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  1. Please post all comments and concept art for the Belchers in this thread.
  2. I'm glad I read your post there, oDDity. I now wish they taught us Lightwave at Uni instead of 3DSMax. I suppose I can teach myself anyway. Always worked before What version of light wave did you use to model that Priest?
  3. Post up some of your work and I'll check it out. We've been needing another texture artist, but par to the course we can't consider you til we've seen what you can do.
  4. I don't really see how Da Vinci sketches will help. He did seige engines and stuff like that, nothing that really seem "thiefy" to me. But i may not have seen all of the sketches, post some up to let me know what you mean. I also think that we should keep at least some mecha-style robots. If nothing else, to keep with the steampunk world and the style of T2. I for one liked the bots better than the undead. I think this is another one of those fantasy/steampunk conflicts we're going to keep having. The arrow kept going ugly yellow when i adjusted it, let me see if i can tweak it better. The similarity between it and the moss arrow was one of the reasons i made the white one.
  5. Here is the first of the mansion interiors, I finally got a chance to work on President's day, sorry for being absent for so long.
  6. Great stuff there as usual. The only thing that jumps out at me as a "bit weak" is somewhere in the hip region. Kinda narrow, or small, or something. Maybe if the tunic was a tad longer or bulkier or ... I'm not sure. It's like, every other part of it is badass and strong, while the hip region is lacking something. Or that his legs are long, but he has no crotch. Then again, I don't have a great eye for picking things like that out (except in retrospect ). I've realized that my incessant drooling over these is of no real help so I'm trying to be a bit critical, constructively. Regarding the name, no ideas yet. But every time I see the word Debian, I think of lesbians. Hope I didn't just spoil that for everyone. Hey wait! Uncle Gay and Desbian the Thief. Interesting. Edit: Staring at it more... maybe some kind of knee protection/padding/gear? If he can protect his forearms and elbows, why not the knees. Though I think a longer tunic or a "bit more meat" in the hip/wait/upper thigh region might make all the difference.
  7. It's weird. I was thinking about this recently, the similarities and differences between mod projects and real game projects by professional developers (that is people who get paid to make games). Not so much the difference in final product or quality, as method of working. We're comprised of all part-time members who (most of whom) have work, school or college as a full-time profession. In the process of making a commercial game, the company might go through three or more months of pre-production, where concept art is drawn, plots are drawn up, ideas formed and features locked and discussed by the designers. The type and goals of the game is set upon. It takes a long time. When you consider that the Dark Mod has potentially as many assets to create as a commercial game that liscences the Doom 3 engine, you realise that we only spent perhaps a couple of weeks before work began. However, we had a pretty sure concept; we weren't creating something new. Nevertheless, there have been lots of feature arguments, and we only locked down features just over a month ago. So whilst work was going on in all departments, core features of the game were in a state of 'almost decided', and still under discussion. In some ways, this is a good thing, since it allowed us to be more dynamic than perhaps some game designs are; the game wasn't designed by any one designer, but rather contributed to by all through the medium of debate (Ok, argument in many cases :lol: ). I'm not sure what I'm trying to say; just that perhaps having no set 'preproduction period' was an advantage, at least considering that we have no 'set' team who are salaried for the whole development process. Time will tell
  8. Hi there Im Dieblein, Leader of the Rpg project "Return to Mana" for Hl2. (http://returntomana.mods.de. I just rushed in here to congratz you to the work done so far. Thief is one of my all time best games I ever thought of making a nice sequel or mod based on it in the future. So I hope you can proove the will to not break up until the mod has been done. I saw your modling threads @cgtalk, its good to post there because that really imroves the quality of the 3d work. As you may know its so important to keep looking and comparing yourself with the worlds top notch artists because you can always learn more. Stop learning is the worst thing that can ever happen to you. So I hope you can go along with the project, In any case I wish you best of luck with it and perhaps we can chat a little and maybe I could help you out with some of the model work later. Is there an Irc you usually hang out? Dont give up, keep up the good work! Greetings Dieblein
  9. Yup, the drinking sound would have to be done by the Thief actor. Once I get a few tests from different possible Thieves...I'll post them and everyone can vote for the winner.
  10. Jesus christ! That's frickin amazing! You did that in one weekend!? Heh, post that one over at TTLG. They'll probably die from excitement.
  11. Aight, I changed the title on this thread to LiquidBronze's work. Post everything you do here from now on. That way it's easy to find. Also, the FTP has http support, so always add a link to the sound. Easier for everyone.
  12. I'll start it off; I'm Fingernail because I play classical guitar and so my right hand has long(ish) fingernails. Simple as that. WHAT ABOUT YOU????
  13. oDDity has been assigned the Builder Priest model, and this is the thread for him to post any work or comments regarding it. I know it's not exactly priority stuff, but if oDDity can do these as quickly as he says he can, then it won't matter.
  14. oDDity, please post any work in progress shots for the builder in this thread.
  15. I whipped these up right fast cuz I thought we could use a few more shots for the website. I decided to stretch out the texture window to give it a nice cinematic widescreen (everyone loves a good widescreen shot) and threw in one of the old lightgem drawings to give it an ingame look. lol, I had to go to the old boards to find the lightgem I had in mind...it was a blast reading through all the old posts and seeing how far we've come in just a couple of months. Anyway...on with the show. This is my semi finished art gallery, what originally started out as quickly built room designed to help Springheel test out his textures turned into a 500 brush monster that's probably one of the better maps I've done in awhile. I dunno if I like the angle of the screenshot too much, but eh...I've already doctored it up. Oh yeah, I also added a specular to the beige wall, which improved it considerably. The Gallery And the tried and true basement shot with a slight specular added to the wall texture. I'd replace the old basement shot on the webpage with this one. The Basement Also, see if DeepOmega wants to post his newer Thief model up in place of the old one. The face, along with the smoother look, is worth the update.
  16. haha as you might guess I'm absolutely not creative regarding names.... so I was sitting there about 2 years ago at the registration page of a german thief forum....sitting for minutes and I had no idea how to call me. two simple thoughts led to my nick - this is a thief forum - so call yourself "thief" - what attribute would fit to thief and myself? a thief is dressed black - I'm often dressed black and I hear black metal I thought about changing my nick long ago, but I didn't want to register again etc, that's why I stick to this boring, nonsense name
  17. Kristus was the nickname for that guy in israel that got crusified for being called king of the jews and stuff. I used to go by Ebola. for about 6 years or something. But after I released a 4 year long project I had had enough of that name and decided to change. For a while people had no idea who the hell I was and so on and so on. Anyway, the reason I choose Kristus is to hopefully piss someone off and my real name is Kristian which is spellt "Christian" in other countries which means .. well christian. as in christianity if anyone still hadn't figured it out. So therefor I mock my own name and anyone who takes offence for using the name of "Christ" as my own. (people in real life actually call the "The Christ" aswell so it was partially therefor I choose it aswell.) Phew, lots of talking. err typing. On top of that I had a team that went under the name Unholy soft. *walks away humming, Am I evil? yes I am.*
  18. Sparhawk is a hero from David Eddings series. A knight. Actually I would like to change the name, but I'm now used to it for so long that I can't change it easily.
  19. This looks really great. I was already worrying because the picture did lok strange a little bit on Springheels first post, but now that it is embedded in the setting it looks really good and fitting.
  20. Yup! That's the point of it. But your are right. As long as you don't have to fill in the budget and time constraints, sounds are pretty easy to maintain (models would also benefit). Judging code based on tasks alone is kind of missleading when seeing the percentage because it doesn't include the amount of work. Some stuff is easy to do and some stuff takes quite a lot, and this is hard to estimate, especially on a free project.
  21. Sure thing. 1. Looked through my frame reference pics and picked one I liked. Made the center transparent. 2. Selected a painting of mine and put it in a layer underneath the frame. Saved it as the _d and _ed versions. 3. Undid the flattening so it was in separate layers again, then removed the painting and made a normal map of the frame, set to 11. Had to polish it up a little bit by hand. 4. Ran the normalmap filter separately on the painting with a height of 2. Ran the brush randomly over the painting to soften some of the ridges and add in a few others to look like globs of paint. 5. Put the two together and saved. 6. For the specular map, I just desaturated the original empty frame, did an autocontrast, and darkened up the center where the painting would be. I then did some clouds on a top layer and set it to multiply, then played around with the contrast and transparency of that layer before saving it as the spec map. One thing I noticed, and I'll post another example when I get home, is that the paintings seem to be compressed a little bit. While the original is thinner than it is tall, in the editor it comes out looking almost square. Do you know why that might be?
  22. I wouldn't say undead, they are just a species who naturally live for a very long time, unless killed (by what means you can kill them I doubt we'll find out) I like the hat there though, it's the most suitable one yet. I guess we're going for the gaunt boney look to the face just like the original pictures, but we'll need a mpore unique coat/robe/whatever.
  23. The flare looks nice, but we want a flame to come out of the top of it, like a candle or lighter. The design still works though. Read up on the lighting thread in Devchat if you haven't already. Both arrow concepts have potential. I don't have a real preference. Please post them (embedded) in the Noise Arrow thread Acn2008 -- Noise Arrows.
  24. There are several long threads on this issue.
  25. I think glass destroyed sound are stored on a func_breakable or something like that. That sound is played EVERY time the window is broken, so it is better to have two separate sounds, one for fire arrow, one for window breaking. Also, the window breaking is physicalized so that individual pieces fall, it might be a bit weird it the sound is very long and the visual falling of the pieces is very short, so sound length may need tweaking. For ultra-realism, we could probably make each breakable piece make a noise when it hits the floor, but that's a lot of sounds to be playing at the same time. Also speaking of window glass, are we going to have a different sound for walking on broken window glass? (Right now broken glass goes away after a while in vanilla D3, but we could conceivably set it to stay, and make more noise when you walk on it)
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