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  1. I'll work on these. PS: I just posted a sample environmental scene in the Art section: http://forums.thedarkmod.com/index.php?showt...findpost&p=1795
  2. Here are some pics from my reference library that might be useful: Medieval books
  3. LOL, ummmmmmm.......someone has my login I think -- or the forum's trippin'. I didn't write this. Considering this other thread that's going on (http://forums.thedarkmod.com/index.php?showt...st=0entry1247), I'd say something's amiss with the forum.. or someone's playin' gamez.
  4. We've had this discussion already. Check out: http://forums.thedarkmod.com/index.php?showt...%20dagger&st=50
  5. This question was asked in the Ion Storm forums a while back. I thought it might help us to conjure up more resources and spur more creativity... Source: http://forums.ionstorm.com/index.php?showt...ndpost&p=290033 The City is an amalgamation of times and places, both actual and fictional. Medieval & Victorian London and France, modern-day Prague, and even parts of Boston (home of the ghosts of Looking Glass) have been mentioned as real places that influenced the look & feel of the City. Some oft-cited art references are The City of Lost Children, The Hunchback of Notre Dame and The Name of the Rose. The works of Mike Mignola (Fafhrd / Mouser stuff), Tim Burton (Mr. Wrought Iron Himself), Jules Verne, Charles D-i-c-k-e-n-s, and Alan Moore / Eddie Campbell have also been mentioned a fair few times as influences. That's just a sampling, there are dozens of others .
  6. Whoa, can we shrink that image down a bit? Images should be kept at a reasonable size on the forums...if they absolutely need to be bigger than 800x600, then we should use a link. The cathedral doesn't look bad, but that tower really looks familiar. Is it based on something? I originally thought of Orthanc, but I know it isn't the movie version.
  7. hey guys. just checking back at the forum to let you guys know that i'm still here and awaiting directions. i've only started looking around the dark mod forums, but havent yet seen everything, ill continue on to see what resources / info is available. well, fingernail or whoever's in charge , when you have some work for me, just email. thanks . btwy, forums is an ok way to get informed, but what we really need is an irc channel.
  8. Don't forget to look at the links, not just the pretty pictures (there is a limit on IMG tags in a post). Anyway, onwards: Weapon Models Bow Arrow (just broadhead for now) - figure 146, not 147. Short Sword Blackjack - you know what this looks like. I'd prefer less of a T3 club to more of a T2 style hard material thing. More coming....
  9. City Textures - very similar to the Thief 3/2/1 City. Slightly Tudor/medieval, with elements of neo-Classicism and gothic. Also steampunk - ie. pipes, chimneys. Vaguely Victorian. Basically it's melting pot of styles - a bit like London, a bit like Prague, Paris and Vienna in my mind. Mansion textures - similar to the T2 style/Moira's manse from T3. Wood panneling, rich wallpaper, carpets, shiny wood flooring, elaborate doors, grand staircases, large windows and roof lights. A bit of art-deco influence ala T2 would be nice. Church Textures - should be Alexius' speciality . High Gothic, St Vitus, Notre Dame, large stain glass windows, many vaults, columns, transcepts...you get the picture. Stone mainly. Some 'Hammer-equivalent' logos would be nice. Catacomb/sewer Textures - just some boney, wet, damp rock & brick. Quite a small section. Core Textures - very crucial. All the standard bricks, wood, flooring, tiles, edging, grass, that would go well in pretty much any situation. Water Textures - new shaders should be made. This should probably involve new fragment programs, which means someone should have a bash at learning the fragment language (check D3W for scant details). Glass Textures - people have windows, ya know. All styles. Door Textures - some pretty general wood & metal doors. Metallic Textures - all the shininess: pipes, grates, fans, valves, infernal machines. Go crazy & nuts with this one, I want to see all sorts of Edward Scissorhands craziness.
  10. The locations so far mentioned are: city (think medieval/steampunk), houses, mansions, churches, cathedrals, catacombs, probably some weird, creepy forest.
  11. This might be true, but what is their function now? They guard the churches and the property owned by the church. I don't know how you know this, but I'm going by the art that is actually in (or used by) the game. The T1/2 armour is late-medieval. The T3 armour is lighter and less modern. None of them look arcane to me. Says who? None of the hammerite pictures I have ever seen have had them with cloaks. The T3 hammers did not have shoulder plates, and I'm not sure the T1/2 did either. If you have access to some Thief reference pictures that I don't, please share them.
  12. Fingernail

    Programs

    If you want to stay free, use Blender (someone wrote an exporter for D3).... You could learn Lightwave and I'm sure it's great, but I think there has been an exporter written for 3DSMax also. Not sure though...check the D3W forums.
  13. I don't really use the ftp, DF, but thanks. Alexius, I disagree about the Hammerites having Roman influence. In the concept art the armour is decidedly late medieval, with full breastplates on both figures, and metal greaves and skirt on the other. Other than the colour and the presence of a tunic, I see nothing Roman about them. Since the Builders are metal workers, and technologically the most advanced group, it seems to make sense to me that their armour should be both advanced and full of heavy metal plates, rivets and the like. I was wavering back and forth about the shoulder plates. I thought adding them might be a little TOO much armour for basic temple guards. I will probably do a more heavily armoured version for the elite guards, however. This concept isn't set in stone. The logos are very helpful, thanks. I particularly like the idea of a hammer with a flame background, like the middle one. Fire would be right up there in Builder symbolism.
  14. I say he needs some iron on the shoulders! Where are the awesome Hammerite shoulder plates? Also the Hammerites are more of a Knigtly/Roman cult if anything. Think more of medieval/Roman armour instead of the late 16 century stuff. Flames on the armour perhaps? Note the similarities of the Hammerite T1 concept art to Roman armour: http://thief-thecircle.com/media/concepts/...tch-hammers.jpg If my scanner starts working I'll draw some serious concept art, but the USB port is broken alas! Let me see what the Imperium hath in the regard of logos:
  15. I think perhaps I'll have to pick up Blender to carry us over our lack of 3D team....that is, only one modeller. Adverts have gone on D3W, ttlg & polycount: any of you advertise on any other suitable forums too.
  16. The face sketch is here: http://forums.thedarkmod.com/index.php?act=S...3&st=0#entry796 I wasn't sure whether a side view was necessary...if you'd like one just let me know.
  17. I placed a few sound samples from my keyboard over in the Art > Sound > Sound Effects/Music > "Sound Effects, Ambience, Music" thread. Please check out that post: http://forums.thedarkmod.com/index.php?act=S...=findpost&p=779
  18. Hmm, something does look familiar about it to me. Maybe it was only used in certain books or certain notes lying around? Here's the post I got it from: http://forums.ionstorm.com/index.php?showt...ndpost&p=355674
  19. I also like the masked face look. Makes sense from a need-to-stay-hidden standpoint. I think it can be pulled off as long as we can avoid him looking like a ninja in the face. I may be wrong, but I think it might be a combination of a few things: (1) 'percent of coverage,' (2) 'angle at which the cloth is worn' and (3) 'tightness on the face' that gives ninjas the ninja look that many of us are accustomed to seeing. However, it might be worth researching classic/medieval thief attire, if such a thing exists. Perhaps dark makeup was used instead, or something? Either way, if we need to lock something down now, I'd be cool with using the masked face. I didn't like T:DS in that they showed Garrett's face in the light a lot. I think we should try to keep a certain 'mystique' of our character's appearance. Whether that be done by his face always being in the shadows in cutscenes/art, or a good portion of his face being covered by cloth, or a combination thereof -- I'd be a happy DarkMod camper
  20. Doom 3 comes packaged with the level editor in the executable. All you have to do to access it is rightclick on the Doom 3 shortcut, click on properties, and add "com_allowConsole 1 +set r_fullscreen 0 +editor" in the target box after the quotation marks. But if you mean how we've made all the test maps, well...we've got lots of stuff down in the (currently?) hidden sections of the forums that go through it all step by step. It's a long process that'll probably bore the hell out of everyone not interested in the technical side of the mod. And yeah, the SDK will be free. As for the Garrett model...I think DeepOmega has been doing it in 3DSMax, not too sure though.
  21. Hello, I offered my help on the coding side on the old forums. Until the SDK comes out, a lot of the stuff I'd like to get started on will have to wait. As a result, I was only periodically checking the old boards, and only just now saw the message regarding this move. I'm still more than willing to offer my help on the coding side. I'm mostly interested in helping with AI, and movement code (Mantling, run/walk/sneak/crouch modifications). I'm also willing to help anywhere else that requires it. Even Art. Sorry for not posting anything for a while, but until the SDK comes out, a large number of things are simply speculation at this point. -oofnish
  22. xpnsve

    Hello!

    Hi there guys! This is Jim from DoomCast.com. I've been talking to Fingernail and offered him hosting and some space on our forums! Just wanted to say hello and meet the people who are going to bring out this awsome thief mod! I still remember the first time I played thief, lol, getting chased around the first manor and scrambling up a rope to hide hahaha Hopefully this mod turns out great! Anyway, gtg Jim Doomcast
  23. I'm not a part of the Dark Mod team actually, I can't code, do models or textures anyway. Kinda dedicated to Black Cat Games aswell... I'm just hosting the forums for Fingernail and the crew.
  24. another texture - this time a (IMHO) medieval door: http://208.49.149.118/TheDarkMod/Textures/wdn-door1.jpg
  25. Guest

    I Want To Help

    I've got some traditional art skills, done a tiny bit of freelancing with 3D modelling and animation, done a bit of programming in the past too. My degree was in Heritage and Archaeology (so I know a little about medieval architecture and stuff) Happy to help if I can.
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