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  1. Email from Baalak. Baalak. We will need to see some work samples before accepting you for beta mapping. See what you can do with the vanilla D3 editor, and post your results.
  2. So, most of the basic questions about how to map are already answered. But what I want to know before I dive right in is this. How do the maps work in Doom 3 vs Thief 3? With thief 3 most of what you see is just static meshes, however this creates a big problem as those static meshes HAVE to be made in 3ds max (or at least need to be converted to 3ds max and then exported from 3dsmax as a .tim file). This is to say of course until someone comes up with a converter or a python script for blender that would allow you to export direct from Blender as a .tim file. Does Doom 3/DM work on the same principal of static meshes? If so, what are the file types? Do I need to get a specific program to make them? Am I still just as limited as I was before with thief 3 or am I given more wiggle room? Pretty much I want to know what its going to be like in there. Am I going to spend most of my time bsping or building stuff in Blender and exporting it? In thief I spent something like 15 hours setting up the BSP in the level and hindsight being what it is I realized I could have cut that down considerably. However I've spent much more time OUTSIDE of the editor working on creating meshes and making custom textures for them etc. Am I going to find a similar method of working if I switch over to doom3/dm? I don't prefer either method over the other per se. Although using Static Meshes really does make the level look much nicer. Really more than anything I want to keep blender cause I know how to use it fairly well and I'm comfortable with it, so I need to know what file types I'm going to be dealing with for objects and meshes (if doom uses them). Cause if I'm stuck using 3ds max still then its not worth it for me to even bother. Edit: I did forget one last question. I noticed that you could start mapping just using Doom 3's built in editor. So I assume that the conversion between dark radiant and normal radiant will be simple enough. What are the advantages disadvantages to making things this way? Are there problems that have already started cropping up as far as making things in radiant and then importing them into dark radiant goes?
  3. Hi there! This modification has also picked my interest. My background: no dromed experience, but the thief universe and mood is quite familiar since I've played all the titles of the series plus several fan made missions. I've done some mapping before, mainly for my own amusement for Doom 1, Half-Life 1 and Farcry. More recently I started to fiddle with D3, using darkradiant and started making a medieval city setting using the textures from hell. If you need yet another beta mapper, I'd like to help. Here's some screenshots of my work:
  4. I have been following TDP since mid '06 but until recently have lacked the personal confidence in my programming as well as the time to volunteer to help, I've never worked with doom3 much, but hell, i'm writing a pretty extensive bot for WoW so... I'm sure I'll pick it up :-P... I've got experience in C and most of it's primary derivitives (C, C++, C#, Obj-C) and can pick up anything else that needs to be learned. And I've also done a great deal of map design for quake 1 and HL 1 so at the very least I understand what the mappers are up against and the importance of a good toolset. I've also got some acting Experience and although I can't tell you what I'd be best at filling for a role, I'm sure I could find a place as a noble's guard or something (I don't have the deep voice that would be suited to city watch) my at home mics are kinda crappy but living on campus I'm sure I can get access to a recording studio and talk to the local broadcasting students.
  5. Since Xonze's picked up the editor so quickly, I have assigned him to Beta Mapper status.
  6. I will upgrade the DarkMod forums this Friday to the newest IPB version. This will hopefully help us stop the spammers from signing up so we can get rid of the manual authentication process. The forums will be unavailable for some time, and the skin might not look normal after the upgrade. Just a heads up. Cheers, ~m2
  7. This is the PM I received from Taoye. He would like to become a beta mapper. I like what I see here. What say you all?
  8. Seeing that it does involve textures, I thought I would post a link here. http://forums.thedarkmod.com/index.php?showt...mp;#entry109604
  9. Hi there, I would be interested in applying for a mapping position, should there be one available. I'm semi-experienced with Radiant (having done some random hobby mapping for quake1, 2, and 3) and have done a few exercises in Doom3ed. Things have stayed pretty much the same in terms of construction I see. I'm also an avid fan of the Thief games, particularily Thief II. Anyway, if you guys are looking for a bit of help in the mapping department, I'd be glad to offer some. I only have a few remaining screens from my quake [3] days, but architecturally speaking, I think they fit the bill. Screen 1 Screen 2 Screen 3 Screen 4 Anyway, I could crank out something with d3ed, but it's kind of hard using the stock doom3 textures, so I haven't yet.
  10. Is there still the possibility of the dev team taking on more beta mappers. I would be quite interested.
  11. I am interested in applying for a mapping position. Who am I? My name is Pawel "Bukary" Wrzesien. I live in Tatry Mountains (Poland). I teach literature, history and Polish language. I'm 29. Any mapping experience? I am (or should I say: was?) familiar with DromEd. I built many demo locations, but released only one Thief 2 FM (Old Comrades, Old Debts) and one demo mission (Mistrz FX). OCOD was Komag's Contest 3 winner. I also used T3Ed to create some locations, but never released anything playable. Unfortunately, I have no Radiant (or any other editor with additive geometry) experience. Three weeks ago I opened DoomEdit for the first time. Since then I read and watched many tutorials and managed to build two locations that you can see below. Why Dark Mod? Firstly, I wanted to build my FM in T3Ed, because I am no longer interested in DromEd. But the limitations of this editor will not allow me to do what I want. I guess that Radiant would serve my purposes better. Secondly, I don't have much time for my hobby, therefore I work slowy. Dark Mod will not be released soon. And that's why I won't have to build fast. For all those reasons I am very interested in Dark Mod toolset and beta mapper position. If it is possible, I also would like to share this toolset with my modeler, MRYS. He made lots of objects for DromEd FMs (especially Timon's) and wants to help me with my project. Of course, each object that will be made for my FM can (with Dark Mod QA Division approval ) become part of the toolset final package. What would I build with Dark Mod toolset? The Cartographer's Note FM. It takes place in the City (not necessarily the one known from the original Thief). The story involves forgotten necromancers' society and pirates' guild. Planned (main) locations: city streets, underground caves, leprosarium, crypt, observatory, mausoleum, tavern, City archives. The rest should remain secret in the public forum. Samples of my work: DromEd: More here.
  12. Hey guys. The forums have been successfully upgraded, although it took longer than I thought due to some extensive mysql queries that had to be run. This version of IPB is the newest, and it includes changes, new features and more. Please have a look around! IMPORTANT: Since a lot of the client-script files have been updated it is mandatory to empty your cached files from this forum. You can either empty your browser cache if you want to (check the settings), or you can do a hard refresh (this is usually done by holding the Ctrl-button while you hit 'Refresh'). Yes, the skin is currently toe default IPB skin, but this will be changed ASAP. It takes some time to update the changes in the original darkmod-skin, so please be patient. If you spot anything out of order (e.g. bugs) or you have suggestions or general feedback, please use this thread. Because of a new CAPTCHA (Completely Automatic Public Turing Test to Tell Computers and Humans Apart) system introduced in this version, I have now disabled the manual validation process of new members. Cheers, ~m2
  13. You gotta see this. Seriously. http://graphics.cs.brown.edu/games/SteepParallax/ All the images in the row of 4 comparison images near the start of the article are just a texture on a perfectly flat 2 poly plane. The 3rd image from the left is the standard currently being implemented in games. I think that's why the bricks in that morrowind screenshot look so 3D. Basically, bump maps and normal maps don't cut it. They create proper light and shadow, but the raised surfaces don't obscure the lower surfaces when you view them at an angle. Know what I mean? With paralax mapping, you take the height map data from a bump map, and then, I don't know how, but they use that to actually to somehow render the surface how it should be, where some pixels will obscure others - eg, in a stone brick wall with gaps between each brick, when looking at it on an angle, the closest brick will obscure the gap between itself and the brick beyond it. The bricks actually stick out to overlap each other. Of course, since it's still a mapping trick, once you see the very edge of the actual mesh, its flat, but fuck, this looks real for the most part. As usual, you pretty much ignore the edges when the rest of it looks so damn real. But in this document, they are doing "Steep Paralax mapping". I don't know what it is or how its done, all I know is that image on the far right looks BETTER than the actual texture - it nearly looks like a photo!!!! Things are not only sticking out, but they are casting shadows onto each other, and some thigns are sticking out a LOT further than other things... also, its fast enough to implement in games right now. WHEN. I want to see a game with this, it would look so atmospheric....
  14. I have created a model and UV mapped it, and in the normal blender view it looks ok, as it should (using Blender 2.43): However, when I render the image the UV map is suddenly 90 degree rotated: Any ideas what's wrong with it?
  15. Alright, the forum has successfully been upgraded to IPB version 2.2.2. If you have any comments, bug reports, suggestion or general feedback, post it here. IMPORTANT: Since a lot of the client-script files have been updated it is mandatory to empty your cached files from this forum. You can either empty your browser cache if you want to (check the settings), or you can do a hard refresh (this is usually done by holding the Ctrl-button while you hit 'Refresh'). Cheers, ~m2
  16. I was wonderign if one of our pros has some tips on how to do UV mapping. Currently I created a notestand and try to UV map is. The problem is, that it is from one piece of wood, which means that the grain of the wood should flow evenly straight up on the pole. When I try to UV map this though the grain sticks in all kind of directions. I also tried to make the faces individually, but of course this is an awfully lot of work to do, and I can't properly aligh the grain over several faces most of the time. So if there are some helpfull things that one should know, now is agood time to mention it. Thx.
  17. Composer to composer forum @ finalemusic: http://acf.finalemusic.com/ This fairly new & isn't very busy at all. http://www.music-web.org/forum/index.php Better organized & a lot busier. So this would be a great place to introduce ourselves It has music theory, composition showcase, music encyclopedia, & more.
  18. cool i knew brown barn spiders are worth something.
  19. Slash

    Mapping:)

    hey, ive got some time off work comeing and even tho i have learned to use The D3 editor id like to realy get to know it. so im going to devote a lot of time so that if you guys think im good enough i may be able to help map or when the mod is released ill be all set to get up and roll with it. are there any mapping positions opened?
  20. I'm sorry this took so long, but I've just restored the forums from a backup I took on saturday. The forums were 'hacked' by a script-kiddie yesterday. I saw in the admin logs that he logged in with one of the admin accounts (probably after 'guessing' the password with some brute force script). He then edited all of the admin accounts and removed their access to the admin control panel (acp). Then he edited the forum description and wrote a text saying we would get acp access back for the total amount of $100. Right. Anyway, since I had to restore a backup of the database, some posts/threads/PM's and new users were wiped, but I couldn't do anything with that. I don't think this guy did anything other than removing the admin powers and editing the forum description when he was in the acp (all operations in the acp is logged), and he had no access to download the database. But just in case I urge you to change your password on this forum, and other sites where you've got the same account name and password. It's better to be safe than sorry. All admins are instructed to change their passwords to a hard-to-guess one. The password should; not contain any words found in a dictionary contain atleast 8 characters or more consist of characters, numbers and signs in a good mix consist of both lower- and uppercase characters/signs Also, always LOG OUT after you're done in the admin cp, and don't click on links in threads when logged into the admin cp. If an intruder fetches your cookie, he can access the admin cp. All admins have lost their acp access. They will get it back once they have changed their password. Please PM Fingernail when you have changed your password. Also, the acp is .htaccess protected with a username/password, and I've given the login info to Fingernail.
  21. Have asked Renzatic, about becoming a beta mapper. He told me scurry here and post, so here I scurry. Have become quite intrigued with level editing since t3d was released a couple of months ago. Very new to it all but enjoying it. What with all the headscratching and cursing. If there is any chance in having a pop at being a beta mapper for tDM I would very much like to take it up, being such a big thief fan. Couple of screenshots on my wip with t3d.. http://img260.echo.cx/my.php?image=ghg7as.jpg http://img125.echo.cx/my.php?image=ght9nd.jpg Qualifications: Currently in possession of one incredible haircut. Breastfed Thief from the age of 87. Dark Project in the left one, Metal age in the right. Enjoy shouting at things. What say?
  22. Jeez, I'm really loving the forum community for TDM. I mean, the replies I get for my topic is damn amazing. I jus post a topic asking about a release date, and I get 50 replies talking about wether or not we should add a bloody sword to the game(I personally think you should, as it came in handy when I got cornered). And im getting tired of people saying "If you get caught, or if you run out of flashbangs to use to run away with you dont even deserve to be playing the game" or something like that, I mean, not everybody spends so much time playing a damn stealth game so that they never ever get caught, plus a sword, and (my favourite weapon by far in any theif games) the bow, added more replayability, so you could always replay the game and just try to rampage through the level, or sneak, but be a bit more brutal, using the aggression to pick off your enemies in the dark with the sword, or bow, or (I almost forgot another useful tool) the blackjack. If theres one this that I dont like about the forums its that I cant figuire out how to reply in a topic... or maybe thats just my problem for being so stupid, but either way, can somebody please tell me before I have to start a new thread everytime I want to say something?!
  23. After some fund raising we were able to get a IPB perpetual license which makes us able to upgrade from an unsecure 1.3.x board to a fully updated 2.0.4 board. Feel free to poke around and look at the new features etc. The skin is reset to the default IPB one, because the old one won't work on this version. We'll get working on it ASAP. Happy posting!
  24. Maybe that helps a little. http://neoengine.emedia-solutions-wolf.de/...rUVMapping.html I still need some help though. Jay told mne that he can help with this, so I hope he is back soon.
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