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  1. Ok, we need to get this cleared up once and for all. I agree with what oDDity has said above. As I see it, we have basically two issues here. 1. Should the compass tilt. 2. Should the compass be combined with the lightgem on the HUD like T3, or should it be an inventory object like T1/2. We seem to have about four people against tilting and three or four in favour of it, with at least three people who would like the compass to be an inventory object. I personally don't like the tilting on the main HUD, though if we made the compass an inventory object, then I wouldn't care whether it tilted like T1/2. So how do we decide this? It's a bit of a mess at the moment, and voting for Oofnish's lightgem doesn't solve any of these problems...in fact it becomes pointless until we get this sorted out. I think we've pretty much heard all the arguments for and against, so unless anyone has a totally new idea, here's what I suggest: We vote first of all on the tilting issue. Then, once we get that out of the way, we can vote on whether or not to keep the lightgem separate or not. Then, we never ever visit the subject again.
  2. Made two changes - I took the rivets off of the spout, just to see how it looks, and I added rivets to the handle. Thoughts? Comments? The handle rivets look nice, I think, but I'm torn on the spout. Atti: UV mapping is right up there with character rigging as one of the most tedious parts of modelling. There's no "quick and easy" answer, and when you're doing game modelling, it gets even harder. Here are some tips: -Try to find "shapes" in your model - often, this will be a series of cylinders or boxes. Using the UVW Map modifier, apply an appropriate shape to it. The most common ones you'll use are planar, cylindrical, and box. -This will NEVER be enough - this is just a quick way to get it started. Apply an Unwrap UVW map, and click edit. Now take about a minute to cry. Done? Good. Now you get to move individual vertices and polygons. Play around with this tool, you will need to know it like the back of your hand. Learn, in particular, the Break, Weld, Target Weld, and Flatten tools. Figure out what they do, and how to use them.Remember, the bigger something appears within the texture space, the more detail you can put on it. Keep small pieces relatively small, and keep big ones relatively big. (Note, however, that curving or swirly shapes need more space, as well - on this water pump, the handle gets a pretty big swath of texture space since its normal map is rather detailed.) There's not much else to say, except practice, practice, practice. Once you have something unwrapped, apply a Checker map to its Diffuse slot - this will give you an idea of how badly textures are distorted on it. (Make sure you turn it on so it's visible in the viewport - this will help a LOT). Good luck!
  3. dear Spring I think that idea is also brilliant..Different locks different difficulty levels.. It s a very well thought concept.. Im on the locks.(hey im first here Atti..stay back :) )..Although i was making other (normal (?)) chairs but...I ll be uploading soon something over here.. (you asked for bow on the other thread...well it s ok..I can upload it soon for last decisions) BEST
  4. Here are some examples of door locks and handles. I know in the thief series the handles were always pointing down, but all the historical examples I could find had them sideways. Does that create undue stress on our modelers, or can they be easily mirrored? My idea was to have different shapes for different difficulty levels. A simple lock would be a basic square, and difficult locks would be fancier. There could be several different textures for each model as well to indicate even more difficulty levels. Ideally, I would like locks that look the same to have the same auditory 'pattern' so that players can learn to judge how difficult a lock is by sight. I would think perhaps four or five different model types, with 3 textures each, would give enough variety. BTW, in T1/2, the jiggling of the doorhandle told you how close you were to success. But how did chests work? I can't remember what visual indicator (if any) they used.
  5. Not sure if this has been mentioned before or not, but in case anyone was curious about painting titles and the artists from Thief, here you go: http://www.ttlg.com/forums/showthread.php?t=10900 Here's a brief snippet from this thread. There are more attributions if you visit the above URL:
  6. oh...if a machine needs X space than it needs that... i dont think any Fm makers wuold have problems with that.. however we could include around 3 variations with longer/shorter pipes.. or..a better idea..lets make the machines with its room as one object..
  7. http://forums.thedarkmod.com/index.php?showtopic=653&st=0 http://forums.thedarkmod.com/index.php?showtopic=653&st=75 thats why i said the model list should be updated:\
  8. http://forums.thedarkmod.com/index.php?showtopic=653&st=0 thats why i said the model list should be updated....:\
  9. dear ATTi and GIMG still working on the big generator...Im on it..dont worry..after reading your post(GIMG) i didnt want to erase them but change them little bit..Tonight you might see the first version.. And i follow springheel's idea about plugs.. it should be little bit more different than our current electric system..YOu may check out very early devices especially in late 19 th and early 20 th centuries....those plugs may inspire you.. BEST
  10. I don't think it's him. His ip on the Ion forums is from India, those that have shown up here don't match up.
  11. I issued a friendly reminder to Aditya at the Ion Forums and he took it very gracefully. I just explained that his criticism is welcome, but beyond that he is not to instigate nor encourage flame wars...like he is so fond of doing.
  12. The only difference between Trolls on the ION forums and this one is that I won't be so tolerant here. This is a board for constructive, cooperative, community interaction. Please, don't post such drivel here....it's not becoming of the community I respect. I will leave our friends post in the quote above as an example of what not to post. Feel free to criticize, but for heavens sake do so intelligently. ZAP. GONE
  13. Ok cool thanks got it, and its pretty good heh - damn I cant wait to play this! Seems how the link on the main news page doesn't work though , maybe it should be changed to the hi res version? that way the public viewers wont have to hunt around the forums like I did to find it hehe. Anyhows , what's the round about percentage on the mod right now? what's done / what's needed?
  14. Gotchya. I guess I didn't see it that way. I looked at it more as a double-whammy DarkMod kinda day. Early in the day they get a wicked trailer; later in the day they get some mood art I slaved over in Photoshop. I thought as part of our media blitz day we were planning to release more than just the trailer. A media blitz often means an onslaught of several different media elements, not just one thing. So, although the vid definitely rocked this world, I thought it strange we only released one thing that day, up until my mood art post. Personally, I thought I'd be tainting the trailer thread by throwing my artwork in it. But I can see your standpoint as well. I also thought having two X-mas presents from Dark Mod would be considered better than one by the community. And having "The Dark Mod Team" listed twice on the front page of the ISA forums isn't such a bad thing. It's all about getting our name out there and market penetration. We need to create a buzz and continue the buzz.
  15. D'oh, the link has been here all along, its in this thread http://forums.thedarkmod.com/index.php?showtopic=754 not the front page lol. Right click > Save As on the 'High Res Teaser' link and you should be ok Sorry 'bout that, i'd forgotten where i grabbed it.
  16. Ok so i figured out all the differences in the cod radiant and doom3 radiant and below is a pic of what i've done so far (about 30minutes-1hours work). I know its all in caulk but i cant to 2d texture design and its for my western mod so none of the doom3 ones fit the task If u want me to develop a map for this mod just give me an idea for a location etc and i'll get cracking Also any textures you would want me to include Finally, i know that picture is very basic but i can do more advanced things aswell so just ask on msn (joelcoldson@hotmail.com) or here if u want to see some Thanx DraVen
  17. THe idea was that the main large pipe is for the smoke and all the little ones transfer heat, i made them sprawling to give a sense of fitting it where they could, but fewer pipes seems to work better. I unfortunately wont have the other sketches up till tomorrow, but they include a conduit box, and i'm going to do another version of the large generator tomorrow, with better detail. You guys are amazing.
  18. dear SParhawk Guys!!!! I said OH what i said..I forgot..I will REDESIGN thesuit..OF course.. DO you think there is a place for ARCHERIUS in our thief game...AS an idea...Fixing the armour not a problem..Especially Anatomical i wanted to show you...MAN..it s not sci fi .. it s not no no it s not no no ...it s not..... BEST i ll be uploading later one..
  19. Axtually that's not so bad an idea. Since we already have arows we could do a kindo Olympics animation. Javelin throwin, Hammer and archery and some others. This would show off the animations rather well and we don't need to be THAT serious. If we can do fluent in-game olympics animations then everybody will know that we also can animate them in other situations.
  20. dear TEAM... It s all others fault.They gone crazy last night...Everyone was modelling, drawing...PR searching..Texture making...I felt ...Hey i should try one more Character modelling ... This time A man..WIIP (work in insanely progress) I just missed heartbreaking critics ...Lately i was in heaven ...So i need to balance my mental health...BRING ME To reality So this is A MAN... I dont know what he is wearing but probably kind of armour....I will make it more to the chest that symbol...Who is he? Have no idea...Is there a place for this kind of guy in Thief world...i dont know...you decide.. Actually i made first a HAT for him somekind of priest stuff.. but he didnt wanted to keep it.. we argued little bit .. then he said "i learned the convincing art from sparhawk temple" i said "oh shitoo...ok take it off then" so A MAN still is a WIP or a RIP.....? tell me .... - I told you...you should have keep that hat... -Shut up...I have the attitude between james dean and marlon brando.. -you are sick..!!! oghhhh ..you are not A MAN ..you are a SICK guy...you should be RIP already... BEST...
  21. LOL, the team *IS* going crazy! Everyone is using the holiday to go DarkMod bonkers! Re-posted castle scene link (0.5MB) UPDATE: I've posted the image in the ISA and TTLG forums as part of our holiday celebration, since it looks like I'm the only one logged in still. I had to use ImageShack for hosting. If someone is able to host this on a more typical server we'd use for DarkMod, please PM the updated URLs (thumbnail and full-size) to me. I think I used a 100KB version of my drawing for posting in ISA and TTLG. Please note the 100KB version is not the highest quality JPG image of it, but it's pretty good. The 550KB one is the best quality, obviously. Not sure which one you'd rather have out there; probably the 100KB version for easier downloading. Thanks!
  22. Hey, I'm legion_x | modleader of the recall the hell mod. And by the way I'am a really big fan of the thief trilogy. I've played and enjoyed every of the three games more then twice. Thats why i'm risking a look every week into your forums and website since you've launched it. And i'm very impressed about the first concepts you made...and of course the trailer... So i wanna ask you on which of the three games your mod is based on?! The metallic waterspout i know as a development of the mechanics from the second part. The hammerits-prayer seems to be from thief: deadly shadows...so do you make you mod spanned over all three games of looking glass or "only" based on one?! legion_x
  23. I was talking on IRC to mrD and I have a task for him. So if pak has no objections he should do this so we get some experience there. You can take the frobtest map for creating ambience sounds in-game. The map has four rooms so it is a perfet testbed for this. What we need is for each room a different ambience sound playing. The ambience should change with going through the doors. Additionally it would be a good idea to try if we can do some background music for all the maps. I don't know if we really will need this, but we should see if and how this works if we need it. And of course. It would be good if the ambience doesn't simply cut off when entering a different room, rather it should fade into each other. Don't know if this is possible on a general basis. Could very well be that the sound would have to be tweaked for this and we can't do this on a general basis. What can be done though, would be do to lower the volume for one and increase the volume for others. The outcome should be: A detailed description how this is achieved. And if applicable, a requirement description for code support.
  24. Okay, I mean something like (the idea of, or even just like) the completely awesome mansion_wallpaper06 series. They are sweet! That as a rug makes flooring an entire room soo easy because there's no big intricate detailed rug design to worry about - something better left to throw rugs over wood floors. Instead, it lays down easy and looks great.
  25. Idea: What if spiders were more real-worldly (at least optionally, perhaps an AI setting) in that, they don't patrol about, making noises. They sit. Hidden. And wait. Silently. For you to be caught by them. They could be the "Oh shit! Jeesuz! Damnit!" AI of the mod. Think you were afraid of spiders before? You ain't seen nothin'. > Actually, I probably shouldn't be pushing for this... the Deceptive Perceptions spider was a majorly-cruel trick! Nearly had a coronary.
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