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  1. I had the same problem trying to keep the moss arrow from looking like a stick of asperagus. You know, since modelling is our weakest point, I wonder if we shouldn't just stick to the crystal idea for arrows? One model, different textures.
  2. Maus

    Pick! Me!

    My apologies for not posting sooner, the multimedia company I work for is getting shut down (the owner spent all are money on his drug problem… ) so I had to work 3, 12 hour photo shots last week to try and wrap up are projects, so we could get are last paychecks and leave this sinking ship with what we are owed. But now that that’s almost all over I will have more free time to work on art for your project and to fill out my portfolio! So in all I am happy! After closer review of what is posted on this mod's site: I would like to come up with a unifying theme for the environments. You know how the hammers had control over most of the cities and there influence was seen in the design and architecture of the first and second Thief games. If we are going to try and have some originality and not make reference to any intellectual property of Eidos as part of the Thief Franchise. We will have to come up with some original ideas even though we are going to mimic Thief stile of game play. We should have a story line with different characters (no hammers, no druids, ext), different environments that help drive your plot? And even a different mane character that is more then just a vial over his face away from the design of the Thief in the game we are takeing inspiration from. I think this is a grate idea for a mod but I think we need to decide on whether or not you are Photocopying Thief or Inspired by Thief? If what you want is to copy thief (for the irony of stealing thief) I don’t think you need artists like me, because Eidos has already dun all the creative work for you. However if you want to create something new and original I will gladly help beaus I love the Thief stile of FPS games and would like to work on an original mod of that nature. I am not trying to upset any one with this post I just don’t want to be part of copying another artist ideas and claming them as mine. It looks bad in a portfolio and I am planning on going in to the game industry with my portfolio as a compelling demonstration of my creative ability’s. So you see, I just can't redraw the past Thief games and call them my work... I want to work with this team but if we are not going to do any thing original my time is probably better spent working on a different mod.
  3. Phantom

    3ds Max

    Thanks for the replys guys. My girlfriend and roommate are students, so I could get the student discount no problem.
  4. i remember the making of blade 2, where the custumes designer spoke about clothing and the problem of dark clothing the clue is, that you have to do very much with different materials. the breaking of light, the "smoothness", how contrasts you recognize, reflections, colorchanges (violet to black and the other way round) in the case of the hood you should try this, maybe different colors for inside / outside, a material wich allows to see structure, maybe a artifical bright up in the face as it has been made in thief deadly shadows
  5. Yeah, they sat a tiny bit too low, but that's no longer a problem. The headless sitting dude will help you get a sense of scale...it's a fairly large room. Springheel: I was actually considering asking you if I could put some of your pics ingame a few days ago, but it kinda slipped my mind and got lost in the shuffle. I'm still gonna use some clipart, there's a few landscapes pics I like too much to not use, but I'll definately throw in anything you send my way. As for the props...yeah, I've been working on em for the past 4 hours or so. I started a little after everyone signed off of IRC.
  6. Right on, yeah I agree with all that was said. I'll try to get them to be smaller images later tonight or tomorrow, and have the images show up in the post instead of as links. Good idea! Not a problem. [uPDATE: Done.] I agree that the room is bland and I actually, honestly, kind've hate it. It looks better in-person, when standing way far away (LOL) -- actually kind've looks real. BUT (and this is a big BUT) it does lack A LOT of the dynamicism and moodiness we all know and love about Thief. Fortunately, I already realized this and won't be doing another room like that I think I did that room as almost a "study," if you will. I was using Thief 2 as a reference and was seeing how they did the panels on the wall, etc., though I know I erred on a couple things. When i look at that room though, I'm like 'borrrrring' I have a feeling the drawings will get better over time. I'm actually working on a different room scene right now that I think you might appreciate more when I'm done. There's more life and moodiness, in general, to it -- and it feels more Thief to me. I'm using PhotoShop and the coloring will be much better. Once I get a digital pen, I have a feeling you'll be seeing a lot more cooler things, too. Thanks for the feedback guys. Let's rock this thing!
  7. I like the sculpture stand and the lampost. I think you should shrink these low-detail sketches down though and then just embed them in the message. They would look much better smaller anyway, and there is no fine detail to lose. Are you good at doing furniture? Renzatic is going to need some furniture for his room at some point. Problem is, we only have DeepOmega doing modelling at the moment, and he is pretty busy with the thief model. That's why I haven't been putting out much art at this stage.
  8. The only thing that sucks about it is your ram problem, everything else is total style and talent. Great job, DeepO, can't wait to see what you'll do next.
  9. I might be able to push the brushcount a bit farther then. Since Thief isn't quite so fast paced, and most of the NPC's won't be casting fireballs or summoning more crap and loading the screen with a billion effects, then I should be able to pull it off. It's also pretty unlikely that you'll see more than 4 guards onscreen at once... But the first thing I need to do is get more ram. 512 megs just isn't cutting it anymore, and the editor likes to crash on me when my available ram gets too low. So to fix this little problem I'm gonna fire up the old Poor Renzatic Fund (The PRF) again so now you all can donate to a most worthy cause....getting me more stuff!
  10. Good use of visportals of course solves many a problem.
  11. Hey, not bad at all, Fingernail. Once you get done you'll need to post a tut on how you did it so we can all join in on the fun (wow, that rhymed). Oh yeah, a nice tip on making specularmaps. I went through your mini tutorial and make my first specmap by just making a darkened greyscale image of the material I wanted to shinyize. Thing is once you're done with it the lighting will end up being too uniform across the surface and won't look quite as realistic as it should... The solution to that problem is surprisingly easy. To fix that, just make your greyscale image as usual, add a render cloud on a new layer, gaussian blur it a bit til the clouds don't look quite like clouds anymore, tweak it til you're happy with the results, then blend the layers (I used overlay, but quite a few of the blend filters will work). Instant nonuniform specular map, the end results are alot better and you only need basic photoshop knowledge to do it.
  12. If I have a photo I can do simple furniture with Blender. A table, lamp, etc. shouldn't be to much of a problem, but I sure can't do any characters. And I can't really draw good, so if you want me to create any props I need a clear picture how it should look like. I also have no low-poly experience. Usually I don't have to care about this, but I could give it a try.
  13. I'm back from my trip to the castle with a bunch of photos. The 1st texture is already on the ftp: http://208.49.149.118/TheDarkMod/Textures/door2.jpg @renz I don't think we should downsize the textures, just that they fit easier. IMO there won't be any problems with huge high-res textures, cauze 1. our mod will take some time and people will have even better hardware than today 2. HD space also shouldn't be a problem - today almost everybody has more than 100gb HD.
  14. another wooden texture - alrady uploaded it on the ftp: http://208.49.149.118/TheDarkMod/Textures/wdn-panel.ceil.jpg I think it'll look good as ceiling and as a panel. the only problem will be the map for it, cauze of the detailed carved frame. looking forward to see this ingame - I made the texture using a photo of my grandma's desk she's got some really nice furniture in her living room - I'll make some more textures with suff of this room.
  15. The problem with T3 is, that they changed the palette, they changed the look and feel of the houses and they changed the mood. Basically they changed the entire artistic style. It is consistent throughout the game but not consistent with the series. Actually this warm glowing feeling is one of the things I always loved in T1/T2. I just loved just to walk though some manors because of that.
  16. I suggested this on the old forum, and gave an example or two (not very good ones mind you). Problem is, it is hard to have a working compass around a rectangular gem.
  17. Not yet, no. The specular maps are the one big thing I'm missing at the moment. Based on what I've seen thus far they're not a dire necessity...can't hurt to have em, but everything looks fine without em. The texture package...so far I've kept everything nice and organized, but there are a few textures in there that absolutely refuse to work no matter what I do. Considering that about 1/3rd of Id's textures aren't showing up, I'm starting to believe it's more of a bug with the editor than a problem on my end.
  18. I can add some blue tones, that be no problem.
  19. Ahhh, no problem. Just thought since I was working on it that the information would be usefull for both Thief 3 and Doom textures. That new pic looks great.
  20. 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.
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