Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/reason/' or tags 'forums/reason/q=/tags/forums/reason/&'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. 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.
  2. Needs to be cleaned up towards the center, it's obvious that the texture was flipped down the center and it looks a little weird. Beyond that it's good. I've started adding basic single color surfaces today, stuff that looks alot like Thief 3 textures actually. Kinda come to realise that we need to put some restriction cap in on this, otherwise we'll end up with a pk4 file that's almost a gig in size by the time we're done...I'm adding these things left and right just for variety. But anyway, it looks like this. We also need to resize these textures properly. Almost all of them are 512x512, which probably contributed to me oversizing my map. Thing is 256x256 makes it look sloppy and low res and the normalmapper doesn't like 384x384 for some reason...
  3. I've been involved in a few UT/UT2K3 mods, and a few Deus Ex mods. Oddly enough, even tho I've been doing modelling and animation for four years or so, I've never been an artist before this mod. Hmm. As for releasing this if TDS gets an editor - we're all in agreement here. I'll lay it out flat: Doom 3 has an incredibly powerful engine. It is the first of the Nexy Generation. It runs more efficiently, can have bigger levels, and is built with future hardware in mind. Can you say specular and normal maps? How about full-on pixel shader control, even without an SDK? Normal mapping at a reasonable resolution? There ain't no reason to drop this project.
  4. Whoa, holy hell...my scale is way off. I figured that the characters chest would be about even with the top of the wood panels. Guess that explains why the little scale marker on the Z-axis window is smaller than it was in Vampire...Doomguy is alot shorter than what I'm used to. Oh well, it won't be that difficult to fix. Also, the reason it leaks isn't because the walls are too thin, walls that are 2 grid units thick are about the average for Id's maps, it's because my lights are too big at the moment. I'm still learning the in's and out's of D3's lighting, and right now they're too large considering the size of the room. I have cleaned up the geometry in my most recent mockup, though...so it shouldn't have any gaps. Edit: Now that I think about it, the fact that the lights have to be bigger than what they need to be might be a good indication that the room is too large...I'll have it fixed up over the next few days. Edit 2: New map (non shrunk, what's shown in my most recent screenshots) is available here. I would've uploaded it to our regular FTP, but I can't seem to access it at the moment. Since the geometry is cleaner than it was in the first rev no BSP errors should pop up.
  5. great work man I hope I get D3 tomorrow in the computer store, where I buy my new computer components. If everything works fine I'll be able to play D3 on highest-details in 2 days BTW: as soon as you've got your ceiling we should post this screen in the ttlg-forums, I think people will be really impressed.
  6. There's nothing wrong with the window, looks perfectly thiefy to me. A moon? Never! No time to modify. Springwheel's stuff's perfect anyway. (Runs away with the artwork to the Imperium forums.)
  7. Guest

    I Want To Help

    Arg. Sorry forgot to include contact info. God_is_my_goldfish@yahoo.com Or PM me in ttlg or ionstorm forums.
  8. Since we started with this project I haven't heard anything about which license we will use. This is IMO quite an important decisision, as some memebrs may not want to use one license modell while others may and still others don't care. As we have seen in the case SCO against IBM this issue is NOT so trivial and can potentially affect everybody here. This is also important to protect our project against copyright claims or others ripping off. So I would suggest to discuss this BEFORE we start to create to much content and afterwards being dissatisfied with the decisions. One question: If we code for D3 what resctrictions are there for our mod? As with DromEd we had the restriction that all FMs had to be free and were not allowed to be commercially used without permission. I expect that a similar restriction exists for D3 mods (but then again it may not) so this already might affect the decision on which license model we can use. There are also other considerations, because if we choose i.E. GPL or any other open source compatible license model (there are several of them) we can register for services like webhosting, shell accounts, CVS services and others, which may not be available for closed source developments. I think it is better to use such existing services instead of relaing on private resources, because this gives us a major advantage. If there ever is a break in the private resources we will have to find new resources where to translocate them. If we use public resources, everybody has access and we don't need to worry over uptime or accessability or support. That doesn't mean that we can NOT use private resources as well, but it gives us many advantages for free and serves as a seamless backup. If this is comptable with D3 restrictions therfore I would suggest to use GPL/LGPL or a similar license model and I think there is also an Open Content license for art so we could put this there as well. Since this is a community project and we want to use community resources as well, I think this would be a fair decision. One reason why I also want to have this clarified is, to protect our work (I already have seen such a thing happen). If i.E. somebody writes a good AI code and suddenly decides that the code is so good that he no longer wants to offer it for free, then we are screwed. In this case we woould have to start from scratch and rewrite all this code from new. I don't want something like this to happen, so we really should decide an a license early on, so everybody knows what he can expect or not expect from the project. Of course this is also true for art (images, sound, models, levels, etc.), despite me writing mainly about code because I'm a programmer myself.
  9. Actually this is exactly the reason why I said we should synchronize our tools.
  10. A cool tutorial from the D3W forums about creating new creature models. http://www.doom3world.org/phpbb2/viewtopic.php?t=5133
  11. I've made you an administrator now, Fingernail. Set up the forums how you want it.
  12. Since when was Object making not under Art? Yes, more art forums: Objects Concept Art Characters Textures and another forum for levels/test screenshots.
  13. I won't be avalible this weekend, just so you know. We can make the arrangements to the forums next week, before we open it to the public.
×
×
  • Create New...