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  1. 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.
  2. 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.
  3. 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.
  4. 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!
  5. 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!!!
  6. 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).
  7. The problem that I see is that Thief requires a lot more of hearing on the player part, than most other games. I don't know if we should really add to that by giving shadow information this way. Also it doesn't really feel natural to me, to have an auditive feedback on a visual experience. Just an idea. I think from the coding point of view it doesn't really matter wether we increase the sound or the colour of the lightgem. So we could test it as soon as we have the functionality that triggers the lightvalue. I can't really say that I can judge this just on the description. I would need to see how it feels when playing. As of being innovative. Of course. But we should also be aware that not every cool idea is good in gameplay. When I try to counter your arguments it's not because I want strictly to turn down your ideas, but we have to take a look at it from all angles. And I have no experience with gamedesign from the developers side. So I can only try to imagine how it feels when I would play it, as long as we have no prototype.
  8. Any map is good, as long as we get to check out teh skillz. Keep in mind that if you do get the thumbs up you might have to wait a few before we let you in, Fing is going on vacation in a couple of days and'll be gone (I think) for about a week. Edit: I'll get ahold of you on MSN right fast. I'm guessing your Napalm@msn.com?
  9. lol, like that attitude, BT. Red or green is preferrable, but any color will work as long as it's a darker shade.
  10. I think you may be mistaking the "static" sound for the arrow being fired sound. The clip is only 2 secs long anyway. It was a frame rate test. EDIT: Sorry pakmannen, I've inadvertently hijacked your thread.
  11. Yup, if we can do it. The way I have it planned in my head is that you'll click an option, you'll start to see the page turn, then a gust of wind will cause the flare to flicker a little more than usual casting the scene in deep shadows, when the light returns to normal you'll see the new options page sitting in front of you. If we do it right the whole little scene will only take a second or 2, about as long as a fade out/fade in on any other menu. As for implementing it, all we have to do is make sure all the appropriate hud listings are in their proper place, the rest can be done with maps and scripts.
  12. I like it! (I also considered 'Stop Thief" as a title. ) This is another very valid style to go with, as long as it is sufficiently different from the first two games. Very retro, and sets a nice steampunk tone. But you see how it wouldn't fit well to have the main menu this style and then the mission loading screen be parchment. We will have to make a decision.
  13. If we were really ambitious we could do a nice 3D hud showing our Thief getting ready for a long nights work. Since Doom 3's frontend is already 3D it wouldn't be much of a problem to implement, but it could take awhile to do right. Like you'd have the options lining the left side of the screen and you'd start out in the center of your apartment/hideout. Clicking start would have you walking automatically (and in first person) to the door, opening it, and pushing out into the black space beyond. Going to options, which would be where you set your controls, video options and other miscellany, would have you walk over to a workbench where the thief polishes and tweaks all his tools. Loading a game or selecting an FM would take you to a bookshelf where it'd bring up the book...similar to how we'd do it ingame. Like I said it's ambitious, but it could be pulled off with a little work. I could do the map fairly easily, but we'd need someone to help with the programming.
  14. I don't see why anyone who wants to record some character voices can't have a shot. As long as they're all good quality there shouldn't be any problems.
  15. Wow, good stuff! I remember seeing the female thief a long time ago on ttlg or ionstorm.
  16. 2 trims I've made in the past two days: The 2nd texture should be smaller in the final version - but as long as some people might want to tweak it, we shouldn't resize it.
  17. It's looking good, DO. You improve it each time. If you don't mind some more crits.... I think the nose is better but still a little too long. It also has a very strong slope...it should either be brought out more at the top or less at the bottom. Did you move the mouth and nose up as I suggested? If so I would do it a touch more...he needs more room for a stronger chin. The eyebrows and wrinkles are great. I think the bottom lip needs to be less wide horizontally. Male lips do not tend to stretch out to the very corner of the mouth. If it would be helpful I'll redline it...let me know.
  18. More likely missing a thigh I'm afraid. *jay goes looking for a bit of paper to scribble on* Anatomy and Phisiology 101 Confusion arises because Human Beens are a bit odd. Our tarsus (we have a few so its tarsals) are in our feet. And we also walk on our feet, which is just daft. Just about everything else that isn't a monkey walks on their toes, not their feet. What looks like it might be a a back to front knee is actually the ankle. Like so. Oh and the bulging muscle on the Belcher's tarsus is back to front. You had it right in mini diagram where you compare scale to a human. So is the Belchers inflatable Belch sack going to be coloured (like a frogs) as if to attract a mate. Look everyone. Its a kitten. Notice the really long foot, the knee and thigh?
  19. I'm no lawyer, but I can't image, that anybody has the copyright of old paintings. most of the artists are dead for hundrets of years...and as long as we don't claim the paintings as our own, no one will care. that's at least what I think. I totaly agree with you - the artwork of thief 3 is awefull. All paintings look similar and have a really bad resolution...
  20. As long as you don't make it a 1:1 copy it will be fine. Keeping the files that show the progress of the work, or keeping concept sketches also can be used to prove that you did not copy the work. Looking at the original art should be fine and I doubt that they can sue us about this. On a related note. If this would be possible, there wouldn't be a desktop for Linux looking like Windows 98 because Microsoft would have stopped this. So looking at it for inspiration is fine, but not taking it directly. Especially when you look at the concept art because the final model will look quite different then the concept art.
  21. I think you need to raise the nose and mouth a little bit. At the moment the face has very little chin, and the nose seems extra long. Here's a touchup to illustrate. I also thinned out the top lip a bit and gave him a more prominent browridge. I also made his cheekbones stand out just a bit more. Edit: After looking at this some more, I think I would raise the mouth up just a bit higher. Edit again: Ok, I've raised the mouth and made the bottom lip a little less wide.
  22. In keeping with the established feeling of Thief 1 and 2, the short sword is more viable than the long sword, or a dagger. The dagger was more an offensive than defensive weapon and I really don't think it fit Garrett personally. You can still up the ante with a defensive weapon...it just doesn't seem as sketchy as a dagger in my opinion.
  23. I don't know if my art would be the right type but I can try as long as it's not too difficult. I have a few examples at Webshots.com. My screen name there is bablee1. Don't know if this link will work. I am in the community section and the album is called Barb's Art. I can send you some samples by email if you want. I don't have a website yet. My email addy is hawklette7@hotmail.com http://community.webshots.com/scripts/edit...albumID=3893891 Good Luck!!
  24. oofnish

    3ds Max

    I purchased my copy at the educational price. That was $1500 for the whole shebang. You can get the core peice cheaper. Just have to register for classes at a university long enough for them to ratify that you're a student to discreet.
  25. To be honest, as long as it's good, the more people and hence more work = the better. I don't think letting in Mr Pettit constitutes flooding the team with unnecessary members. Besides, that chair does look fairly good. Until we can actually afford to make competitive judgements, a level of competance is all we can possibly expect. And it would fill the modellers position too. So yeah, go on.
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