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  1. We definitely should have some kind of animation going. A flickering light is a good one. I'm not sure I like the idea of having a picture in the background and then another illustration on top of it though...that might be too cluttered. Tell me if this sounds corny or not...I was just imagining this in my head...I saw darkness, then the flickering sound of a flare being lit up. The menu springs into view, with the light flickering and strange shadows dancing across the page. If a sub-menu is selected, we have a page turning sound, or one parchment is put on top of the other. If the start game is selected, there is a "whoof" as the flame is blown out, and the screen goes dark. Then the mission starts loading. What do you think? I think it could be cool. (btw, two things Ren...what filter did you use and can I get that parchment texture from you?)
  2. Ok, here's what it looks like...I didn't do a lot of work with it, but gives you an idea.
  3. Well, if we decide this is the route to go, we have someone with a lot of experience with pen and ink illustrations. I still like the idea of using our own models, however, especially after putting so much time into them. Here is another darker example...I've taken one of my paintings and run it through a filter to make it more stylized. Something similar could be done with an in-game shot.
  4. Okay, I like Spring's idea and love what Pak has done with it. The drawings should be thick line drawings with only slight shading applied, it'll look alot more stylish than using a full color pic and sepiatoning it. So Pak...take what you've done, brighten it up a slight bit, and use a similar style picture for the background and it'll be perfect in my opinion. But what would be a good pic to use? I think some neat schematical drawings would fit with it, something like the blueprint for Garrett's mechanical eye that was shown during the beginning of the first big Thief 2 cutscene...that would look pretty cool.
  5. Neat idea, but we have to be careful...the glyphs were very central to T3 and we should make sure we don't copy any of them too closely. Another slight problem I have is that it will get across a very mystical, bookish feel. Is that really what we want for Thief? It is a part of the game, no argument, but it was always on the edges of things. Even G. felt uncomfortable with them. To those that aren't as familiar with the games, glyphs suggest magic spells, wizards and mystical powers. The look of the menu is the first thing people will see, and it will set the overall tone of the game, especially for those less familiar with thief. What kind of 'feel' do we want to send?
  6. I too like the book/sepia idea. Here's a quick photoshoped thingy (the thief drawing made by a guy from the thief2d project): (Pic too dark, I know..) I like the glyph-morphing too. Should look cool.
  7. Yeah, comic book style. That nails it right there. That's a huge part of what I disliked about T3, the style was far more cartoonish....the originals felt more down to earth. Wasn't thinking so much that they would glow, but would rather just morph. The idea of them burning into the page is cool though, I like that.
  8. You're right. I was pretty vague there. About the footsteps - I'll think about it. But it seems like a good idea.
  9. Yes, I really love the book idea. I'm not sure we should display the Thief in action since we're a first person perspective game. It may lead the player on a bit in that respect. We do have that lovely Thief model... , but we'll get to see it on other Thieves thank goodness.
  10. I love the book idea That would be really easy to add. Maybe we can make it like that: If you haven't played the mission yet, then there would be no rating.
  11. I'll go with Fingernail's idea for the icon and see how that looks.
  12. Someone would need to figure out the GUI scripting language (it's a little like HTML crossed with C++). But I love the book pages idea.
  13. Dunno if it'd work for the entire hud, but it'd be worth experimenting with to see how it goes. I think the book idea would go best for loading fanmissions and savegames, and the rest of the hud would be more akin to oldschool Thief. The hard part would be incorporating the two so they don't seem seperate from each other.
  14. Hmmm, I like that idea. Would you be suggesting that the entire Game Menu be a book and when you hit load game the book opens to reveal the available FM's? That would be very cool and original. Not to mention the book opening effect could be reused in game.
  15. I've been thinking about a cool way to implement the Fanmission selection menu over the last few. I got this idea when I was swinging around in my chair watching TV...I glanced over at the bookshelf and saw a collection of Sherlock Holmes short stories which got a few gears turning... In a way fanmissions are alot like short stories, I thought, so I thought it'd be cool if we presented them as such ingame. Instead of having a big thrown together list of installed FM's display on some impersonal unstylized menu like UT maps, we could present them as chapters in a collection of short stories. And this is what I came up with... It wouldn't be that hard to implement either, in some ways it'd be similar to the way books are read ingame. Just have the installed FM's display down the list in alphabetical order and you're set.
  16. I'm a big fan of your thief model, but our intent (at least at the moment) is to have only a single model as the main character. Multiplay is something we have talked about but it won't be attempted until we have the basic mod done, and probably even the campaign. So the idea of being able to choose between different models is probably not useful. But... We do need to have different thieves in our game besides our main character. Deep Omega was thinking about using the main model minus the mask, but it might be better to use a different model. What if we used your thief model for that? It would be for other thieves, assassins, etc. (although I wouldn't make them too 'cool' with the double knives...our main character should be the coolest.) What about the other models on your site? As I was looking at them, I noticed several that would fit very nicely into what we're doing. Are they something you would be willing to donate or are they already spoken for?
  17. Here's three images of the mine, the top image and the side image are inconsistent. More along the idea that the top image is the correct one. It's round, but the angle i took the pic makes it oblong. It would basically be about 8" in diameter, which is smaller than T3's, but slightly larger than T1+2's rectangle ones.
  18. The Thief model will probably be one we keep for ourselves. Since he's our main PC, I don't think it would be too good of an idea to spread him out among other mods and lessen his impact as a character. That's not to say we won't swap anything, you've got some excellent models over there that could work great for some of our stuff. But since I'm not the guy in charge of models it's not my call....we'll see what Finger and Spring say about it, but I could see some advantages to trading certain props and minor characters. Oh...and the music you've got on the site is awesome.
  19. Good Idea, DF. We rarely ever talk up here on the public boards so it wouldn't be surprising if people thought we were sleeping on the job. Right now all the real work is beginning on the mod, everything else we've shown thus far has been a mockup to garner some attention and test out the engine to see if it'd fit with a Thiefish theme. Updates will more than likely come a bit slower but when they come they'll be alot more showing than what we've posted before. Right now I'm currently in the process of working on the 3rd texture pack and the accompanying mockup map to show em off. I'm trying to aim for a bit higher quality than what I've done before, so I'm taking my (sweet ass) time making sure they're nice and sexy before I finally let em loose. The slow release of the SDK could almost be considered a good thing, since it's allowing the programmers to plan a solid foundation for what they're gonna be tackling in the near future. Needless to say we're going nice and strong, and I expect some really cool stuff once the SDK heads our way.
  20. I think our thief should have a little scruff... some 'five o'clock' shadow, if you will. After all, we're talking about a dingy, oily, etc. environment and I don't think it's as realistic to have a squeaky-clean, clean-shaven thief. He's just getting by on odd jobs anyways and probably doesn't care too much for personal hygiene. Even though his nose and mouth will likely be covered by cloth eventually, texturing underneath with some scruff might still be a good idea. I liked in T2 when the guards would sometimes mumble something like, "Oof, good lord, what's the smell?" when you got near them. I'd like us to look into doing this for DarkMod. It added another element to the AI -- they were subtly reacting to you being nearby -- but they never knew what it was or that it was Garrett. Just a polishing touch that I appreciated and was sorry to see not present in T3. Thus, another vote for why 'scruff' would be good to have.
  21. I have made threads for both Darkness Fall's craymen idea and god is my goldfish's Belcher concept. Please post anything regarding those projects in those threads only.
  22. I have no idea. I don't think we've talked about it. But I put the link there anyway, just in case. (And if we are doing robots, I'd like something like that more than the T2 panzer tanks)
  23. http://www.old-furniture.com/vl/Beeld020.jpg so my first one will be this one or one looking quite like it. as i do not yet have doom 3 i have no idea what polycounts there stuff have. i just work it out, makin it low-poly afterwards is not that big deal. textures often take more time (in my case, im not that experienced in texturing, yet) so i will work with 512 x 512. maybe tonight i can give you a first shot.
  24. Something like that, but I'd prefer it if it were angled a bit. I noticed a piece of jewellery my wife had that looked like it might be useful. The pic is a little blurry: If we can combine something like this with your and Pak's idea, I think we'll be set.
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