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  1. scoobs

    Animator

    Yeah that'd be great As long as it would be an ok format for the mod needs. Using Character Studio i mean. Looking forward to working with ya:)
  2. These are great, and welcome aboard, again. You can keep cranking these out for as long as you'd like, as I think they are energizing our texturers and mappers already. However, I have some selfish reasons why I'd love to see some interior shots of a mansion study.
  3. That should be no problem. As I already said the gem is a prerendered square which can have as much details as anybody likes as long as it doesn't exceed 2 polies. And I hope that I get a lightgem soon. Can you do this?
  4. Bummer, looks like I missed his/her artwork. They're broken links now... Note: I started my Thief gaming career with Thief 2. Not totally on purpose, but it just happened that way. In the end, I liked that I played through T2 and then worked back to Thief 1. You might think that's weird and backwards, but it worked really well for me as it made me a long-term fan. Had I started with Thief 1, I'm not so sure I would've gotten hooked. There's a specific reason why. One that I believe oDDity shares with me, but I won't get specific.
  5. Well I won't know till I sse them. As long as you kept it to the template I had - a frame tiled up the side and a picture the same size as in the template, there will be no problem. YOu made normal and spec maps as well I presume?
  6. Ok, so what are we suggesting now? We have a lightgem that can be turned on and off, a compass around the lightgem that can be turned on and off, and can be set to tilt or not tilt, and another compass in inventory that can tilt? How many pages long is our option menu going to be? Maybe we can trim the number of options somewhat. It doesn't appear that many people are in favour of the combined compass/lightgem tilting, so why don't we remove that from the list? Ok, here is my best effort to please everyone and keep this from getting out of hand. How about this: Compass Option (click one) [ ] -- Compass is an inventory item [ ] -- Compass is combined with lightgem And then we have ONE button that turns the lightgem/compass on and off. That way, people who don't want to see the compass in the HUD can choose to put the compass in inventory (AND have it tilt). They never have to see it if they don't want. Those that want it on the HUD can have it there, (not tilting) and a single button will remove it (and the lightgem) to minimalize the HUD if they wish. We don't need to turn the compass off separately. T1/2 purists can duplicate that version. T3 fans can duplicate their version. Pure minimalists can turn everything off. Those in the middle can have a single gem and a compass they never look at. Those that want tilting can have it. Those that don't don't have to. *phew* This (I think) would be able to satisfy just about everyone, and limits the number of things we have to include in the options menu to 2. (One checkbox option and one keybind). Could we all agree on this...?
  7. As long as the player can't shoot the bow with his mysterious third hand whilst using his left to look at the compass, I agree. :lol: The weapons should not be usable (except maybe sword) whilst looking at inventory items in the other hand, methinks.
  8. *Stops toiling over his computer long enoug to wipe brow* At last, after 4 solid days, I got a working character into doom with all his textures and animations working perfectly Now I just have to make a 'proper' version of him and pray I can do it again for real...
  9. Since we already have now the problem that modelers did double work, which even looked remarkable similar) I guess there should be a better way of controlling what is doing which models. I would suggest to create a website with small thumbnails from EVERY model that is already finished. If a modeler starts on a new piece he should upload a concept BEFORE he starts working on it, so that we have an easy overview of what models are already done. This means that the system should be somehow managable, so that models can add their models fast without a long delay of contacting somebody who can add the model. If we don't have such a system, we can also use the CVS for that. We just need to create a folder where all the screenshots are stored (only small pics, so they don't take much space) and for each major section one HTML page where they screenshots are listed. This way they can easily be synced and we wont have the problem that modelers are doing the same work twice. And it also has the advantage that we have an easy overview of how much is done already.
  10. It's just the way I UV mapped it. The UVs from all four sides of the frame share the same space. As long as you us the same template it's work. The frame has to be the same thickness in every painting, thougnI could alter the model to make a thinner framed model as well. Just turn the picture around sideways, so it's bottom is against the frame.
  11. Well, you're Polish, so you're our Chopin and that's that ) I love Chopin actually, I have recordings of all his music, which is not hard since he didn't write that much really compared to the likes of Bach. Yes, I also love Prokofiyev, I have a great recording by Sivatoslav Richter of his piano sonatas which I think is as close as it gets to the way Prokofiyev wanted them to be played. Probably the favourite of my CD collection is a redording of Bach's 'Das Wohltemperierte Clavier' by Davitt Moroney on Harpsichord. It's almost 4 hours long, but sometimes I just can't stop listening to it until the end) I tend to favour music written for one or two instruments or voices rather than orchestral ensembles. Ok, then I'll go crazy with the magic bevel on this tree beast
  12. Dunno, there's a slight chance that they paid professional animators to work on it full time for a few weeks or months. It's no that it's hard, it's just a long arduous process which would bore me shitless, and can never look as good as vertex animation anyway. You have to set a few dozen bones up in the head to animate the jaw and lips and face muscles. You basically animate each of the phonemes (ooh. ahhh, she, etc) You need about a dozen of them, and they'd have to be animated (or at least significantly tweaked) individually for each charcater. I suppose we could set up a few basic ones,. so the mouth at least moves somewhat when speaking.
  13. we're creating a tool-set for FM designers and we want to provide everything for a thief-like mission. and thief (especially T2 for example partytime) has a lot of outdoor-areas. the D3 engine is powerfull - powerfull in small corridors like on the station on mars. I don't want to stress the engine just for a simple object like a barrel. and if I can make a model, with almost half polys, that looks almost the same, so why keep the otherone ? I also don't like it, when things are done twice, but be serious - how long did the barrel take ? mine took me about 10 minutes and I'm not a experienced modeller.
  14. Sure. Objects in the HUD are just objects and rendered the same as any other objects. The only difference is, that they have a fixed location and the are not affected by camera movement, and they have their own light. The scene render lights will not affect it. But technically there is no difference. You can take your Zombie model and put it in the lightgem and you would see it just like you see it in the game. I just tested this with Blender and it seems to work. So the gem can be a nicely rendered sphere projected on a plane with alpha to mask off the borders of the plane. As long as it is a sphere the comapss can rotate in any direction without a problem.
  15. Just to let you know, I have gone through all our ambients and uploaded them to darkmod/audio/ambient. Your sounds ended up in the factory folder, of course. I renamed the long one to factory_theme1.ogg because it's more like a piece of music than a pure ambient loop. The idea is to have a few of these "theme" songs for each category (a bit like Thief 3). And btw, I really love this one you made. Very very nice. Sets the tone straight away. Great work! Some are of less quality though.. I'm thinking about the furnace fire sound. You can really tell it's being looped. Could you try to make it less obvious? It's pretty good otherwise. So, we don't really have many more ambients than those you have provided. We have two or three by Darkness_falls, and a few forest and ocean sounds by LiquidBronze (who is no longer with us). And also, I did the weather effects (rain, wind and thunder) we've got so far. They are all uploaded and renamed etc. Now to make that list...
  16. dear TEAM Although the design is great it s inspiring...Please please please do not consider of using tilting compass + lightgem combo... Our thief does need only lightgem..IT s the purist thing in Thief we should keep it. If you guys want a compass (which i never used it in any game) Just make it little smaller and give the gamer ability to remove it if he wants to... My screen in thief 1 or 2 was clear and pure..All those turning rotating stuff makes the Screen full..And if a screen full you look the UI screen instead of Level itself.. Please remember the Deus ex 2 disaster.. THat UI screen made me uninstalled the game after waiting it for so long. . LET THE LIGHTGEM be alone over there... BEST
  17. I already explained several times that there IS some need for a tilting compass, or the compass should be a seperate object. I don't care one way or the other as long as we have one.
  18. Yeah, awesome work by both you guys god_is_my_goldfish, I like how much thought you've put into how it works. I personally like the 3 flash delay - it's silent, and I think this "safety feature" concept is used in real life... I know it's used in DeusEx though. If you don't know there is a bomb there, you still get blown up. No beeping warns you with god_is_my_goldfish's idea. Even in DeusEx, which beeps as well as flashes, when you hear the beeping and you didn't know there was a bomb there, you still get blown up, because it's not long enough to run away properly because you don't know what specific direction to run in to get away by the most amount in the shortest time.
  19. oDDity

    More Objects

    Domarius, it's just one area light rendered with with radiosity. None of the objects have any texturing, I just turned up the specularity on the porcelean and added a simple procedural bump, and I just a neat little trick of mine by using a grid procedural in the specularity channel to simulate a large window causing the specular hit. ( The graininess comes for the fact that I didn't leave it to render for long enough, but I like that touch of gritiness. Obviously the glass on the inkpot has tranparency and quite a hefty refraction index, and I may have simulated a kind of fake fresnel effect using gradients on the relection nd transprency channels, and umm...the quill feather and apple leave are just a few polys with an alpha map of a feather and leaf on the tranparecny channel. I can't remmeber it exactly, it all happened in about 5 minties one morning :/ . edit:I can upload the onjects and scene if oyu want to check it out.
  20. Hey Spar, I'm having a problem with this installation (big surprise). I know you're a linux guy, but do you know anything about windows? I'm using WinXP Home edition. It came on my computer when I originally bought it about two years ago. I transferred my Master HD from my old computer to this new one, but now when I try to boot it up, it goes into windows but then says Windows must be activated to log in. My only two options are to activate by phone or online. When I try to activate online, it says it can't detect an internet connection and boots me out of windows (so how on earth can I set up my internet connection?) When I try to activate by phone, the automated voice tells me my activation code (the one Windows GIVES me to punch in) isn't valid. Man, I'd have an easier time with a bloody pirated version. I don't want to have to reinstal, as everything on the HD is just the way I like it. I know it's a long shot, but any suggestions? Why does Windows care that the HD is in a new computer??
  21. Lol, there is no lightwave watermark, and there is zero chance of getting into trouble even if we were all using warez version of whatever software we have. It's not like this is a commercial project, and who's going to be looking at our files besides us anyway. Use deep exploration for converting model formats. THere's a free trial on offer, so you don't have to steal it. XSI, Maya and max all have free version specifically for game modders to use, Lightwave is little behind the times, but I'm sure it won't be long before they do the same. Lightwave free version is shit ATM, you're only allowed a few hundred vertices in a layer:/
  22. I think I could handle that, as long as you do the texturing. Actually I planned to do it anwyway, because I wanted to do some tests with pysics. So I need spheres and boxes.
  23. We've talked about, in our setting threads, having the technology look like it has been added after the fact. It hasn't been around for that long, so a lot of houses had it added after they were already built. So pipes go up walls and around corners in ways that aren't really efficient.
  24. Ok, I'm uploading part one 'laying out the basics' now to the Darkmod/tutorials' folder on the FTP. It's 30 minutes long and going to take about 4 hours to upload, since it's 60 mb and I'm still on this damn 56k:/ I encoded it as an swf flash movie, since it's half the size of an avi encoded with xvid and better quality. Just click on the html file to view it in a browser. The main point at this stage of the modleing is to keep the meshes as low poly as possible. Part 2 coming to a theatre near you soon!
  25. I personally found the fact that you couldn't blackjack a guard with his sword drawn in T3 annoying, and I don't think I was alone in that opinion. It was done right in T1&2 - as long as he doesn't know you're there, you should be able to jack him. (circle-strafe-in-dark bug not included)
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