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  1. Why oh why wasn't this posted on our forums!? Congrats oDDity.
  2. We will need a loadscreen as well. I just added it to the GUI design document. So please start thinking on some concepts. http://forums.thedarkmod.com/index.php?showt...st=0entry3674 Do we want this to have a simple progress bar (like it is done for D3 levels)? I could think that the ornamented bar, that Springheel was showing for health/stamina, could fit rather good. On the other hand I must say that the original design is much more interesting to look at. The one with the clacks and whirling hands, not the boring one from T3. What I have seen from the GUI screens sofar they contain no machinery. Maybe we can add some as this is an important part of the Thief universe and atmosphere.
  3. Ok, we have had plenty of discussion of what the lightgem should look like, and I think we have reached a consensus of sorts. http://forums.thedarkmod.com/index.php?showtopic=48&st=25 Now what we need is someone to actually create the thing. I would be willing to do it, but honestly, I'm not quite sure how. Is this going to be a 3d model? If not, how is it going to be animated? I know it's not as simple as just making a single image in Photoshop, but someone is going to have to explain how to approach this so that we can get going on this.
  4. Gah! Omega, check out the 2 page discussion on this very issue: http://forums.thedarkmod.com/index.php?showtopic=43 We came up with a number of reasons why this might not be feasible and/or fun.
  5. Or the other thing could be that the shop is a pre-mission map. The question is if this adds really fun if you have to do it all the time. On the other hand it serves as a testbed for map creation. http://forums.thedarkmod.com/index.php?showtopic=43&st=0 I have a pretty good idea how this could work in terms of game mechanics as it would have been a part of the city section. If there is interest in this I could write up a description how I think it should work.
  6. Great! So it had some effect to do this work. When you post it, please make a new thread though. Makes it easier to keep track and when I look through the forums to collect the consensus for the design.
  7. Great! Could you take look here http://forums.thedarkmod.com/index.php?act=ST&f=3&t=285 and assign or create some concepts for the other screens as well?
  8. Yes it does. Trust goldfishguy. Apple Macs traditionally used to default at 72dpi for screen resolution but anything up to (and sometimes beyond) 96dpi is common these days. Take a 17" screen. 800x600 (about 62dpi) is going to be a different resolution to 1280x1024 (about 96dpi). comprendez. good. But anyhow goldfish guy, Springheels right too. Ain't no one got a 300dpi monitor. Not many folks have a 300dpi printer for continuous tone images for that matter. But yeah. Huge images on the internet is just rude. Post little pics if possible please. Or link to larger piccies if needs must. Life is nice and cosy when you are young and healthy and with good eyes - like you and me. 800x600 on a 17" screen is good for anyone a bit far sighted or a bit over the hill though. Feel sorry for anyone checking the forums on a web enabled phone.... (something I do from time to time)
  9. Maya is the best overall 3d app available yes, but I spend a lot of time hanging around the CG commuity, forums etc, and Lightwave is regarded as the best poly modeler available. It has it's shortcomings obviously, no history, edges or NURBS are the main ones, but it's just so fast and intuituve once you learn it, and you can also virtually 'sculpt' in it , in a way not possible in other apps, apart from ZBrush. I used Lightwave 8, but it's virtually identical to lightwave 7 and 7.5, most of the changes in the newer versions were made to Layout, character setup and animation.
  10. Ah, thanks. Applegeeks' forums aren't bad for tutorials either.
  11. If you're interested in some good tutorials and critical feedback, there are a couple good forums to look at. Epilogue is one that has a lot of stuff available that might help. http://www.epilogue.net/cgi/phpBB2/
  12. Well I read in another post o the forums here that 7500-8k polys is the target for characters. I'll have no problem whatsoever getting to that level from the current 30k It's never a good idea to have large details like the belt buckle just a flat plain with a normal map, it's always best to have some basic geometry there as well that more or less follows the high res shape. That's not a problem though, there's a plugin for Lightwave call qemLOSS which does just that job. I'll have to get this textured and normal/spec mapped and into Doom to see what the final effect will be. I currently have no idea how god/bad/average it will look inside the game.
  13. If you find something out then you should probably download this http://forums.thedarkmod.com/index.php?showtopic=255 and incorporate it there to test it out. My next plans are to figure out how to change the buttons, and how to let the SDK do something for me.
  14. Sombody on D3world posted me a short tutorial, but that helped only a little. It made the errormessages go away but I still have a "warning: couldn't load image: material".
  15. Not really related in line with what we were talking about here....but I just mocked this up for fun. Someone at the ionstorm forums asked if we were going to change the name or just leave it as "The Dark Mod". Thinking of how Eidos and Ionstorm may take to us creating a mod inspired by one of their intellectual properties, I felt it would only be fitting to call the game THIS. On a half serious note...*L* I think I might even like that name. HA. @ pakmannen: Wow, I love that mock up. @ Springheel: I see where your coming from. The inspiration for that idea came from the idea that the fans will be creating prophecies in a sense. Fan Missions are essentially adding to the story. Kind of mystical and fantasy oriented I suppose, but it's also in line with the Thief universe, just approaching if from a different and I think more cerebral direction. Kind of quiet and reflective, like the game itself. As more fan missions are written, it would be like the prophecies unfolding. Just some thoughts to ponder. Anyway, enjoy my silly mockup.
  16. I've uploaded three versions of the Lightgem model (.lwo files) to the FTP site. They are in /models/lightgem. The whatis.txt file gives a basic description of what each file is. The lightgem.lwo file is the high detail model that we probably don't want to use. 2.5 k polys The lightgemr2.lwo file is a medium detail model that renders nearly as well as the high detail model, at 1024 polys. Still probably too high, plus there are some non-planar quads that may cause problems. The lightgemr3.lwo file is a lower res model that looses some visual detail and has 770 polys. Still might be too high, and the nonplanars are still there... The lightgemr4.lwo file is a algorithmically reduced object with 692 polys. These are all tris. The mesh is quite messy in comparison, but the model doesn't render too badly. We may want to use this. The reason I provide all these models is so we can choose which model is the best size and complexity. Also if someone is better at reducing models than I am, they can give it a crack and perhaps come up with a better result. Material definitions are all procedural and stored within the lwo files. I also changed the point colors a bit. Here is a new sample:
  17. Yes. You should talk to Fingernail about that. He can give you access to the teams forums where we have the concepts and everything.
  18. Yeah, they were just quick little vocal tests. 15 minutes per actor. When I get them in the hot seat...ha ha...then we'll get some good material. Not that I'm a horrid task master or anything, but I'll definately guide them to get that which we need...quality!
  19. Ernest seems good for the guard voice. The servant didn't sound convincing to me. Jen sounds good mostly. I think the best voice was the "whos there". It actually sounds frightend to me. IMO we already could use this. Joshua was not so convincing to me. As guard voice he sounded a little bit to contrieved(?). I could imagine him better for some servant voice. Since these seem to be mostly tests they are quite good material.
  20. I don't know what to do about the other problems, but I think we can avoid at least the model issue next time. Every stuff should go into CVS. Most programs support ASCII formats and this is what we should put in CVS. The textures and soundfiles can stay on the FTP server, as my machine and upload bandwidth is not exactly fast, but everything else should go into CVS. I think this is a better thing to do anway. And with everything I mean EVERYTHING. This includes material, def, map and any othe file that we need. As it is, already I have to change stuff that Renzatics also works on and there are already chances that we overwrite each others changes (custom.mtr for example).
  21. I think I remember seeing you around on the ISA forums back before Thief 3 was released, that render of the Thief jumping the wall looks really familiar (and absolutely completely amazingly awesome). I'm impressed, everyone else is impressed, and you're already a member of the team as I write this. Welcome to the team, man..hope you have fun.
  22. That's exactly what I tried. But now I have not even the normal textures anymore. But I will look into the item material to see how this works. At least I know now how to do it. Which is a big plus. Since I expect this to be the same method for all entities, I can say that the highlight will be finished until monday at latest. then I can move on to the next task.
  23. Since we have to create and adjust a lot of material and def files we need to put this also in CVS in order to not overwrite our definitions. I just noticed that I have to change eventually some parameters in the custom.mtr from Renzatics to make the frob highlight. Renzatic and BlackThief can you install CVS for that and do you know how to use it? If not we can meet on IRC and I can explain the most things to you. It's not that much to work with it for what you will need. Edit: Since many of the other files are also textfiles I think we should also add them. I.e. The maps and other stuff. Everything that is not binary, like the textures.
  24. yes - if you write it into the material file it'll be "highlighted" always. I'm not sure, but I think shaders can also be added to textures for example with scripts - so as far as I know it should be possible to do the doorhighlight with that.
  25. Funny. I also found this thread today, but I was not sure if this is what I need. Also one problem I have is, that this material would do the highlight always, right?
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