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  1. Doom 3 comes packaged with the level editor in the executable. All you have to do to access it is rightclick on the Doom 3 shortcut, click on properties, and add "com_allowConsole 1 +set r_fullscreen 0 +editor" in the target box after the quotation marks. But if you mean how we've made all the test maps, well...we've got lots of stuff down in the (currently?) hidden sections of the forums that go through it all step by step. It's a long process that'll probably bore the hell out of everyone not interested in the technical side of the mod. And yeah, the SDK will be free. As for the Garrett model...I think DeepOmega has been doing it in 3DSMax, not too sure though.
  2. Hello, I offered my help on the coding side on the old forums. Until the SDK comes out, a lot of the stuff I'd like to get started on will have to wait. As a result, I was only periodically checking the old boards, and only just now saw the message regarding this move. I'm still more than willing to offer my help on the coding side. I'm mostly interested in helping with AI, and movement code (Mantling, run/walk/sneak/crouch modifications). I'm also willing to help anywhere else that requires it. Even Art. Sorry for not posting anything for a while, but until the SDK comes out, a large number of things are simply speculation at this point. -oofnish
  3. 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.
  4. xpnsve

    Hello!

    Hi there guys! This is Jim from DoomCast.com. I've been talking to Fingernail and offered him hosting and some space on our forums! Just wanted to say hello and meet the people who are going to bring out this awsome thief mod! I still remember the first time I played thief, lol, getting chased around the first manor and scrambling up a rope to hide hahaha Hopefully this mod turns out great! Anyway, gtg Jim Doomcast
  5. 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.
  6. Don't apologise Phil Are you refering to the post you made about mods and Quake 3 being released under the GPL? If not, I have probably missed something and you can ignore the bit below ID have re-released the source code for Quake 3 and some of its other games (including the previous incarnations of Doom) as open source under the GPL - but only years after the games were originally released (Quake 3 was only GPLed a few weeks ago, after the release of Doom 3). While the titles are considered commercially viable they are distributed with a closed source license. It will be years before ID even consider releasing Doom 3 under the GPL. ID normally ask that fan made material is distributed freely and non commercially. Don't get me wrong. I'd encourage anyone to be as open with licensing and copyright as possible. I'm a linux user, a fan of the GPL and am contributing to open source projects. But the GPL is not the appropriate license for a Doom 3 mod, they are incompatible in a legal licensy kind of way.
  7. A little. I was looking through the forum sections but I found nothing suitable. So we need a list of sounds that we will need. We should compile this list and post it in the design documents forum for reference. I guess a SciFi Mars research base has not so much need for carpets.
  8. Specular maps are easy. My mini-specular tutorial. Go back to your diffuse (colour) map. Desaturate it (greyscale). Use brightness/contrast to alter the shininess and lack of shininess (black = matte, white = very shiny), dependant on the material. Black out, add in manually any extra bits you want especially shiny/matte. Then save it with the suffix _s and add the line "specularmap doom3/base/textures/blahblah" to the material definition.
  9. There is a fan-made 'patch' which removes reference to the textures which don't function, I believe. Specular is more use for metal anyhow.
  10. Have you uploaded the textures with normalmaps and one big material text file, to the ftp? It's much better if we stick to one definitive version of stuff, so we'll use your versions of BT's textures as you made the normalmaps by hand, rather than mine. So upload them!
  11. Wow...we really need to start digging up info on light materials. I just got through playing around with a few of them and, except for the frequency, I've caused it to put on an excellent lightning display. You could do so much with it and use only a minimal amount of resources. Want a shadowy silhouette of some trees swaying slowly in a breeze displayed on your windows ? Use a light material. The same could go for casting the same shadow on a wall opposite of a window during a lightning storm...have a tree cast a shadow when a bolt of lightning lights up the sky. You could even have clouds rolling slowly across your floors. There's so much potential here for awesomeness it's not even funny.
  12. 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.
  13. 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.)
  14. I've been working on a portfolio piece for a while between other commissions. It's below. We can certainly use it for a webpage or promotional material when its done if you like. I'm working on things for other clients and my Real Job resumes tomorrow, but it would be finished in a couple weeks. work in progress:
  15. 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.
  16. We need the following boards: A general discussion board Design issues Development related discussions (not programing but in general) Programming (general) AI Sound (programming) Soundeffects (for the soundengineers) Special Effects (Water, particle etc.) Art (Textures, images, etc.) Level creation/Plot/Objectives (for the level designers) Modelling (Characters) We DON't need a seperate Lightgem board. It's either art or programming. What would be a good idea is to have a read-only report board. This should contain: Design decisions (no discussions only the conclusions from the design discussions when we agree on something), Allowed tools (or list of tools so we know what is available), A list of available services (like FTP, Webpage, IRC information, CVS server information, etc.). This board can also get links to concept Art for easy reference as soon as we agreed on something and we don't want to change it anymore. So for example, if we agree on a final image for the lightgem, we should post it there so everybody can see it and can easily find it. Another read-only board would be good as announcment board: This should include who is working on what, if a new release has been released, weekly(?) project progress, new members and other stuff which is not open for discussion.
  17. A cool tutorial from the D3W forums about creating new creature models. http://www.doom3world.org/phpbb2/viewtopic.php?t=5133
  18. I've made you an administrator now, Fingernail. Set up the forums how you want it.
  19. Since when was Object making not under Art? Yes, more art forums: Objects Concept Art Characters Textures and another forum for levels/test screenshots.
  20. 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.
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