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  1. Someone was working on a lute in the public forums but I don't know what happened to it.
  2. As far as I know, the instructions in this thread are still current. A Private Message on these forums is probably OK too. Would be great to have another programmer on board.
  3. Tool? I am a weapon, an invisible weapon, for an invisible war. http://www.eidosinteractive.co.uk/gss/dxiw/ Ahh the memories of hyping this game up and failing a college class only to be dissapointed with the end result hehe. It was ok but the forums made me think the game sucked. In the end I liked it . Anyway Deus Ex 3 must succeed. If Deus Ex 3 bombs Thief 4 very well could be canceled due to lack of funding. Eidos is in a bit of financial trouble at the moment. Also need the newest Tomb Raider to sell well .
  4. http://forums.thedarkmod.com/index.php?showtopic=7366
  5. Hm. It might just be the wrong combination of gl_ settings. I had trouble wrapping my head around that before, despite people trying to explain it. Maybe we can find something in the window thread: http://forums.thedarkmod.com/index.php?s=&am...st&p=148796
  6. I posted a new build (0.9.8pre1) in the public TDM Editing forums, you can use that one.
  7. I know this is in the off topic forums, but you do realize this is more of a Dark Mod/Thief oriented forum...right? I haven't seen anyone on here who quite shares your level of enthusiasm for Deus Ex.
  8. Hey guys, I've been following the mod for a while now and finally decided to get off my lazy ass and register for the forums. I most likely won't be an active member but I just wanted to tell you that you're all doing an awesome job and I can't wait to see a release! Good luck and keep up the great work
  9. Here's the relevant thread that explains the issue: http://forums.thedarkmod.com/index.php?s=&am...st&p=162282
  10. Well, I can't give you a 'professional opinion' But this might help. I'd do 2 things. First, the polys on the inside of main body. they are made of a skinny row, a wide (middle row) and a skinny row. Get rid of that and just make them 1 row. Then 'float' those trim pieces top/bottom. No need to waste polys building around the trim. It'll also give you fewer polys so easier to uv and less trouble shooting. You can also save uv space by putting those trims inside the window holes (just turn 'em sideways and leave some space). You got a lot of wasted space in the uv, you could get better resolution by moving stuff around. Then I'd take both the hi and low poly models, select all of the faces on the 'flaps' and detach them. Basically make 2 objects, 2 normal maps. Then you'll render the outer frame as one, and render the flaps as another. That'll get rid of the weird overlaps I bet. Then just put em back together (or just save the original) and copy/paste the textures together in photoshop. Since you have them uv'ed in one piece everything will line up. (But I'd compact the uv'es more first. I know alot of guys over at polycount forums (and excellent place for modelling help) that do very details models and characters do them in several pieces.
  11. The actual model feedback I have is consistent across all of them (and part of the gripe is due to my nature, so take it with salt): polycounts, polycounts, polycounts. There's no reason a small cylinder (e.g. panflute) can't be a rectangle. Or a larger one (an organ pipe), an octohedron. We do this with patches in the map editor all the time, using square cylinders. Rounded sides and tapered edges can be achieved with smoothing and materials. Sometimes it's okay for a scene to contain an item or two with a high count, but they do add up, and reduce a mapper's ability to add map detail. I'll reference a bell I made back in the stone age: http://forums.thedarkmod.com/index.php?s=&am...ost&p=83650 It's only got 12 sides (I could've, and maybe should've gone higher), but unless you're looking specifically at the edge, it looks round. All of the detail -- the trimming, the rivets, the scrollwork -- is in the material, none of it is modeled. Now imagine that on a much smaller scale; it wouldn't matter at all if a panflute pipe was 4 sided, maybe even 3. Look at the heads of the original Doom3 characters. They're a pretty extreme example, and I think id should've bumped it up. But still, unless you're looking for it, you don't really notice. Edit: Almost forgot: also, they appear faceted (e.g., the cauldron), though I haven't seen them for myself in game besides screenshots yet. Are you enabling smoothing? ASE supports it, and I believe LWO does as well. With it, most of the roundness detail and poly cost isn't needed.
  12. Yes, the bug tracker also double duty serves as a feature request list after discussing it on the forums
  13. Just to check whether we're on the same page, shotgun, you did check out the betamapper repository on your local machine? http://forums.thedarkmod.com/index.php?showtopic=5603
  14. I think it is due to Capela being vanished during the past few months. He volunteered to get them ready for submission, IIRC, which never happened. That's the thread: http://forums.thedarkmod.com/index.php?showtopic=6411 I think this task can be reassigned then - any volunteers?
  15. Okay I'll be refreshing the forums intermittently
  16. We do, though it's not great. I think you're being set up as a contributor shortly, which will give you access to the list of needed models: http://forums.thedarkmod.com/index.php?showtopic=7366
  17. Oh yeah one more thing "About the game itself, I can tell you right now: it looks really really great. First of all, from what I gathered, many issues have been taken into account and it looks the community has played a role in it since their worries are really taken seriously. Moreover, the early echoes from real players (including fans) are extremely positive. One last thing, if you're looking for freedom in DX3 you should not be disappointed, it will be a key element. Concerning the news releases, you need not worry... all in due time and regularly." http://forums.eidosgames.com/showthread.php?t=78639
  18. BEAR, the info is in the first post in this thread http://forums.thedarkmod.com/index.php?showtopic=8123 (last section: "Public Relations"). PM me if you are unsure what I mean.
  19. For some reason, the hour or so of Half Life 2 I played bothered me. Not sick, just... weird. First time ever in a game, and Descent never bothered me a bit (quite a thrill, actually). I think it may be the narrower FOV? Isn't HL2 something like 70 degrees instead of 90? I could be wrong. Edit: Interesting, answered my own question. Yup: http://forums.nvidia.com/lofiversion/index.php?t191.html
  20. @HappyCheeze: As soon as New Horizon has set you up, you'll need to read through a few things before you have access to our SVN repository. This is the link you'll want to start with, take your time and work through that: http://forums.thedarkmod.com/index.php?showtopic=6694
  21. Ok, can you set up our two new Beta Mappers, New Horizon? @Flanders: you'll need to read through a few things before you have access to our SVN repository. This is the link you'll want to start with, take your time and work through that: http://forums.thedarkmod.com/index.php?showtopic=6694 (accessible with Beta Mapper permissions) I'll post that link in HappyCheeze's thread too.
  22. Yep, it was released just a little while ago http://www.ttlg.com/forums/showthread.php?t=122490 If anyone doesn't know this is part 2 of the Circle of Stone and Shadow Thief II Fan Mission campaign. It follows up where Cosas left off after Gathering at the Inn. I won't get into details, I have yet to play it (hopefully tonight). I was a part of this time quite awhile back and can say what I saw of the terrain in MissionX it is a pretty cool layout. I am very happy that my work will finally be released. I modelled the main characters (Raputo, Cloud) something like 4 or 5 years ago. At the time it was a pretty big deal for me and some of my first completed characters. AnarchicFox (I believe) did the skins so they should be looking really nice. I also did quite a bit of furniture and a few small items. Anyway, I figure anyone here would love to play this one but might've missed the announcement.
  23. I started a thread about them almost a year ago: http://forums.thedarkmod.com/index.php?showtopic=6754 Apparently, these items are on your ToDo-List.
  24. I've lost my acess to TDM resources and team forums, so I can not check these spiral stairs... But... what's the best method to build monster clip walls that would outline round surfaces (e.g. walls around spiral stairs or tower walls)? The one described in spiral staircase tutorial? (Unfortunately, there's no screenshots there now.)
  25. Yup, there are a good few of us steadily working on stuff, posting in the internal forums about issue and things. Between us and the more official main mappers, there should be a good strong handful of cool missions ready for the mod release (probably around next summer)
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