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  1. Thief 2X has some new screenies to keep us busy while we wait for release. Only five, but thankfully something to give us a peek. I don't think there have been new screen shots in well over a year and a half.
  2. @Oddity: I would like to do a CVS update very soon that will include your Revenant models. In the zip file you have on ftp, they are put in the directory "darkmod/models/mymodels" Is this the location you modeler guys want to have them in CVS? Or should we add a new folder like models/characters (/char for short)? Also the same goes for the "mytextures" folder in textures. I have no idea where this stuff is supposed to go, and I want to put it in the right place when I update CVS, so we don't have to remove them from CVS and re-place them later. What's the SOP on this? Also, it would be awesome if you could put a .zip file on the ftp with all the necessary files in the correct paths, once we decide what those are. But if you don't have time to do that, you guys can just tell me the paths you want and I'll put them there. ALSO: Any news on what frames in the animation should have footsteps? I can try and judge it myself, but this will take type, and I'm no animator/sound editor, so the sync up to the animation may be crap But once I know what frames to put in the footsteps, adding footstep sounds for the Revenant will be a a very simple matter of editing only 2 or 3 lines in the def file. I want to get footsteps on them so you can hear them move around as they patrol (although NH's Benny humming impersonation is doing a pretty good job of that right now
  3. My previous: Thousand Yard Stare: And My last: Portrait of a Fallshirmjäger Tell me what you guys think Cobra 6
  4. Finally!! I can get back into the swing of things. Ever since a stick of my ram died, running windows server 2003 on 256 megs of ram has sucked. Can't really do much of anything. Today though, my two 512 meg sticks arrive and I'll finally be in the 1 gig club. Ahhh, the simple pleasures.
  5. Some new soundeffects: arrow_broadhead_wood1 arrow_broadhead_wood2 sword_unsheath sword_sheath material_wood_destroyed2 material_wood_destroyed3 material_wood_impact1 material_wood_impact2 material_wood_impact3 They are now on CVS as well. Together with the bow_sheath, unsheath and draw sounds which you have heard before some time ago but wasn't uploaded (for some reason) All the sounds can of course be revised later on if we make better versions of them. Oh, and we're in the lead fellows! 18.4% vs the programmers lowsy 18.3%! EDIT - In case anyone was wondering where material_wood_destroyed1 is, it has already been on CVS for some time.
  6. Many of you know that one of my harddrives died some week ago which is why I haven't really done anything lately. (No darkmod files were injured! Promise!) I will pick up a new one tomorrow and install it this weekend, so I should be back in action, providing door sounds, by then.
  7. Spent about 4 hours playing different guitars in the Spanish Guitar Centre, London yesterday - and this is the result: http://www.finefretted.com/html/antonio_picado_model_62.html (only pics I could find on the web. Mine's less red on the back, more subtle brown, and has a "double back".) W00T! :lol: I'm so happy, I just wanna play it all the time. Got the price knocked down by £500 so WIN.
  8. Just thought i'd come on and say happy new year to everyone hope you have a good night and all
  9. With the 1.3 patch, which I havnt heard off, it must come with the expansion? Here is the link for the win2000 drivers they are dated apr 5 http://uk.europe.creative.com/support/down...me=Windows+2000 the udate includes
  10. Not sure if you all are interested, but a new version of the D3 SDK was released http://www.3dgamers.com/news/more/1096480321/ It adds support for vehicles! Now, rideable burricks would be cool!
  11. http://www.thief2x.com/default2.asp Its sat in my download que atm, So I havnt had a chance to look at it. But Ive been looking forward to this mod for a while.
  12. Some chants: chant1 chant2 chant3 Several ambient hums that loop seamlessly rated at subtle, medium, and intense. About 4 or 5 of each. hum_intense1 hum_intense2 hum_intense3 hum_intense4 hum_intense5 hum_medium1 hum_medium2 hum_medium3 hum_medium4 hum_medium5 hum_subtle1 hum_subtle2 hum_subtle3 hum_subtle4 Some longer ambients ambient1 ambient2 ambient3 ambient_alienbirds I separated the following previously submitted themes from their background hums. They were also improved somewhat. These themes work well with any ambient hum but also by themselves. There is alot of space in them, which can be effectively subtle. Here are EXAMPLES of hums and themes mixed - hum_subtle2+musicbox1 hum_subtle3+creepypiano_strings hum_medium5+bell_banging_swells Everything can be found in /TheDarkMod/audio/unfinished/muze/ Here are links to the unmixed themes: musicbox1 creepy_piano_strings bell_banging_swells
  13. Today I learned in the newspaper, and some magazine (well my dad did, and he told me about it) that America is working on some robots that they can send to war, different models, some that can hover, some that can fly, some that crawl, so on, with a whole bunch of high tech stuff attached. Supposedly these things are gonna be ready in about 20 years. I mean I'm no fan of war, but I mean... robots like that? Thats just like, starwars stuff. I mean, thats pretty damn cool.
  14. I've added some objects to the Mansion Pack request thread, seeing as we're burning through these so quickly.
  15. If any of you guys have seen the 1984 David Lynch movie "Dune" which was based on Frank Herbert's novel of the same name you will understand that some of the visuals in the movie were absolutely incredible. I just wish that the movie tranlsation from the book was equally as stunning.... Anyway, the design of everything in that world was great. There was a group of good guys (clan Atreides), a group of bad guys (House Harkonnen), and in between were people like the Mapes, the Navigators and the Bene Gesserit witches. So, many different factions, like in Thief. I thought that maybe some of the costume and set designs (especially from the palace interiors) might be helpful or fit the style. Strangely enough, I was researching some of the info on the movie and came across some stills that I hadn't seen in many years. They had that strange futuristic medieval feel that the Thief universe seems to have. Here's at least one link... Dune costumes
  16. Hi guys, thought I'd introduce myself. I'm Kristian and I'm from the "cold" country in the north (Sweden). I've been modding since 1992 and I don't see an end to it at the time. I actually hadn't played Thief until a few days ago. (aside from a one map conversion for Doom2) Tyrot was talking to me about how awesome Thief 1 and 2 was so I went and bought Thief 2 (Thief1 was nowere to be found). Anyway, I'm rambling on. I just wanted to say that I am very intrested in your mod. Finally a team that seem to know what they have in the Doom3 engine. I was looking at The haunted mod and A terrible secret before as they were making mods that would really benefit from the dynamic of Doom3's lighting, but they both changed to HL2 engine for some strange reason. And I don't have HL2 (I played it through though, great game but the engine wasn't much to build a mod on compared to the Doom3 engine IMHO). Anyway, you are one of the mods that I'm looking out for. Keep up the good work.
  17. Moved from Voice set Design Document Thread Dark Mod Voice Set: As of January 12th: 2005. This is a key to what types of noises will be available for The Dark Mod. The first several lines are a description of the sounds. Following this is a number. This is the approximate number of wav files associated with the particular type of sound. The last line is the suggested name for the first wav file of that series, a number at the end will indicate which number it is when more than one is recorded (example: builder1sleep_1, builder1sleep_2, builder1sleep_3, etc.). Beneath the names for the files is an example for each line. They will be improvised under my direction to ensure a wide variety of distinctive, yet appropriate, voice sets are achieved. Sleeping Sounds: Make a noise like you're snoring. (This should preferably be long, perhaps 20 - 40 seconds breathe slowly). Number of Wavs: 1 builder1sleep Greeting: You meet up with a buddy and greet them. Number of Wavs: 5 builder1greet_1 "How art thou brother?" ConversationA: General scripted conversations to add realism. Conversation A will be a general greeting. Number of Wavs: 5 builder1conversationa_1 "Greetings" ConversationB: General scripted conversations. Conversation B is a general question. Number of Wavs: 5 builder1conversationb_1 "Dids't thou partake in the holy ritual this fair eve?" ConversationC: General scripted conversations. Conversation C is a general answer. Number of Wavs: 5 builder1conversationc_1 "Nay." Relaxed: These are your humming, whistling, and mumbling noises. Mix it up by talking to yourself in some files, whistling a tune in others, coughing in some, sneezing, singing, etc. Your humming and whistling might be of religious hymns. Number of Wavs: 10 - 15 builder1relaxed_1 "Nothing but contempt for the Builder in this town I tell you." At Alert 0: On the job. Number of Wavs: 10 - 15 builder1a0_1 "Heathens would be wise not to tread in this place this evening." To Alert 1: You notice something, but you're not sure what. This should be general, such as "what is that?" etc. Number of Wavs: 3 builder1t1_1 "Hm? What?" To Alert 1 + Heard: Same as above, only this one means you notice something auditory. This should be specific, such as "I thought I heard something." Number of Wavs: 4 builder1t1h_1 "Twas that a sound I heard?" To Alert 1 + Saw: Same as above, only you notice something with your sight. This is also specific, such as "I thought I saw something." Number of Wavs: 4 builder1t1s_1 "Didst I spy something there?" To Alert 1 + Company: You notice something general when you're with your buddy and you ask him something. Number of Wavs: 3 builder1t1c_1 "Didst thou notice anything?" To Alert 1 + Heard + Company: You notice something auditory with your buddy. Number of Wavs: 3 builder1t1hcompany_1 "Didst thou hear that?" To Alert 1 + Saw + Company: You notice something visually amiss with your buddy. Number of Wavs: 3 builder1t1scompany_1 "Sawest thou anything there?" To Alert 2: You notice something general, and it caught your attention enough to warrant an investigation. (note, you're not investigating now, but will be right after you say this) Number of Wavs: 3 builder1talert2_1 "What was that, that didst disturb the Builder's hallowed ground?" To Alert 2 + Heard: You hear something loud which you should investigate. Same as above only now it's specific to hearing. "I heard that! Come out!" Number of Wavs: 3 builder1t2heard_1 "Who maketh such sounds to disturbeth the Builder at this hour?" To Alert 2 + Saw: You saw something in the shadows which you should investigate. Same as above, only now specific to seeing. "What's that in the shadows? I see that!" Number of Wavs: 3 builder1t2saw_1 "Whatever manner of creature be there in the shadows, come out now or be smote." Investigate General: You're wandering around looking for some kind of intruder. Number of Wavs: 8 builder1investigate_1 "I shalt spy thee, whoever thou be." Investigate barrel Number of Wavs: 8 builder1investigate_1 "Better check behind those barrels." Investigate chair: Number of Wavs: 2 builder1ichair_1 "Better check behind that chair." Investigate couch Number of Wavs: 2 builder1icouch_1 "Better check behind that couch." Investigate crates Number of Wavs: 2 builder1icrates_1 "Better check behind those crates." Investigate desk Number of Wavs: 2 builder1idesk_1 "Better check around that desk." Investigate door Number of Wavs: 2 builder1idoor_1 "Better check behind that door." Investigate ladder Number of Wavs: 2 builder1iladder_1 "Better check around that ladder." Investigate machinery Number of Wavs: 2 builder1imachinery_1 "Better check behind that machinery." Investigate shadows Number of Wavs: 2 builder1ishadows_1 "Better take a peek in those shadows." Investigate shelf Number of Wavs: 2 builder1ishelf_1 "Better check behind that shelf." Investigate statue Number of Wavs: 2 builder1istatue_1 "Better check behind that statue." Investigate table Number of Wavs: 2 builder1itable_1 "Better check under that table." Investigate curtains Number of Wavs: 2 builder1icurtains_1 "Better check behind those curtains." To Alert 3: You notice something general which makes you just know there is somebody snooping around. You haven't spotted the player exactly, but you're sure he is there. Number of Wavs: 3 builder1talert3_1 "Ha! Tis an intruder that doth call me to my arms tonight. Come out at once!" Spotted the Player: You see the player and are preparing to attack. Number of Wavs: 5 builder1spot_1 "The Builder shall strike thee down villain!" Spotted the Player with a Body: You see the player carrying a dead or unconscious person. Number of Wavs: 3 builder1spotb_1 "Unhand that faithful servant and prepare to meet thy doom!" Spot player distant - rafters: You see the player in the rafters. Number of Wavs: 3 builder1sdrafters_1 "There's someone up in the rafters!" Spot player distant roof. You see the player on the roof. Number of Wavs: 3 builder1sdroof_1 "There's someone up on the roof!" Spot player distant steps. You see the player on the steps. Number of Wavs: 3 builder1sdstepss_1 "There's someone on the steps!" Spot player distant street. You see the player on the street. Number of Wavs: 3 builder1sdstreet_1 "There's someone out in the street!" Charging the Player: You're going ballistic and running straight ahead at the player. RAAAAAA!!!!! Number of Wavs: 3 builder1chrg_1 Shooting: You're shooting arrows at the player. Number of Wavs: 3 builder1bow_1 "Builder guide my arrow!" Frustration: The player is out of reach (such as standing on a table) and you can't reach him. You're angry and frustrated. Number of Wavs: 3 builder1frst_1 "Thou art a craven to shy from thine punishment! Come down here!" Throw Object at Player: The player is out of reach (such as standing on a table) and you can't reach him. You're angry and throw something. Number of Wavs: 3 builder1throw_1 "Thou shalt come down and face me fiend! Take THAT Craven!" Running Away for help: You're scared and running like a sissy. Call out to your brothers for help. Number of Wavs: 3 builder1run_1 "Brethren! Help me!" Return with help spot player: You have returned with help and found the player. Number of Wavs: 3 builder1sphelp_1 "Believe me now? I told ya there was someone here." Return with help lost player: You have returned with help but the player is missing. Number of Wavs: 3 builder1lphelp_1 "There was just someone here...I swear it!" Tell by Revelation: You have been searching for the player with the help of your other Hammerites, and suddenly found him! Number of Wavs: 3 builder1rev_1 "Twas I right brothers, we doth have a Thief!" Tell by Confirmation: You saw the player, lost him, began searching for him, and now found him again with your brothers close by. Number of Wavs: 3 builder1conf_1 "The Builder hath guided me to thee again! Thou canst hide!" Tell by location alley: Saw the player in the alley and you tell your comrades. Number or Wavs: 3 builder1alley_1 He's in the alley! Tell by location atrium: Saw the player in the atrium and you tell your atrium. Number or Wavs: 3 builder1atrium_1 He's in the atrium! Tell by location bathroom: Saw the player in the bathroom and you tell your comrades. Number or Wavs: 3 builder1bathroom_1 He's in the bathroom! Tell by location bedroom: Saw the player in the bedroom and you tell your comrades. Number or Wavs: 3 builder1bedroom_1 He's in the bedroom! Tell by location basement: Saw the player in the basement and you tell your comrades. Number or Wavs: 3 builder1basement_1 He's in the basement! Tell by location chamber: Saw the player in the chamber and you tell your comrades. Number or Wavs: 3 builder1chamber_1 He's in the chamber! Tell by location chapel: Saw the player in the chapel and you tell your comrades. Number or Wavs: 3 builder1chapel_1 He's in the chapel! Tell by location courtyard: Saw the player in the courtyard and you tell your comrades. Number or Wavs: 3 builder1courtyard_1 He's in the courtyard! Tell by location hallway: Saw the player in the hallway and you tell your comrades. Number or Wavs: 3 builder1hallway_1 He's in the hallway! Tell by location inside: Saw the player inside and you tell your comrades. Number or Wavs: 3 builder1inside_1 He's inside! Tell by location kitchen: Saw the player in the kitchen and you tell your comrades. Number or Wavs: 3 builder1kitchen_1 He's in the kitchen! Tell by location library: Saw the player in the library and you tell your comrades. Number or Wavs: 3 builder1library_1 He's in the library! Tell by location outside: Saw the player outside and you tell your comrades. Number or Wavs: 3 builder1outside_1 He's outside! To Alert 0: Relax. No need for alarm after all. It was just the wind. Number of Wavs: 6 builder1t0_1 "Twas surely the work of a Heathen to get me riled up." Lost the Player: After seeing the player, the player slips off into the shadows. You are mad you lost him. Number of Wavs: 3 builder1lost_1 "Tis surely pagan shadows that envelope thee, coward!" Notice an Extinguished Torch: You notice that a torch is out. You complain to yourself about it. Number of Wavs: 3 builder1torc_1 "How canst we expect to be holy with such unreliable mechanisms lighting our way. Bah!" Relight Torch: You notice that a torch is out. You relight it. Number of Wavs: 3 builder1trelight_1 "This is the last time I relight this thing tonight!" Refuse to relight Torch: You notice that a torch is out. Refuse to relight it. Number of Wavs: 3 builder1ntrelight_1 "To hell with it. I'm sick of these things sputtering out. Someone else will get it.!" Notice Suspicious Item: There is something nearby which should not be there or something which is amiss (such as when a guard notices that a door is open and it shouldn't be open: "Hey, this isn't right."). However, you're not going up to max alert. It just seems strange to you. Number of Wavs: 3 builder1susp_1 "Hm, tis odd that." Found Body: You found a body on the ground. Number of Wavs: 3 builder1bod_1 "Thou shalt be avenged, fair servant!" Found Something Missing: There is something mission that shouldn't be. You've been robbed and you know it. Number of Wavs: 3 builder1mis_1 "Huhhhhhh! Tis gone! We have a thief amongst us!" Recently Saw Player: You just saw the player not too long ago, but the player escaped. Now, you're telling your brother that there is an intruder and that you have seen him. Number of Wavs: 3 builder1rsaw_1 "Stay sharp brother, we have an infidel amongst us." Recently Found Body: You recently found a body and are relaying the information to your buddy. Number of Wavs: 3 builder1rbod_1 "Be careful brother, one of our own kind has just been slain!" Recently Found Something Missing: You know you've been robbed and you're telling your buddy about it. Number of Wavs: 3 builder1rmis_1 "Fellow brother, didst I just see an artifact go missing in the other room. Be on the lookout for a thief." Attacking and Not Losing: These are general combat grunts that occur during fighting. These usually occur just as you're swinging your hammer (remember you're using a hammer and not a sword). They can also be taunts that occur as you swing, such as "Take THAT!" Number of Wavs: 8 builder1atnl_1 "HIYA!" Attacking and Winning: You're grunting and attacking, only now you're a bit cockier because you're winning. These can be grunts, like above, but can also be cocky remarks you spout out as you swing your hammer. Number of Wavs: 4 builder1atw_1 "Take this!" "Hiya!" Attacking and Losing: You're grunting, but now you're worried because you're losing the fight. These occur, as above, just as you swing your hammer, and should basically be the same in nature. However, you probably want to sound a little more strained... you're exerting yourself as you swing your hammer. Number of Wavs: 5 builder1atl_1 Hit the Player: You just thwacked the player with your hammer. Celebrate and ask him how it feels. Number of Wavs: 4 builder1hp_1 "One lump or two, thief?!" Hit the Player + Company: Same as above only your fellow Hammerite is nearby. Brag about hitting the player to your brother. Number of Wavs: 3 builder1hpc_1 "Look how he bleeds, brother!" Blocked the Player: You blocked the player's attack. Respond with a cocky remark. Number of Wavs: 5 builder1bp_1 "No skill of the Trickster canst match my hammer!" Blocked the Player + Company: You blocked the player and a fellow Hammerite is nearby. Tell your brother the player can't fight worth a crap. Number of Wavs: 3 builder1bpc_1 "Look how he fails! Tis poor fighting indeed!" Hit By the Player + Hi Hit Points: You just got hit, but you still have a lot of energy left. This is a grunt of pain as you get hit with the sword. Number of Wavs: 5 builder1hhi_1 "Ow" Hit By the Player + Low Hit Points: You got hit by the player, but now you're feeling some pain. This is a grunt of pain that sounds more strained. Number of Wavs: 5 builder1hlo_1 "OW!!!" Hit By the Player No Damage: The player tried to blackjack you after you'd seen him. What an idiot. Number of Wavs: 4 builder1hnd_1 "Thou canst not defeat me with such a weapon!" Blocked by the Player: The player blocked your attack. But he can't block them all. Number of Wavs: 4 builder1bbp_1 "Thou werest lucky thief!" Blocked by the Player + Company: The player blocked your attack, but you still have the advantage with a friend nearby. Number of Wavs: 3 builder1bbpc_1 "Help me get his guard down brother!" Player Tried to Block: The player is trying to block your attacks, but isn't doing so well. Laugh at him or make fun of him. Number of Wavs: 3 builder1pnb_1 "Thou arst no warrior!" Player Tried to Block + Company: The player tried to block and failed. Your friend is close by, so brag about it. Number of Wavs: 3 builder1pnbc_1 "he failed to stop our blow! We canst not be beaten!" Ambushed: You got hit in the back while you weren't looking and are feeling the pain. This is a grunt of pain, but also might be a remark to the effect that the player is a dirty backstabber. Number of Wavs: 4 builder1amb_1 "Ahhh! The trickster doth stab me!" Coming to assist: A comrade called for help and you are on your way to assist them. Number of Wavs: 4 builder1assist_1 "Hold on. I'm coming!" Ambushed + Company: You got hit in the back while you weren't looking. Why isn't your brother next to you doing something? Number of Wavs: 3 builder1ambc_1 "ARGGGG! I am ambushed!" Fatiqued: You are out of shape and have been chasing the intruder for too long. You really should get some more exercise. Number of Wavs: 5 builder1fatigued_1 Blinded: You have been blinded by a flash of light. This hurts, but try not to express it verbally. Number of Wavs: 5 builder1blinded_1 On Fire: You are on fire. Scream like a sissy. Number of Wavs: 5 builder1onfire_1 Gassed: You have been gassed. Cough, sputter and pass out. Number of Wavs: 5 builder1gassed_1 Drowning: You are drowning. Gurgle and choke. Number of Wavs: 5 builder1drowning_1 Plummeting: You are falling to your death. Let it be known that you don't like the idea. Number of Wavs: 4 builder1plummeting_1 Die Quiet: You got assassinated or blackjacked and are going down. Make a grunt, but as the name suggests, it's kind of quiet. This should only be about a second in length. Number of Wavs: 5 builder1diequiet_1 Die Loud: Yep. You're dead. Theatrics are welcomed here. This should be about 3 - 4 seconds in length. Number of Wavs: 5 builder1dieloud_1
  18. Just uploaded some ambients to my audio folder (/audio/unfinished/muze) on the FTP. 44.1, 160kbps, stereo. They're thematic in nature: mb_hum3_LP.ogg mb_hum3_musicbox_LP.ogg mb_hum1_creepypiano_strings_LP.ogg mb_hum1_bell_banging_LP.ogg mb_hum1_intro.ogg mb_hum1_LP.ogg mb_hum1_LP.ogg and mb_hum3_LP.ogg are some basic ambient hums and can be looped indefinitely if necessary in between the layers I've created with them (i.e. mb_hum1_bell_banging_LP.ogg with mb_hum1_LP.ogg). There will be more hums and layers and what not as I go. Any intros I create will start off a hum and seamlessly go into it's respective loop. As per our naming convention LP means loopable. The mb is so I know which ones I worked on. I guess the piano and bell ones fit somewhere in The Scary Place and there was a need for a music box so I've done that. It's also on the creepy side, I can't seem to not make creepy music right now But I'll also create a less creepy one as there is a need for 2 in the tasks list.
  19. I decided to update the look of the city guards a bit. Added some leather and metal studs. I'll be taking this sketch and doing a full colour illustration with it, but wanted to post this here for reference.
  20. Our Thief in action. Thanks to BT for technical advice.
  21. Sparhawk would really like to get the lightgem into the game so he can begin coding it. Now that we have the model, can I get someone to volunteer to UV map and/or skin it? I don't think the skin needs to be very complex...it almost looks good enough without one, frankly.
  22. I whipped these up right fast cuz I thought we could use a few more shots for the website. I decided to stretch out the texture window to give it a nice cinematic widescreen (everyone loves a good widescreen shot) and threw in one of the old lightgem drawings to give it an ingame look. lol, I had to go to the old boards to find the lightgem I had in mind...it was a blast reading through all the old posts and seeing how far we've come in just a couple of months. Anyway...on with the show. This is my semi finished art gallery, what originally started out as quickly built room designed to help Springheel test out his textures turned into a 500 brush monster that's probably one of the better maps I've done in awhile. I dunno if I like the angle of the screenshot too much, but eh...I've already doctored it up. Oh yeah, I also added a specular to the beige wall, which improved it considerably. The Gallery And the tried and true basement shot with a slight specular added to the wall texture. I'd replace the old basement shot on the webpage with this one. The Basement Also, see if DeepOmega wants to post his newer Thief model up in place of the old one. The face, along with the smoother look, is worth the update.
  23. Well, I finally got my scanner to work so I thought I'd upload some concept artwork I've been working on the past week or so! Woot! Mainly just rough sketches, but hopefully helpful...? PS: Any feedback on the above is appreciated. Also, there's going to be a lot more time spent in creating lamps, lights, candles, candleholders, chairs, tables, wall patterns, stained glass windows, etc., then what was barely touched on here. Just didn't want anybody worrying. Side Note: I look at 'concept artwork' as general guidelines to help create the game. The museum sculpture stand image above, for instance, has a big magnet over it (to slowly lift the glass box when activated). This may or may not be something we want to include in the game -- it was just an idea. For example, our thief could have a goal that says "Figure out how to steal the Bafford Scultpure" or something, and our thief would then have to find a secret switch that lifts the glass enclosure up, revealing the sculpture. We may or may not want to do something like this. As well, in the concept artwork, the magnet looks like hell. I envision more care and detail going into the actual magnet if it were implemented, perhaps even hiding the fact that it's a magnet by making it look like a beautiful, ornate hood above the sculpture that provides light to the sculpture or something. So, you see, please just take my concept artwork as brainstorming sessions and possible ideas rather than an edict saying "We need to do it THIS way" or "I feel this way is the best." So, as more and more drawings come, take what you will from them for use in DarkMod. I just want them to be helpful! Cool?? Cool. PPS: The 'miscellaneous room' one was done with colored pencils. I know it's not the best clarity. Just wanted to do a rough room. I need to get myself a "digital pen" for my PC! Drawing with a mouse is kind've challenging, otherwise I'd do stuff more often on the PC.
  24. Here is a low-detail concept sketch for our Builder guards. Their armour has more metal in it than any other group, which I think is appropriate. This is based heavily on the concept sketches for T1. I still need to come up with the symbol for the chest plate...I'm trying to combine a hammer with either an anvil or cog. If anyone has any ideas, I'm open to suggestion.
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