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  1. I've been hoping and praying for years that EA would make a new M.U.L.E. game (still the best and most fun economics simulator ever made) but it was made back when EA was just a bunch of guys who loved making games, before it went corporate, so that wish is very unlikely EDIT: I dunno why my copy was bugged, but i could never get the last puzzle peice in impossible mission, i know others had the same problem. "Stay awhile, stay FOREVER! Ha Ha Ha".... sigh.
  2. The first one is now available in an all new flavour: nodrums
  3. Yes, Pirates! was also one of my favorite games on the C64 and am also afraid of trying the new one; though I hear it got some good reviews.
  4. The guy outside the doctors office said it was a new painkiller. Something called "crack"? He didn't even need my health card...he took straight cash. Nice doctor...if somewhat unconventional.
  5. Reminds me of the days of the Commodore 64. Most of you are probably to young to remember this machine but it was quite fascinating what people did with it, even after years and years when you thought that this must now be the end of any new stuff.
  6. 'The Art of Thievery' One of the best. And it's perfect if you want a BIG mission, but don't quite want to jump into a mission-pack just yet. And if you ARE ready to jump into a pack, why not start with 'Calendra's Cistern'. Other personal favorites that come to mind include 'Equilibrium,' 'Hidden Agenda,' 'Lorgan's Web,' and 'Saturio Returns Home'. And, I (very happily) still have more than 200 yet to play. (Calendra's Legacy included!) There are some real gems out there - prepare to be blown away. And anyone new to FMs, simply must try 'Gathering at the Bar.'
  7. dear TEAM:) Thanks sparhawk actually your idea is great. Who knows may be we could our levels this kind of puzzle boxes or something... But i very very like that priest kind of idea. New Horizon, it s really an amazing mod. Everyone amazing here. This is my first MOD i hope it will be the last one..Cuz i believe, from this MOD we will go to next level. I mean i cant still believe this team. And Think about all the team is coming to same building everyday. I think we would shake some grounds on gaming world.. and all mighty oDDity, your works inspiring me and guiding me to force my modelling skills.......rest of her... mmm... i really do not know how it s gonna be. I was in the different side of modelling and 3d animation . Joining this MOD has changed so many stuff in my head. and dear TEAM if you lack of inspiration and everything im giving this link... please please and please..... take a look. Probably so many of them knowing this BEKSINSKI guy.. He is awesome polish surreal (and more) painter... His works will help you to not sleep, not to eat..constant hallucinations...and artistic TRAUMA...I guarentee that. You might remember the movie called "THE CATHEDRAL" A polish animator guy made this movie in couple of years... After i watched it. I felt "oh my GOD" I mean not the animation but the artistic vision was enormously advanced. I mean i was asking myself .."ok this fella is a genius but how come he got this inspiration for creating such an amazing artwork. He was so young too for that kind of vision.." and after I was reading the interview with him, he said this two word. " Zdzislaw Beksinski. " ....Then i understood that the fella has the INSPIRATIONAL HEAVEN. so that s why i wanted to share this guy with you... And if you dont know him...please Fasten your seatbelts, take a good breath, think about all detail maniac painters (even HR. Bosch) and click this link... http://www.gnosis.art.pl/iluminatornia/szt...w_beksinski.htm his website is also awesome. But please click the upper link first. http://www.beksinski.pl ahh yes .. we were talking about woman....what woman .. best....... BESTINSKI (note.. yes we will make the same thing with maps. Actually we will USE maps. But who knows we may use this detailed versions in cutscenes...i hope .. )
  8. Good luck in your new endeavours. PS: Care to share???? :lol:
  9. here's a new door-texture also in Thief2-style. however the normalmap isn't perferct yet and it probably needs a heightmap, which doesn't work for some reason.
  10. They should be positioned randomly from a selection the author can provide. And the should not be on a fixed position always. IMO it should look as if the book always has a new page when you look at it. Don't know if you can do this with GUI scripting only, though. But maybe a simple support from the SDK can help there. Actually it would suffice if you have three or four positions where the images could be placed. Then you can randomly assign a place (or none at all) and display it. Should be rather easy to do. IMO it is similar to how I scripted the lightgem textures.
  11. Damnnn! That green, especially, PWNZ. Edit: ah, crap - good a place as any to ask: could there be (for these, and any new texture dumps that reach the server) made available, perhaps in a new_textures_zips folder, or something, a compressed zip of them? That's another 7 mb or so to get.
  12. DeepOmega

    Goblet

    Goblet is complete and on FTP as ASE. As usual, is 1 ASE, 1 normal map, 1 UV map. Screenshots: Shot from 3DS, with the normal map as a visible diffuse texture. Shot in ATI's normal map viewing program. Normal probly can use a little cleaning up, but it's all good. Edit: Updated the normal map, cleaned it up a bit. Here's the new ATI shot: I just replaced the version on the server, so redownload as necessary. Edit 2: Seriously. Done now. Final change. Once again, replaced it on the server. =P Edit 3: Last changes for the night. Realized the gem was looking curved, when it should be.. sharp, I guess. Last changes for now. Will probly make another version which matches the GimG's concept more, but not immediately.
  13. I haven't been able to find a place that sets it permanently. I can change it manually every time, but that's a pain. The reason I panicked was that this seems to be a new thing...at least, I can't remember it being set that way previously. So I was worried that whatever created these mysterious borders also deleted some messages. I'm glad that isn't the case.
  14. Are we able to log into the file server for account access/control or just ftp? I'm wondering because, couldn't the texture archive just be built on the machine, if it were say, a linux box and we had an account? I'm not sure what the setup is. I ask because I'm dying to get up to date with the current texture collection so that I can actually use them. I've not seen any of the existing maps with textures or textured models, either. Once the archive is downloaded, it'll be easier to keep up with downloading individual files here and there when necessary*, but grabbing them all individually and uncompressed on a 56k is not practical. I'm missing a ton I'd imagine (last archive was in October 14 if that's the one) and even the whole directory layout has changed. Or, perhaps the hold up is the incorporation of 300+ simply yummy Hammerite Imperium textures, and I should just hold my horses a bit more. Edit: *Forgot to request - would it be possible that when new textures are uploaded, and are NOT going to be put in a huge archive anytime soon, that compressed versions also be uploaded simultaneously somewhere?
  15. Some of those are missing reference pictures at the moment. Before you do the weapons, let me check with another member who is working on getting new weapons into the game...I can't remember if he is doing the models or not. I'll post shortly. edit: Ok, he's working on the programming but is just using placeholder models. If you'd like to start with the blackjack (here's a good picture to work from: http://www.thieveryut.com/weapon/blackjack.jpg ), I'll try to get reference pictures for the bow and holy water flask shortly.
  16. Bare with me on this. This isn't some idea I just came up with. The illusion WON'T be destroyed when the compass points move (as I thought I illustrated). It's a trick used in many commercial 3D games. No, the 2D gem doesn't move. It doesn't need to, because it's a perfectly round sphere. You can't tell which way its facing. Look at my previous example pic. BECAUSE you can't tell which way a marble is facing, is why you can use a 2D pic for it. You don't need to render new pictures for every angle you see it on, because a perfect sphere never looks different, no matter what angle you view it on. The only way it looks different is if you change the light source, which isn't nessecary for a HUD item. -But you are right, there is no real difference with a true 3D one and the 2D one from a programming perspective, since both are simply changing textures on a mesh in real time. -And the poly count doesn't really matter I suppose, since there is only one of them and not lots of them all over the screen (like in-game objects such as coin stacks). -But the 2D one has the possibility of being pre-rendered much nicer looking, and perfectly round without huge amounts of polys. That is generally the entire reason for employing this trick. If I could find some screen shots, I could show you what I mean. Okay, it's not a decent example, but maybe it gets the gist across. Look at the tyres on the Karts. (They are all the same tire object). Notice how they have managed to get treads on the tires, shading, rims etc. all which would take up lots of polys. The fact is, that they only rendered 1 animation of the tire revolving on the Y axis (ie. rotating as if sitting on a microwave plate while it turns) and stuck this on a 2 poly square. They did not render frames for any other angles (except 2 more for the z axis, so the tire can look like it's spinning) because the fact is, that the tire will ALWAYS look like one of those frames from the animation of the Y axis revolving, no matter what angle you look at it from, high, low, diagonal, side, etc. because of the way the tire is shaped. It is a perfect circle. In the case of a perfect sphere, it looks the same from ALL angles, something they exploited in Mario 64 with the king ba-bomb - his body is a 2D image of a pre-rendered sphere with a highlight on it - that way, he is perfectly round (no polygonal edges), it only takes up 2 polys instead of hundreds, and his eyes, arms and legs rotate around that image as he turns, as if it was a perfect sphere, completing the illusion. Much like what I'm suggesting for the light gem. All I'm saying is that it's possible to exploit this trick to make a much more beautiful, glass-marble type looking gem, like the one that was first posted.
  17. Well there was the horrible one in the rather horrible-spawn, the eternal. The new batman begins game has a cloak that looks like it actually works. And the max payne mods that added a cloak didn't look to bad either.
  18. It would. The gem is a fixed part of the compass ring. While it doesn't spin left and right...it does tilt up and down with the compass ring. It's the difference between changing a few numbers to alter the perspective of the gem and creating 16 totally new textures every time we have to alter the perspective of the gem. Trust me guys. I can understand wanting to save some polys, but the lightgem only appears once in the hud...the gem shouldn't impact too badly.
  19. I think we have to work on this a bit. What I also would like to see is FTP access per user control. Some are concerned that a recent memeber of our team may just have signed up to get our stuff and do his own with it. I don't know if this is true or only paranoid, but the concern is valid. And as it is now with a common login for all devs, we have no control over the content when somebody has to leave and is not in a good mood. There could be all kind of mieschief done with it. So what we should have is a login on user/password basis. Maybe this means that we have to look for a new server where we can have this kind of access?
  20. Ah, cool. Just have to wait for the new archive then I guess.
  21. Well, that is easy. I only did it with ASE format, but it should work with LWO as well. Your material must have a name. The name looks like apath but it is actually of no consequence how you name it. The only consequence it really has is where it goes in the editor, because this path determines the location in the menu in the D3 editor. So you name your material model/character/builder/priest then you create an entry in the material file (or create a new one, it doesn't matter): model/character/builder/priest { diffusemap model bumpmap etc. // this is only for highlighting { if(parm11 > 0.5) blend ... } } If the model should highlight when frobbed (as all AI should) yo must add this if branch.
  22. that's how I did the lowpoly-leg I'm pretty new to this modelling stuff, so it always takes me a while, till I figure out things like that. As I mentioned in the post before the complete chair now has exactly 600 triangles - (that's less than each back-leg of the high-poly version) that's low enough, isn't it ? maybe you can't see that, because of the perspective, but the green-leg isn't just a simple cube. At first it's a simple cube, then it get's smaller and at the end it get's thicker again
  23. Well then. I know what you might have missed; did you make a new definition file with all the texture paths in? Did you put the textures in the right place? Did you use the 'bumpmap' key in the definition?
  24. * THUMP * Did you hear that sound oDDity? That was my heart because I see a new post from you.
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