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  1. I quite like that concept. Very stylish. I have another suggestion on how a shop might be implemented that I would like to discuss. I wouldn't want to even suggest the shops of T3, they were very repetetive. The idea I had was to make the shops interactive, like a regular building. The fan mission maker could make it part of the map if they wished to have an ingame shop. So, our Thief walks in, shopkeeper mutters a welcome and goes about his business. You pick up a few items, walk over to the shop keeper and maybe hilight the cash register or whatever he has...kaching, your money is taken...."Thank you sir. Have a marvelous day." You leave. Now, there are some other fun elements to be had...as the shop keeper can be like any other AI and can freak out if you try to steal something. If you run out without paying, the dude is going to start screaming and run after you alerting anyone nearby, unless he has his back turned of course. Heh heh. there is also the option of needing the storekeeper to unlock higher priced items that are held in display cases...if money is tight, wait for the shop keeper to go unpack something out back and then pick the lock, steal the goods and run. Anyway, just a lot of loose ideas. I'm sure there could be a lot of gameplay ups and downs. I'm not saying we shouldn't have the loading screen T1 and 2 style shop though...that could be another option for the fan mission makers as i know lots of people have tried to have ingame interactive shops with dromed. I don't know how successful they were though.
  2. Right now just leave it blank...I just wanna see if it'll look as cool as I hope it will in my map.
  3. I don't think ambient noise is workable, since there will be other ambient noise going on all the time, not to mention listening for map-based audio information. It would get too confusing. As for removing the lightgem, that's a piece of cake. We'll have an option in the Options menu to toggle it on or off. The lightgem is one of the classic Thief icons, so I don't think we should get rid of it.
  4. I dunno, it's not that easy a task to model your own creature, make a texture, normal and spec map. I think we should eventually be looking to include all the creature types from the Thief games for FM autors to use. For the moment though, yes, getting the core elements together for a level is what matters.
  5. 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?
  6. heres a bumptest I did (this is just to show I know how ) Heres an example of some textures I have done in the past (Quake 3) Some ingame maps (Q3) Some mapping outside of game ] render of a test map (I havn't complete any d3 maps yet, so heres some stuff in editor)
  7. If I ever manage to get some extra time between all the mapping, texturing, and bossing people around with impunity (haHAAA) I might consider helping make a town map or dungeon for you. I love me some Secret of Mana, and it'd be fun to do a little something for your mod later on down the road. Just keep an eye open for potential copywrite infringements. Square-Enix shut down that really cool Chrono Trigger remake recently, and they might eventually look your way if you stay too close to their material.
  8. Most definately, I actually had an idea similar to that for one of the many map scenarios I have bouncing around up in teh olde brain. I thought it'd be a nice touch to add to an abandoned church in Pagan territory type scene. Sound effects and ambient tracks would be the one best argument for going ahead and doing a few maps before the campaign hits. The sound guys could really be helped along if they had a context to build their ideas around.
  9. Lol! Ren and I were having this very same discussion on IRC. I thought the same thing...I imagined the map spinning and getting smaller as if it were fading into the distance. Renzatic and I have been playing some more. Here's a version that I modified from one of his above...I centered it because the left side was looking a little empty as it was. And this is the right proportion for the menu size as well. Also went back to the classic Thief fonts. I personally would be quite happy with this as our main Menu screen.
  10. 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.
  11. You can either select a different sized grid by going to the grid menu at the top of the screen or hitting 1-7 (or shift + 2,3,& 4 for the really small scales). Because of the funky scale Doom 3 uses you'll find yourself working on grid sizes 2 & 4 the most once you get used to the editor. Edit: Grab the map here: http://208.49.149.118/TheDarkMod/maps/ The updated speculars and the accompanying material file are all packed in. Edit 2: Damnit, just realised I forgot something..hold off on getting it for a sec.
  12. Neither, the wood floor in the basement is one that I made. Your cleaner floor texture is in the bedroom at the moment, I'm redoing alot of that map so that it looks a bit better. But now that I think about it your dingy wood floor could look pretty good in the basement...hmm...I'll try that out tomorrow. And the gallery shot has been updated yet again cuz I'm really anal rententive about making sure everything looks it's absolute coolest.
  13. Hey Spring, I figured I'd make a little art gallery to hang your paintings (and as a side project, test the flexibility of my textures), check it out: here I'll send you the map once I've got a bit more in it. Edit: Updated pic. It kinda grew beyond what I originally intended.
  14. Judging from the placement of your light entities in one of your earlier shots I'd say your room is too big, about as big as a good sized grand dining room at least. Judging from that I'd say that your paintings are about 15 feet high and cuz of that the texture is stretched way beyond the size it should be. Until you get used to building to scale, rightclick, go to char, and throw in the hazmat guy to use as a measurement when you're building your brushes. I did the exact same thing when I built the first thief_room map. But the picture itself is excellent, and when it's properly sized it doesn't show any pixelization whatsoever. Edit: This will help you out a bit. Look at the size of the light entity in relation to the painting. The brush itself is only 36 width 58 height, when you're working in Doom 3 you'll usually spend most of your time on the 2 or 4 grid.
  15. Or it will be in about half an hour. 112 megs of textures (that need to be converted to dds to save on space), 6 map tests, and a material file are included in this release. Make sure you check out the readme to get my current thoughts on the new pack (I don't consider it done, but I figured I might as well release it), and remember that you're all free to tweak, prod, poke, and kick the maps and textures to your hearts content. Grab it here in about 28 minutes.
  16. Hmm...it probably has to do with the fact that your lights are sitting close to the floor and are at their default brightness in that shot. Should've realised that before. But yeah, mapping and texturing is, in my humble opinion, the most fun you can have with the mod. Carving out each little room one bit at a time, adding all the little shelves with the little jars and cans on them, it's like Legos (haha Jay!) but..uh...gooder. Thief is particularly fun to map for since the gameplay allows for more intimate interaction with the eviroment than a straight up shooter would...that frees you up to do some really cool stuff you wouldn't do otherwise.
  17. No, you'll need to make it hollow. Draw out a box on the grid about the size you, make it as tall as you want on the Z-edit window (skinny window usually to the right of your inspectors window), then hit the hollow button to make it a rough, but functional, room. You select lights the same way you select brushes. Hold down shift then left-click on the light, hold down the left button and move the mouse to move the light where you want it. Also get into the habit of doing a ctrl-shift leftclick when applying textures. It lets you select a single face, which in turn allows you apply multiple textures to a single brush. That's a pretty damn good looking texture...it's screaming for a nice shiny specular map, though.
  18. It's coming along. Still got some issues here and there, and I haven't found all the textures I want to include in the next pack yet, but it's getting there. This is a shot from the map I'm working on, figured I've gotten it to the point where I have something interesting to show off. Imagine it with little colored jars and various other knick-knacks sitting on those shelves, electric lights hanging from the ceiling, wispy cobwebs draped from the ceiling to the walls, and...uh...a floor, and you'll see where I wanna go with it. But without further ado...The Basement
  19. It's supposed to...muhaha That and there's lots of reason to hide the map in darkness...like the fact that you're almost looking at the entire thing in that one shot.
  20. new window texture I'm pretty proud that it looks very similar to the thief 2 texture. It was a lot of work, about 90% of it are drawn by "hand", but I think the work was worth it and here the thief 2 texture: test in thief 3: can't wait to see it with a specular map on it
  21. Good Idea, DF. We rarely ever talk up here on the public boards so it wouldn't be surprising if people thought we were sleeping on the job. Right now all the real work is beginning on the mod, everything else we've shown thus far has been a mockup to garner some attention and test out the engine to see if it'd fit with a Thiefish theme. Updates will more than likely come a bit slower but when they come they'll be alot more showing than what we've posted before. Right now I'm currently in the process of working on the 3rd texture pack and the accompanying mockup map to show em off. I'm trying to aim for a bit higher quality than what I've done before, so I'm taking my (sweet ass) time making sure they're nice and sexy before I finally let em loose. The slow release of the SDK could almost be considered a good thing, since it's allowing the programmers to plan a solid foundation for what they're gonna be tackling in the near future. Needless to say we're going nice and strong, and I expect some really cool stuff once the SDK heads our way.
  22. a simple wood-texture, if we have to, we can still reduce the size to 512 later. already tested it in T3: http://www.dark-project.com/BlackThief/wood_test.jpg normal map is on the ftp, too.
  23. No critisism here - I just couldn't help myself from posting about how awesome these textures are looking. This normal map stuff looks mind-blowing...
  24. Looking good. I know I'm out of my depth here, but wouldn't it be better to leave the details for the texture map? That way, we can swap textures for different looks while keeping the basic shape.
  25. Found another great texture source, this being a bit more my style and somewhat fitting with the theme I want for my eventual map. http://www.abandoned-places.com/ These 2 pictures in particular piqued my interest... & I'm obviously gonna have to change the style a bit for the mod, but I've always liked the derelict look.
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