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  1. Maus

    Pick! Me!

    I have more art examples then what you can see at my VCL archive, the problem is I have no place to up load work at this time! Yes I like the Japanese styles of art but if you look at: http://vcl.ctrl-c.liu.se/vcl/Artists/Maus/...ptsSketches.jpg I think you will see I can do just about any stile that is needed. The problem with the VCL archive is they have content restrictions on the types of art that can be uploaded: only Furry Art. This stuff is more of my hobby art it’s like my favorite pastime (other then being a pervert, lol). If you don’t think I can pleas test my skills and ask me to drawl something for your project. As fare as modeling and animating go I am not as experienced but I assure you I am very good with sculpture: http://vcl.ctrl-c.liu.se/vcl/Artists/Maus/...01-by-date.html and 3D modeling. As I have mentioned I have no place to up load this stuff. I could send an email with some other art and 3D models if you want to see what I am capable of. I will have to spend some time at home scanning and prepping my other work to show you. Because I cant really use office time and equipment on personal projects. But they do let us getaway with some surfing and non company emails. But I am going to spend the money and get an ISP so I can up load more of my work to show you better what I can do. I have been trying to save money so I could up grade my computers (I need to get a MS SQL server to test/develop my database code for my personal project). Most of what I am working on now in my free time is managing large dynamic persistent environments, which can be streamed over the web, searched, ext... Well at any rate if you would like me to prove my self by just jumping rite in to the modeling or art asset generation pleas feel free to test me! I see working with your teem as a chance to diversify my portfolio and grow more skilled as an artist! But if my willingness to work for free isn’t enough I will be glad to take the time to get my portfolio site back together and pay to host it online so to compel or prove to you that I am a talented and creative artist. that would like to help with your Thief style project. Regards, Maus
  2. Guest

    I Want To Help

    i want to join if help is still needed. my site is located here: http://www.expression.edu/~kyoxchan aim: kyoxchan email: locvngo@yahoo.com
  3. Thanks for the feedback, Oofnish! I'm glad you could listen to them. I think it's important to point out to everyone, though, that these were just quick samples I put toegether to find out if people thought my keyboard had the potential to help out with this project or not. The sounds were by no means supposed to be "songs," since I was just trying different sounds out on my keyboard and throwing them all together. I only spent maybe an hour or so creating all three of these files. I could've put them all in one big 10MB file, but I wanted to section it up for lower-bandwidth users. If anything, I'd classify these files as a hodge-podge of a bunch of random sounds thrown together. I did not aim to have any bit of continuity whatsoever. Aside from just general "ambience," I may also be creating stuff for menus, in-game melodies, very specific in-game situations, player movement sounds, player interaction sounds, weapon use sounds, steam-punk machinery, etc. So, by me putting these files together, it was meant to give you a simple taste of different sounds my keyboard is capable of. When the melody or sounds in my files all the sudden shift from one thing to another, it's meant to showcase the wide variety of capabilities my keyboard has. Or when a sound in file #2 all the sudden goes from runblyness to weirdness (juxtaposed) -- for example -- I was just trying different effects. This is necessary, because as a sound person, you're listening for everything 'in-between' as a possible resource to re-create and use in some way. Every little second of sound in those files could be used for something. For example, if you take 1/2 a second of a bell sound and stretch it out to 3 seconds and lower the pitch two octaves, you might be able to cut a part of that resulting sound out to create a footstep-across-grass sound or an arrow launching sound or something. (I actually don't know what sound it would make, but this is just a theoretical example to show you what I listen for when I'm listening to the above files.) I wasn't suggesting these files be used for the DarkMod either. It's simply way too early to tell, and the sounds would need to be way more polished. For sounds, in general, I think it's best to hold off creating anything final for a long time. We need to get a lot more concept artwork done and possibly create some in-game scenes before we get on the track of what ambience or loops will be used. For ambience and music, it will likely be imperative to actually play through a rough draft of the DarkMod game before deciding on which sounds/music to use. I know a lot of my inspiration will actually come when I'm walking through a level and seeing what I encounter. My imagination will run wild at that point. In the end, the clock bells you're referring to (if they're to be used) would likely be used for the game menu or an in-game scene near a clocktower or something, but it wouldn't repeat forever in a neverending looped sequence. It would maybe strike 12 times for a clocktower sequence... or maybe just a couple times for a game opening sequence or splash screen. Hopefully you won't have to worry too much -- I think I'll be pretty good at avoiding repitious sounds that shouldn't be indefinitely repetitious, or that stand out as being repitious. Oh yeah, and the piano in file #1? LOL. I threw that 'piece' together in 2 minutes. The rhythms are off and everything. I was just trying to make a somewhat coherent 'melody' that was 'vaguely' reminiscent of a piano piece that was used in Thief: Deadly Shadows. If I were to actually create a piece for DarkMod, I'd actually spend a lot more time on it than 2 minutes ... and I probably wouldn't use a piano piece from T:DS as my inspiration. Or any piano sound for that matter
  4. Thanks guys! I think it has potential also!! I need to play through Thief 1 and 2 again soon to try and re-capture the feel of some of the aural delights they had. I'm sure you already did this, but while listening to my tracks, close your eyes and try to envision differen't scenes/moods/situations that could be happening. There are a few bits of sounds in there I've noticed, for example, that might work well for machinery -- especially when looped. The piano & strings music sound used in the 'Darkness_Falls-1.mp3' file (about :45 seconds into it) is very similar to the one used in the mansion level of TDS (the level where you could see lightning flashes from inside.) That's the only reason I did that. And, no! Honestly, I've never played Silent Hill. Does it use similar ambience? I watched a friend play a little bit of SH2 on the PlayStation2 many years ago, but I seriously don't remember what the music/ambience was like. I love working with audio, so I'd love to try and help out with the audio portion of things. PS: I've edited my original post to now have the revised URLs. Thanks Renzatic!!!!
  5. These are nice! Thanks for posting the link. I think having these will help us in the long run.
  6. Obviously, ambient sounds (tied to certain locations/areas) will also be needed, and perhaps sounds for when our thief walks through a bush or walks through some tree branches (foliage), etc. I'd love to try and help out with some of the "foley artistry" work, but am not sure how possible that will be. What type of sound equipment will you be using? As a side note, I'll probably be able to crank out a few sounds/ambiences from my Roland keyboard. I noticed Doom 3 actually had one part where it used an exact ambient sound that's in my Roland keyboard. My ROland sounds wouldn't be 'real life' sounds like footsteps, per se -- but more along the lines of music/ambience/atmosphere. GoldWave software may allow me to layer sounds and tweak some of them, as well.
  7. I have no doubt about that. And while seeing a full courtyard through a transparent pane of glass is undeniably cool, you always have to take performance issues into consideration. You might have so much detail down there that an opaque window would be the better option. I'd rather go with highly detailed areas that are somewhat closed off from each other, IE you can't see inside a house from outside or outside from the inside, than sparse open areas. Visportals can help with this a little bit, but a few sacrifices will have to be made to make sure it runs well for everybody. I'm not saying we can't use transparent windows, we'll just have to be selective about how we use em. I remember a map for Vamp I made that had almost 2000 brushes on display in a single screen...ran great on my comp, but it crashed the game for alot of other people. Since then I've tried learning how to keep something that looks good in check with it's performance.
  8. I'm just wondering how it's over all "colour" will blend in with the existing textures. It's what I was blabbering on about in the other threads. This image looks fairly washed out, like it was taken in midday on an overcast day. Nothing that photoshop can't fix I bet. If you compare it to the similar textures (there are ones that look like this - white stone around curved windows) the colours are fairly high contrast. The only way I can think to help them all look consistant (aside from trying to make them close to the same colour pallette) is to actually make a building out of all the textures, and see if it looks right.
  9. It's not too late to start. If you wanna go ahead and help BT and I out I can tell you everything you need to know to get a basic working texture in place. I had never done any texturework before I started this mod, so it's not really a hard thing to get into. All it takes is patience, trial and error work (I went through 7 specular maps before I got one I was happy with for instance), and a good idea of how to apply depth with heightmaps and you're ready to go. And another test using the new trim is up. Still looks a little plain, need more detailing textures.
  10. 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.
  11. My programming skills are sucky, im stuck in basic. But I think I can be of great help in the concept part. That is, inventing background stories, characters and maybe some level design. EDIT: Forgot to mention this important detail. I can send samples of my work if needed. These include writting and level design.
  12. This is less important than figuring out Doom 3 textures. And I can't really help, haven't tried any of this with T3.
  13. Since I'm kind of new to texturing I was wondering if someone could help me out with a little problem I'm having importing a file into T3. I'm trying to make an alteration to the Main Menu Title that swoops in during the beginning of Deadly Shadows, but when I import the bmp using DX Tool it changes my Alpha channel to white and i get a big box around the title "deadly Shadows". Is there something I have to do in photoshop to ensure my alpha chanell stays black? Perhaps it has something to do with the dxt3 format...I dunno...it's driving me crazy.
  14. Hey, thanks for the texture. I think I might try and tackle your stained glass windows next and see what I can come up with. Pretty soon, counting both your textures and the ones I've done so far, I might have enough to make a good sized mockup map. But if you can, see if you can make some bumpmaps to help me out with. Photosourced textures usually need to be tweaked alot more than the Blade textures do, so it'd be alot faster if I had an extra hand doing em. Edit: Actually, it'd be a good idea if everyone making textures (which I think is just Blackthief, possibly Alexius, and I) were to get together and started organizing everything. It'll mean alot less work on down the road if we keep everything in order and pack the textures the same way and whatnot.
  15. Nevertheless you can already think about what you can test and how and also how to report it. Performance, Art, Map glitches, mismatching objectives, Gameplay, Sound, etc. Of course it would be good to know what system you have. It doesn't help if we have 30 testers all with similar system specs. This information can probably be posted in the (hopefully) soon to be created information board where we can store non-discussable project information.
  16. omega

    Welcome...

    Would help with what? It will only make it harder to read.
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