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  1. hey guys. just checking back at the forum to let you guys know that i'm still here and awaiting directions. i've only started looking around the dark mod forums, but havent yet seen everything, ill continue on to see what resources / info is available. well, fingernail or whoever's in charge , when you have some work for me, just email. thanks . btwy, forums is an ok way to get informed, but what we really need is an irc channel.
  2. Anyone fancy writing a virtual displacement mapping fragment shader?
  3. Really nice work. Very Thiefy, I'm extremely impressed. I can't wait to get back from my trip and start working on learning the editor myself.
  4. Guest

    I Just Gotta Help

    hey, really REALLY nice work on the mod so far, I can't wait to see how this is gonna be. I've mapped for halflife a lot and I've mapped just a bit for doom3. (although doom3 = ez to use as well) If there is going to be a map like cradle, I would love to have the opportunity to make the map. I am good with lighting and ambient sounds, and I think I would be able to create a great atmosphere that would startle the player. However I havent mapped for doom3 in about a month because the mapping program has so many errors and glitches in it. So this leads me to my second question. Are you guys waiting for the Doom3 SDK before going wild? I know many other mods are and I am personally excited about their "improved" editor they will be releasing with it. Thanks
  5. Don't forget to look at the links, not just the pretty pictures (there is a limit on IMG tags in a post). Anyway, onwards: Weapon Models Bow Arrow (just broadhead for now) - figure 146, not 147. Short Sword Blackjack - you know what this looks like. I'd prefer less of a T3 club to more of a T2 style hard material thing. More coming....
  6. I could make a few props, mostly simple stuff like beds and tables since I'm only an intermediate at most when it comes to working with 3DSMax. It'd be a good learning experience for me and it'd help out the project a bit since, like Fingernail said, we're short on 3D modellers at the moment. Also, has anyone here heard of Speedtree? I've been using it to make some excellent low poly tree models (example heah), you can't get much simpler than this.
  7. City Textures - very similar to the Thief 3/2/1 City. Slightly Tudor/medieval, with elements of neo-Classicism and gothic. Also steampunk - ie. pipes, chimneys. Vaguely Victorian. Basically it's melting pot of styles - a bit like London, a bit like Prague, Paris and Vienna in my mind. Mansion textures - similar to the T2 style/Moira's manse from T3. Wood panneling, rich wallpaper, carpets, shiny wood flooring, elaborate doors, grand staircases, large windows and roof lights. A bit of art-deco influence ala T2 would be nice. Church Textures - should be Alexius' speciality . High Gothic, St Vitus, Notre Dame, large stain glass windows, many vaults, columns, transcepts...you get the picture. Stone mainly. Some 'Hammer-equivalent' logos would be nice. Catacomb/sewer Textures - just some boney, wet, damp rock & brick. Quite a small section. Core Textures - very crucial. All the standard bricks, wood, flooring, tiles, edging, grass, that would go well in pretty much any situation. Water Textures - new shaders should be made. This should probably involve new fragment programs, which means someone should have a bash at learning the fragment language (check D3W for scant details). Glass Textures - people have windows, ya know. All styles. Door Textures - some pretty general wood & metal doors. Metallic Textures - all the shininess: pipes, grates, fans, valves, infernal machines. Go crazy & nuts with this one, I want to see all sorts of Edward Scissorhands craziness.
  8. Fingernail

    Programs

    If you want to stay free, use Blender (someone wrote an exporter for D3).... You could learn Lightwave and I'm sure it's great, but I think there has been an exporter written for 3DSMax also. Not sure though...check the D3W forums.
  9. Awesome. Yes I was just going to suggest those things - learning photoshop more and getting a graphics tablet. Using photoshop should be quicker to create more impressive looking artwork, once you have the hang of it. I can tell that the T3 concept artist primarily uses the "colour dodge" tool, which gives everything a glowy, shiny look. Very nice if you don't over do it.
  10. I think perhaps I'll have to pick up Blender to carry us over our lack of 3D team....that is, only one modeller. Adverts have gone on D3W, ttlg & polycount: any of you advertise on any other suitable forums too.
  11. The artwork is pretty damn good, great for concept drawings. As for mapping it seems you've got a good grasp of how to design levels and looks like you're comfortable with the editor. The map itself seems pretty good overall, but it could do with some throwaway details and some subtle lighting to liven things up a bit, and it couldn't hurt to do some more work on the walls here and there to break up some monotony... I'd say you gots da skizills. I'll ask Fingernail if he thinks we could use another mapper at this point and see what he says.
  12. Id like to help you with your Dark MOD for Doom 3 in everyway I can. I do level design,concept art and scripting(albeit simple scripts). Here are the links to my work (No scripting examples) Artwork(Could have more but a hassle to scan in my art is all bigger than A4 size,also quality dropped when scanned): http://img.photobucket.com/albums/v471/kev...rk/Mountain.jpg http://img.photobucket.com/albums/v471/kev...work/Forest.jpg Mapping capability: http://img.photobucket.com/albums/v471/kev...12-30-16-18.jpg http://img.photobucket.com/albums/v471/kev...12-30-06-43.jpg http://img.photobucket.com/albums/v471/kev...12-29-47-95.jpg http://img.photobucket.com/albums/v471/kev...12-29-32-09.jpg http://img.photobucket.com/albums/v471/kev...12-28-59-04.jpg http://img.photobucket.com/albums/v471/kev...12-27-03-07.jpg http://img.photobucket.com/albums/v471/kev...12-26-45-19.jpg http://img.photobucket.com/albums/v471/kev...17-05-26-06.jpg http://img.photobucket.com/albums/v471/kev...17-04-59-44.jpg http://img.photobucket.com/albums/v471/kev...17-04-20-65.jpg http://img.photobucket.com/albums/v471/kev...17-04-13-53.jpg http://img.photobucket.com/albums/v471/kev...17-04-07-96.jpg http://img.photobucket.com/albums/v471/kev...17-03-52-78.jpg I also toyed arround with 3D editing but have no work to show, I cannot make animation or bodies though only stuff like furniture.
  13. omega

    Irc Server

    Ok... Link me to 1 place where password protection was compromised and people got in on oh so secret developer info. I guess the blog was made for the same reason huh? =P If you had that much time, maybe you could spend it on learning better HTML. Assuming you made the site.
  14. The face sketch is here: http://forums.thedarkmod.com/index.php?act=S...3&st=0#entry796 I wasn't sure whether a side view was necessary...if you'd like one just let me know.
  15. I placed a few sound samples from my keyboard over in the Art > Sound > Sound Effects/Music > "Sound Effects, Ambience, Music" thread. Please check out that post: http://forums.thedarkmod.com/index.php?act=S...=findpost&p=779
  16. Hmm, something does look familiar about it to me. Maybe it was only used in certain books or certain notes lying around? Here's the post I got it from: http://forums.ionstorm.com/index.php?showt...ndpost&p=355674
  17. I have no doubt about that. And while seeing a full courtyard through a transparent pane of glass is undeniably cool, you always have to take performance issues into consideration. You might have so much detail down there that an opaque window would be the better option. I'd rather go with highly detailed areas that are somewhat closed off from each other, IE you can't see inside a house from outside or outside from the inside, than sparse open areas. Visportals can help with this a little bit, but a few sacrifices will have to be made to make sure it runs well for everybody. I'm not saying we can't use transparent windows, we'll just have to be selective about how we use em. I remember a map for Vamp I made that had almost 2000 brushes on display in a single screen...ran great on my comp, but it crashed the game for alot of other people. Since then I've tried learning how to keep something that looks good in check with it's performance.
  18. Doom 3 comes packaged with the level editor in the executable. All you have to do to access it is rightclick on the Doom 3 shortcut, click on properties, and add "com_allowConsole 1 +set r_fullscreen 0 +editor" in the target box after the quotation marks. But if you mean how we've made all the test maps, well...we've got lots of stuff down in the (currently?) hidden sections of the forums that go through it all step by step. It's a long process that'll probably bore the hell out of everyone not interested in the technical side of the mod. And yeah, the SDK will be free. As for the Garrett model...I think DeepOmega has been doing it in 3DSMax, not too sure though.
  19. Hello, I offered my help on the coding side on the old forums. Until the SDK comes out, a lot of the stuff I'd like to get started on will have to wait. As a result, I was only periodically checking the old boards, and only just now saw the message regarding this move. I'm still more than willing to offer my help on the coding side. I'm mostly interested in helping with AI, and movement code (Mantling, run/walk/sneak/crouch modifications). I'm also willing to help anywhere else that requires it. Even Art. Sorry for not posting anything for a while, but until the SDK comes out, a large number of things are simply speculation at this point. -oofnish
  20. That brick texture reminds me - a lot of the normals we make should be based off of modelling, not painting. This is especially true of the complicated ones (the wood inlays come to mind). Modelling that inlay, then normal mapping it, would take about 20 minutes, and would get excellent results. This is how they got most of the really complicated metal textures in Doom3 (the ones with sockets and pipes and so on and so forth). Anyway, if you want me to knock some up, I will. Very easy project for me.
  21. xpnsve

    Hello!

    Hi there guys! This is Jim from DoomCast.com. I've been talking to Fingernail and offered him hosting and some space on our forums! Just wanted to say hello and meet the people who are going to bring out this awsome thief mod! I still remember the first time I played thief, lol, getting chased around the first manor and scrambling up a rope to hide hahaha Hopefully this mod turns out great! Anyway, gtg Jim Doomcast
  22. I'm not a part of the Dark Mod team actually, I can't code, do models or textures anyway. Kinda dedicated to Black Cat Games aswell... I'm just hosting the forums for Fingernail and the crew.
  23. I've been involved in a few UT/UT2K3 mods, and a few Deus Ex mods. Oddly enough, even tho I've been doing modelling and animation for four years or so, I've never been an artist before this mod. Hmm. As for releasing this if TDS gets an editor - we're all in agreement here. I'll lay it out flat: Doom 3 has an incredibly powerful engine. It is the first of the Nexy Generation. It runs more efficiently, can have bigger levels, and is built with future hardware in mind. Can you say specular and normal maps? How about full-on pixel shader control, even without an SDK? Normal mapping at a reasonable resolution? There ain't no reason to drop this project.
  24. Whoa, holy hell...my scale is way off. I figured that the characters chest would be about even with the top of the wood panels. Guess that explains why the little scale marker on the Z-axis window is smaller than it was in Vampire...Doomguy is alot shorter than what I'm used to. Oh well, it won't be that difficult to fix. Also, the reason it leaks isn't because the walls are too thin, walls that are 2 grid units thick are about the average for Id's maps, it's because my lights are too big at the moment. I'm still learning the in's and out's of D3's lighting, and right now they're too large considering the size of the room. I have cleaned up the geometry in my most recent mockup, though...so it shouldn't have any gaps. Edit: Now that I think about it, the fact that the lights have to be bigger than what they need to be might be a good indication that the room is too large...I'll have it fixed up over the next few days. Edit 2: New map (non shrunk, what's shown in my most recent screenshots) is available here. I would've uploaded it to our regular FTP, but I can't seem to access it at the moment. Since the geometry is cleaner than it was in the first rev no BSP errors should pop up.
  25. I know what you mean. I mean, I have never played Thief 3 YET (still trying to get my upgrade) but from the screen shots, it doesn't look like the original games the way Renzatic's and BlackThief's work (in Renzatic's screenshots) look. I'm still trying to work out why this is. One thing that popped into my head is that it actually looks more angular than Thief 3, so it looks a bit older, like the old Thief 2 and 1? But looking at some of the indoors screenshots, Renzatic's room is just lacking the other details and bump/specular mapping that make the room feel more "rounded". I think it's the colour palette. Renzatic's screenshots feel very warm, very fiery and orange. The Thief 3 screenshots, while still cool and thiefy, seem more "over-cast grey", even indoors where the torches are. I'm sure these texture artists know this kind of thing already, but I'm going to make a texture palette mention in the "Targets" thread.
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