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  1. True, but while actually playing it wouldn't be in that position for very long. Also, this is an unskinned model. If the gem were skinned it would definately show up better than it is here.
  2. As long that the fileformat is understood by all our apps AND it can transport all the information that we will need, I don't care which one we should use. The only problem I see is if a fileformat doesn't support some specific things that may be supported by others.
  3. I think there may be some misunderstanding as to what Sparkhawk is proposing. In this instance the default straight on playerview would still be angled to appropriately see the northern tip of the compass. So when we're walking around it would look like this. It would only be when you looked up or down that the compass would tip accordingly. It shouldn't pose a problem really. It should work nicely I think as long as the underside of the compass and gem are detailed.
  4. As long as the gem is visible on the underside of the compass it should be fine. Having the compass identical on the bottom as it is on the top should solve that.
  5. It has to be lit from a non-game source, otherwise you wouldn't be able to read it in the dark. I'm not exactly sure how this is done. Perhaps it will be lit with a fullbright shader or something. I don't know. How are the little inventory items and healthbars going to be lit? I don't quite know what you mean. Do you mean for the turning of the compass? I suppose it could be done that way, as long as it isn't too jerky. You'll have to talk to Sparhawk about how that would work best. It depends on how he plans to code it.
  6. I did my textures manually in about one hour. It only took s o long because I didn't know how to do it better. Now I learned to animate and it should take less then 10 minutes to do this. Should be pretty simple. Just model the gem and then make a render in 16 steps with animating the material brightness for the gem. I guess that LW can do this and copy each render to a seperate image. Blender can do this as well, and I think this is pretty basic functionality for most 3D animation packages. The gem should be rendered against a black background with Alpha included so that the background will be removed when imported in-game.
  7. A chair's seat should be a little bit higher than the back of a standing person's knee - two or three inches higher. Scale the chair up so it matches. Also, either the legs are too long, or the back is too short. I'm gonna go with the latter - make the back of the chair a bit higher. That should help the overall proportions of it.
  8. Well, I've long been pestering everyone to convert to LW...and t would help if we all used the same app right, then we'd all be talking the same language) I'll write it up in the documentaion section then. Now I think I'll get cracking with a bunch of static mesh models that need to be done for the mansion pack, and actually get them in the game. I'm getting really bored doing characters now, so I need the change- I must have done about a dozen in the last six months.
  9. I suppose this is off topic more than anything else - figure I may as well brag about the system that I'm building. Been meaning to put together a sweet workstation for a while now, so I'm using income from my first real job (whoo!) to cover it. So far, is about 1000 dollars, plus an anticipated 500 more over the next 6 months or so. 2.8 Ghz Xeon with 800 MHz frontside bus 200 GB ATA 7200RPM HD (Maxtor) Sony DRU-540 DVD +/- Burner GeForce FX Ultra 5950 256 MB 1 gig PC2700 DDR RAM ASUS NCCH-DL motherboard (sweetest motherboard I've ever seen for under 300 dollars - supports dual xeons up to 3.2 GHz, plus 4 DIMMS of DDR and an 800 MHz FSB with built-in Promise RAID controller, 6 SATA ports, 4x USB 2, built-in optical audio out... hot damn) Unfortunately, it took me about 3 weeks to convince ASUS that their mobo is dead, so I'm now waiting on a replacement. Whee. I'll be sad if this never comes together... Long-term goals: a second 2.8 xeon, another gig or two of RAM, SATA hard drives... The works. Gotta love it. For the curious, I'm basically waiting to get this system built before I continue the Thief model - my current one cries.
  10. I think as long as it doesn't resemble what they used ingame we should be fine, and it's only based on the concept art. I would say there are likely plenty of games out there with creatures that look like this.
  11. Well, I think I now understand the resolution issue...or at least what it is, if not why. I've gotten ahold of a pretty good gui tutorial, so I'll see if I can design a main title screen...it's very easy to substitute different graphics later, as long as the interactive parts don't move.
  12. I was hoping to prepare/test this before revealing it, but I'm not sure how long that may take, and since this topic has been a bit hot lately (several mentions in the past few days), then I'll spill the idea now. Oh! And it'll work with a realtime map view too, if that's desired. Picture a city layout like that of citytest2.map, only better of course, From up on the thieves highway looking slightly down and forward, A light is behind the Thief, so his shadow is cast into the foreground, In the distance down the road, beyond the city, a castle looms on the highground. And of course, the realtime map part would include people walking around the streets below. Whaddya think? I started adding a castle wall to citytest2 last night and man, the framerate just doesn't drop! It must be other factors... it must be!
  13. Come off it? I'm not referring to 'problems' with steam - it's larger than that. If you are comfortable with their 'delivery system' and what using it involves and means in the big picture, okay. I'm not. I happen to think it's another case where producers of a product are forcing something on people, and people are bending over and taking without protest. There are countless products and companies that can serve as further examples in everything ranging from automobiles to toothpaste (yes, toothpaste). I don't want any part of it; though, as I said - it's probably the way of the future, and there's no avoiding it as long as the masses accept it. That topic alone could spark a huge philosophical debate about the "way things are" versus the "way things should be"... but I don't feel like it right now.
  14. It doesn't matter if they are the same size, as long as the seat is at the same height. Otherwise, when the AI sits down, they won't be in contact with the chair (or they will clip it). So dining chairs, medieval chairs, sofas, tree stumps, and anything else we want AI to be able to sit on should be the same height. Same thing if we want animations of AI touching things on top of tables. The tables will all have to be the same height for it to look right. And I'm sure there are other examples.
  15. I doubt that this matters. I'm not sure on how much "citation" would apply for such a thing. With books you can get away with this as long as the overal work is sufficiently big in comparison to what you cited (there are other conditions as well). But still I don't think that the difference would be SO big that it matters and I also think that copyright laws are much more stringent on binary content. But we created them on our own. Did we? Not really I think. Not sure on this. It all depends on how much leeway the licence grants.
  16. Heresy!! Heheh. Nah, of course that is a swell idea. I don't see a problem, I don't see a huge advantage either though, so as long as it doesn't take up time that something else could be done in.
  17. I think as long as junk looks like junk ( drab - no specular) and the fancy stuff is gold and jeweled ( with a nice specular) we can clearly establish what is junk and what is loot. Junk plates in the original games for example were white or a somewhat rough looking metal. With Thief 3, they never really set any specific rules for what was junk and loot. In many cases they just used the same model with a different texture. I think to be successful in this, we would have to vary some of our models a bit. Not so much with plates, but cups perhaps.
  18. Not sure if I can make it there. Might be that I fall asleep long before. Edit: When will you be back? We could need you.
  19. Hello: I saw this message on the Polycount website and although I haven't played Thief, I've long known about it and I like the look of the franchise. I specialize in environments (textures, lighting and modeling) but I've no practical experience to speak of as yet. I can also do graphic design (logos, HUD stuff, and general promo stuff) on top of game graphics. I'd like to hear more if you think I can be of use to you all. Here is my website which has high and low poly work: http://www.tomburnsportfolio.com/ These were done in 3DS Max and Strata 3DPro in case you were wondering. Just a warning: I am an art guy and may need some hand-holding around the technical aspects at first. But if you think I can be of use, let me know. Emailing me directly is fine: tomburns@sympatico.ca thanks, eh. Tom
  20. I would like this sound effect added to the Noises from World list: * Foliage rustling It was mentioned long ago that we thought it would be cool if bushes and trees made a subtle rustling sound if you walked through or brushed their leaves.
  21. Definitely. As long as there is no working AI we have no direct use of the speech. The effects on the other hand can be put to good use immediately. I planned to implement the door sound already to get a nice feeling for the map.
  22. I only know the face template a long time ago. And with this you could change so many parameters that you didn't really had to worry about similar looking faces. Isn't there a similar interface for these characters?
  23. Looks DAMN good BT! I say it's definitely scarier than the original. Looks like it's been rotting in the ground for a long time. Edit: BTW, is this a naked zombie? I don't remember any in the game, but he doesn't appear to have any clothes on...wait, is this the model for the children of hell? If so, good choice!
  24. Just as long as you know it works. I still haven't figured out why my more complex stuff doesn't work...so far I haven't figured out jack. : \ If this doesn't work I'm gonna have to assume it's a problem with the editor and reinstall Doom 3...anyway, thanks for the helping hand.
  25. Yeah, I brought this up in another thread. I think we should have female guards, at least in the city watch...I doubt it would take oDDity long to whip one up. To make it easier, I suggest we only make one female guard model. I plan on having at least three types (house guard, city guard, and elite guard). The city guard mesh can be textured in different ways, too, so they can be used in non-city maps. If we make a female mesh for the city guard, with a city and non-city texture, that should be enough.
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