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  1. I've been trying to figure out the reason why my more special effect-laden textures refuse to show up in the editor or the game recently, I'm wondering if I'm doing the materials wrong or if something else on my comp is borked. If you still have your transparent window could you send it to me? I know it works both in the editor and the game cuz of the screenshots, so if it doesn't work for me then I could probably rule out coding errors at least for the time being.
  2. No reason why a simple, generic cube environment map could be applied to the material. But it would reflect the same in any location. Still would look pretty cool, though.
  3. Please forgive my ignorance but what do you mean when you say brushes ..I have never heard that before. I understand the rest of your comments….this is exactly the reason I want to work with you guys so I can learn a little more about the transition of 3d 2d elements into a game engine
  4. Oh God noooooooo, what have I started. :lol: If loot is distinct enough from junk like in the orginal games we really shouldn't need it. I don't want to say I'm vehemently opposed to loot glint...ahh hell, I am. I think part of the reason they had to use loot glint in Thief DS is because they shared textures between so many different items that everything blended in, but that shouldn't be a problem for us. I have a few alternate suggestions as I don't think it's fair to drop it completely as I'm sure some found it quite useful. My first suggestion is to have a distinctive loot texture that will allow the player to learn what is valuable quite easily. I think with the doom 3 engine we also have specular maps on our side, so junk can be completely dull when compared to loot as well. Sort of like having loot glint, but just not the obvious kind. My second suggestion is that perhaps loot can also have an extremely subtle glow..could that be done with shaders too?
  5. Agreed. That's part of the reason I'm doing these rollcalls. Maybe you should do the same thing in your department and see if there is anyone who is just being quiet?
  6. lol, it's a compressed texture, basically a TGA file that's 1/3rd the size. There is quality loss, though..hence the reason why it's used for the lower end graphic settings in Doom 3.
  7. I heard an explanation for the swords somewhere, can't recall the location, but it had something to do with them being ressurected by...less than holy means. The Hammer, being a holy symbol, would most likely repell them. I think that was the reason for them using the swords.
  8. Heh, yet another reason for lightwave. The subpatch function is very handy, not so sore on the computer, and you can eep everything in separate layers as well. That priest model is only 30k, and most of that is in the little details which you'd hardly miss.
  9. Here's an interesting idea - look at how Doom3 does user interfaces. All of the non-constant interfaces (in other words, the ones that weren't on screen all the time) were actually in the game world. The PDA is held up to use it, and it doesn't interfere with the gametime - you can get your ass whipped while reading emails. Computer screens were all in the game world. It seems to me that striving for this level of immersion would be best - after all, aren't there a lot of minimalist people? So instead of a user-interfaced purchasing system, is there any reason we can't do a variation on the thief 3 method? Keep the shopkeepers with shelves of stuff, but drop the selling equipment aspect, and add a little box on the counter that'll hold everything you've got. Hell, why not make it so you can sell back your starting equipment? It would be fundamentally the same, in terms of gameplay, but without the immersion-breaking.
  10. I dunno, something about the stained glass one reminds me of the T3 menu for some reason. Maybe its just the colors... but yet they're different. No clue. Regardless, it's obviously is beautiful, but it also reminds me of the Thief-TheCircle site. I'd still prefer the book style That menu might be good for the actual campaign we do, but I think the book style lends itself better to presenting an interface for people to choose the Fan Mission they want.
  11. Yeah, the vote idea is definately the way to go on this one...get it decided once and for all. The reason I'm kinda driving it so hard is cuz the hud is quite literally the gateway to our mod. It doesn't set the tone for the rest of our work on it, but it'll set the impression that someone gets when they first fire it up. You do something really cool and they'll be more likely to show a bit more interest in what comes later. But anyway, I've got one last idea I wanna try before we start the voting. If you could hold it off for a day or so I'd really appreciate it.
  12. The only thing I truly consider woo are the ghosts, undead...stuff like that. That being said, it has been established that some very strange things exist in the fictional Thief world. As long as it's not earth and exists on some other plane of reality, then I think we should be ok with the creatures and undead....within reason. We don't want an all out Woostock on our hands. Jimmy Hendrix, back from the head? YIKES!!!
  13. That's a fairly typical response Just ask the people who designed this forum, they will tell you that the statistics show that the majority of the people on the net have 800x600. (The other main reason to design pages for 800x600 is that we can only realistically read so many words per line, before it gets hard/annoying to follow the text down the page, so the whole scaleability thing of the web is stopping at 800x600 these days.) But for the purposes of this mod, I guess we can assume 1024x768. I just don't want this to keep happening. Scrolling horozontally to read post text takes TOO long, and I have to paste the text into text pad so that it will wrap properly.
  14. Of course we'll have several different types. Probably the reason we've done so little is that zombies are already in the game. We'll want to modify the textures, of course, but I don't see why we can't use the models that are already there (perhaps adding a few of our own for later releases).
  15. It's supposed to...muhaha That and there's lots of reason to hide the map in darkness...like the fact that you're almost looking at the entire thing in that one shot.
  16. This is an awesome painting, Alexius...I love the skyscape http://www.deviantart.com/view/10467886/ There's something about it that just oozes Thief...and it makes me wanna play Shadowgate for some reason.
  17. Probably about 70 or 80... HAHAHA, j/k. I dunno, I guess as many as we can within reason considering logic, time, energy and team/system capabilities. I don't know how many are typically used in games... do you? Different body shapes should also be considered; that's why I created a sketch for a heaftier guard. Doom 3 already has a couple different body types, so that'll probably help us. I like the goatee look on your character there, though. Helps make him look menacing.
  18. Yes, a glowing crystal would be cool... but I feel it would have to be VERY dim and subtle -- for the same reason. Like a 10% opacity or something. Of course, I'd have to actually see what 10% opacity looked like before deciding on that percentage, but you know what I mean. The fire arrow would have a brighter glow.
  19. I like the new noise maker. At least, I think it is heading in a much better direction. Having a 'reed' like a penny whistle is a much more convincing reason for a whistling noise than lots of holes. I like convincing. I'm in the porcelain please camp too.
  20. Maus

    Pick! Me!

    The reason I am so excited about helping out with this project is because I love the Thief series its one of my favorite, I have played the first 2 several times! But I haven’t kept up with the series since then, just haven’t had the time to play many games, all work and studying to get in to the game industry. I would prefer not to post to some free art archives, like deviantart after carefully reading there user agarments, they can retain the rights to uploaded works. AKA it now belongs to them! I will have a host soon, and will try to display as much of my work there as is possible. Till then I would like to start on some Concept Sketches of Environments. Then after you approve of my ideas I will Model, Texture & Normal Map all the recourses needed for sed environment. (design before you implement right?) Then with the peaces of a map in hand I could design a level or 2 or 3 using the assets. To help me better understand what your project needs: Are adventurer(the Thief)’s desire for wealth leads him to loot Ancient Ruins and raid Dens of Evil Creatures. Or duss the hero have other motivations? Have areas already been decided on, or should I just make a place up? Do you have a story I should try to follow with my concepts? What creatures have an influence on this environment? Hum built it and why? Ext… If there is already a design in place pleas give me what information you think would be helpful in making concept for you as a test to prove my self. Thanks for giving me a chance to help with this project. Regards, Maus
  21. Yeah, thief model first. Also, something is bugging me about his hip/leg area that I can't put my finger on. Seems skinny or small for some reason. Maybe missing some hip and thigh volume?
  22. Wow, a man of many talents. Coming up with concepts for furniture by doing some research into the relevent time periods is something that needs to be done. I like the museum stand for that reason. The concept art for T3 involved a lot of dynamic sceans and good use of colour, that gave designers a lot to work from. In comparison, that shot of the room with the light on the wall is really bland, in terms of colours, archetecture, and overall feel. When the concept art was drawn with the camera at a really dramatic angle, you might think "well, the camera angle itself isnt' saying much - your viewpoint moves around all the time in the game", but what you really should be getting out of the image, is looking at it at a whole, and it gives you a feeling, and then you say "well, how can I somehow translate that feeling into the game, and give the player that feeling when they play the game?" I think that is the true power of concept art. We need something that says something new. Well not real new - we know what the Thief world is like - dark and moody, with brooding shadows and atmospheric lights, and ominous sillhouettes. But see how the concept art took that "theme" and gave it its own character? It's not easy but that's what I think we should aim for. A unique style of our own. I can see these sketches are just drafts, but they're a good start.
  23. 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!!!!
  24. omega

    Irc Server

    Ok... Link me to 1 place where password protection was compromised and people got in on oh so secret developer info. I guess the blog was made for the same reason huh? =P If you had that much time, maybe you could spend it on learning better HTML. Assuming you made the site.
  25. Excellent, NH! In comparing my Microsoft Word to the J.D. font on your screenshot, though, the spacing between characters seems to be closer in Word for some reason. Was this because of some of the issues you were having with character spacing that they're farther apart in your example? Regardless, good job on the minimalist project. I'll be sure to use it whenever I play TDS again. PS: I tried to download that Charleton zip file, but I get an error. ("Server returned an invalid or unrecognized response.")
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