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  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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
  7. 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.
  8. 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.
  9. 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?
  10. 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!
  11. 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.
  12. 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.
  13. I also favor textures over shinyness, but think shinyness could be used as a cheap workaround for us and/or FM authors who don't want to take the time to make different (i.e., more ornate) textures for everything. Some (maybe most) loot objects should certainly have different textures to distinguish themselves. But New Horizon's mockup really shows that different textures wouldn't be needed for every piece of valuable loot, and I think it's cool to just have the slight variation NH's image shows for some loot. Sometimes just a more enhanced or brilliant texture like that can go a long ways.
  14. Hi Alan: Thanks very much! I appreciate your compliments. I do environments because: a) I suck at doing characters/animals. I CAN do them but it takes me way too long to get good results. I started doing environments because I just had all these ideas of cool places I'd like to check out/explore. Like in Myst and Riven (which I've obviously been influenced by). I have had one job as a texture artist but I'm not employed in games right now. I'm desperately seeking a job as an environment artist, but it's not looking good. After sending out tons of applications all over the planet, I've yet to have a reasonable offer from anyone. Any takers?
  15. Ok. Here's the scoop. Working on flat(ish) surfaces in Max is not too big a deal, especially if you have a good reference. I highly recommend you learn to use the Editable Poly, as it is elegant and powerful. Find a few good basic poly modelling tutorials, as they'll go a long way. Then you'll need to learn to use the Cut tool (which is arguably your greatest friend and ally when detailing.) UV Mapping is a non-issue - this will be a planar texture. Normal mapping is not a big deal, either. My best advice is play around as much as possible. Find a simple texture, and try it out. Bring it here if you want advice, or go to maxforums.org - a great resource for new modellers. Best of luck!
  16. I like it. As long as we stay away from..........GAH.......loot glint. ~shudder~
  17. Well, it has been a long time since I've picked up a pencil, but you've all inspired me to try. I've been working on a Shopkeeper concept that I would like to propose and if these early sketches are acceptable, consider me on the concept artist list.
  18. Should also do for now. As long as it is not a tiny little gem that I can barely see. As there are some in T1/T2.
  19. I do agree with oDDity in principle, but for this stage of our work the goal is to create a set of editing tools to allow fans to create their own Thief style fan missions. We waited so long for T3 only to have it come out and slowly fizzle, and our dreams of fan missions with it. That unfortunately means we follow the established conventions of a lightgem and other such old school tactics. We can still toggle them off, but they are still there for the fans. One last hurrah shall we say. I would say that this project was born of of 3 equal parts. Necessity, Nostalgia, Love. So, for now I say we stay focussed on the editing tools. I don't mean to come accross like I'm shooting down such ideas. You bring up excellent points and I agree with them. Nothing should stop us from pulling out all the stops for our own campaign should we make one. With that we can deviate and improve as much as we like. When that time comes, I say we blow the lid off this sucker and see what we can do.
  20. Flip through any fantasy art book and you will see half a dozen different warhammer emblams, not to mention those on modern flags. As long as it doesn't distinctly resemble the hammerite ones we are fine.
  21. Well we can argue over whether we 'think' it would work or not, but let's just try it at some point and see) I think you underestimate how many sounds the human ear and brain are capable of keeping track of subconsiously. As long as it's very distinctive and subtle, I can't see a problem with it, and of course it wouldn't be necessary to play the sound at all in a fully lit room where it's obvious that you're not in darknes, it's only necessary where the light falls under a certain brightness, so the scale of soft to loud wouldn't have to be that great. IMO, no type of darkness meter is required at all, since it's obvious 95% of the time from your surroundings, and if you're ever in doubt, just don't let guards look in your direction. I think the Thief fans will be expecting innovation from us, not conservatism.
  22. The overall shape is great, the proportions are perfect, it would be excellent as a low poly game model - but isn't this supposed to be the high res version to source the nomal maps from? You seem to be very tight-fisted with the polys, when you should be writing blank cheques. The main problems as I see it, is the geometric uniform nature of the organic shapes - legs and arms are not perfect cylinders, leather in real life is not flat and perfectly smooth. Eceyting need to be messed up a bt, like it's had a long hard life. And as you say youself, and I pointed out earlier, a lot of the detail still looks injection molded like it's all been beveled out. I have to say, and this is possibly my worst crit - it looks like you're trying to emulate the T3 Garrett model, which I considered risible when I saw in untextured in Lightwave.
  23. I can do whatever, as long as my software allows I wouldn't know which KHz settings, etc. to use for a game anyways, so I'll rely on your guys' expertise!
  24. The only thing I truly consider woo are the ghosts, undead...stuff like that. That being said, it has been established that some very strange things exist in the fictional Thief world. As long as it's not earth and exists on some other plane of reality, then I think we should be ok with the creatures and undead....within reason. We don't want an all out Woostock on our hands. Jimmy Hendrix, back from the head? YIKES!!!
  25. A mockup is not so easy to do as in graphics, as we have to have some code in place already. Once we have this, I don't think that it should be hard to implement such alternatives. I agree with this. As long as the information gets across and doesn't hurt gameplay I'm all for it. The less HUD we need the more immersive it could be (I think).
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