicking. We could use more varitaionthere too, I've only done one so far. ------------------- I don't wanna post pics of my stuff and clog up your thread so I'll just add a link to a pick of the doors I speak of http://forums.thedarkmod.com/index.php?s=&am...st&p=167520
  14. Here is the old thread, and especially at this post of mine for size comparison: http://forums.thedarkmod.com/index.php?s=&am...st&p=116729 Basically I was able to calculate that all the missions from all three Thief games could ALL fit into less than 10% of the available space in Doom 3. So I don't think hitting the maximum map size is going to be a problem...
  15. I want to have my builder guard on his knees praying. So that would mean that there has to be a praying/kneeling animation (Do we have that?). But also it would have to set in DR which anim/pose to start with. I searched around the forums and wiki, but either I'm looking in the wrong places, or what I'm thinking of isn't implemented yet. I looked in the entity editor values for the builder guard but than stood out to me.
  16. I use DarkRadiant 0.9.8pre5.exe. After double click on DarkRadiant.exe instantaneous appired this window: (screen in attachment) (all instruction from http://forums.thedarkmod.com/index.php?showt...p;#entry158490)
  17. Nice avatar. I spent a few years trying to beat Betrayal at Krondor as a kid. Good game and times! I too hail from HL2 mapping background. I think I'll start writing a tutorial for Hammer/worldcraft to Darkradiant transition. Welcome to the forums :-D
  18. Hey there you gals, nice to see you over here on TDM forums! Thanks for the support, we are doing well and learning more every day, quite an adventure and still not quite 100% real yet, but more so than before. Happy Beta Testing!!!
  19. Looking at Digital Nightfall's models pack for Thief 2 I couldn't help but wonder if we ought to ask if he has high res originals we could use. http://www.ttlg.com/forums/showthread.php?...899#post1775899
  20. It is the year 2027 and you are Adam Jensen, who works as a private security officer at a technology lab specialising in biomechanical augmentations, a forerunner to the sort of nanotechnology shown in the original Deus Ex. One day the path of his life is unexpectedly altered as a team of black ops commandos break into his company's HQ, and using a security plan from Jensen's own hand, a mass slaughter ensues and the conspiracy begins http://games.tiscali.cz/clanek/screen.asp?id=13100 http://forums.gamespy.com/gaming_discussio.../19918671/p1/?7 http://www.computerandvideogames.com/artic...46&site=cvg The prophecy shall soon be at hand and fulfilled in one or two years. Long live Deus Ex!
  21. I have a request - once you have completed it, may you please email it to me at unconscious@omgpcgames.com, as I do not have time to check the forums daily. Thanks.
  22. Hello, I am the webmaster of the latest hit video gaming fansite "OMG! PC Games" (http://www.omgpcgames.com), and I am a avid fan of your work thus far, as are many other users on my website. I have contacted you via the use of your online forums once in the past, to express my willingness to become a mirror for your modification, upon release. This option is still valid, despite the download system currently being down for repairs. I would like to know who I should contact to arrange an interview regarding your work thus far. All information received will be publicised on the website, "OMG! PC Games", and a link will be placed in direction to your website for further information. So the question is this: With what member of the staff do I forward my questions onto, if said person is interested? I hope you can all help. Christopher "Unconscious" Lodge Founder and Webmaster of "OMG! PC Games".
  23. Dram

    Parkan II

    Has anyone herad of Parkan II? I just noticed it today and suddenly want it...bad. I heard Parkan Iron Strategy was good too, and you can download a demo, unfortunately my internet just got capped (went over the 20gb limit) which is absolutely fucked. Should be uncapped tomorrow, so im gonna get it then. Apparently its already out, but on their forums someone said that the US version should be out in december, that means January for Australia..ugh. Anyone know anything about this? Russians especially should hehehe...
  24. The names are the one you posted in the inventory thread here: http://forums.thedarkmod.com/index.php?s=&am...st&p=163038 I can easily change them, they are defined in the map's worldspawn. The "gui::yyyyyy" variables are interacting with the SDK code, things are kept very flexible. The parchment, title text and position are set dynamically by the code, depending on which menu is visible. Just give me the graphics and I'll handle the code changes - some might not be trivial, but we'll get there.
  25. OK, started up DR empty. Create coffee table. func_static_1. Create bottle. func_static_1. Rename DR folder to disable and also the config on in docs & settings. I'm downloading the snapshot. Don't know where the info is on this. I recall reading something in forums recently that wasn't in the issue I had which is very recent (only days old) One glitch with XP is when saving, select a folder & click, Folder opens and files list. Whatever file happens to fall under the cursor is instantly highlighted. Can't stop it. This means the filename in the save box is changed so the download would get saved with the wrong name, eg, darkradiant-0.9.8pre6.exe becomes darkradiant-0.9.7pre6.exe almost without noticing if you are not aware of it. I have to copy and paste the name.
×
×
  • Create New...