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  1. /models/darkmod/door_related/door01.lwo I can't open .lwo in a modeling app, but I opened it in a text editor and saw that the material seems to be: textures/darkmod/mansion/door/mandoor03 . Now, we don't have a material by that name, we only have a texture image by that name, which I think means it's pointing directly at the texture rather than using a material. Frobhilighting therefore does not work on this model. It is always fullbright. We should probably also check for this problem in other models, maybe other door models?
  2. The hierarchy looks mostly good, but of course some issues will exist here or there from time to time. I plan to go through and try to address issues (depending on the extent or ownership of the work in question) as I come across them. If the fix is obvious and simplistic, I'll go ahead and do it. If the solution is questionable or unclear, it's better to ask first. So in that spirit, I thought it a good idea if we establish an ongoing question/answer thread, where we can ask about particular items and issues in the texture repository. This could be considered separate from actual texture art cleanup/modification/pruning if we wish. To get things rolling, in starting up today, the first things I noticed were: 1. There are a bunch of pillar_* materials listed in the textures/darkmod folder, outside of any subfolder. They are defined in architecture.mtr. These materials certainly appear to be useful for mapping, so they need not be treated as model-asset-only, but where should they reside? Not in the base folder, surely. /stone/natural maybe? This is a pretty simple fix, but I didn't want to move them in case they break someone's models. 2. paint_paper/wallpaper_fancy_green and _red don't work, because they have no texture files to back them up. Should they be removed or fixed? The _gold one does work. There's more, I just wanted to get this out there to get started.
  3. If any of you guys have seen the 1984 David Lynch movie "Dune" which was based on Frank Herbert's novel of the same name you will understand that some of the visuals in the movie were absolutely incredible. I just wish that the movie tranlsation from the book was equally as stunning.... Anyway, the design of everything in that world was great. There was a group of good guys (clan Atreides), a group of bad guys (House Harkonnen), and in between were people like the Mapes, the Navigators and the Bene Gesserit witches. So, many different factions, like in Thief. I thought that maybe some of the costume and set designs (especially from the palace interiors) might be helpful or fit the style. Strangely enough, I was researching some of the info on the movie and came across some stills that I hadn't seen in many years. They had that strange futuristic medieval feel that the Thief universe seems to have. Here's at least one link... Dune costumes
  4. Ok as mentioned before I have a whole bunch of old architecture books (all printed around 1900), full of old photos and floorplans. Here's the first one, that would IMHO fit perfectly into the world of the darkmod: (unfortunately the page reflected the flash of my camera) Here's the floorplan of the basement: Since some of our team-members don't have the great knowledge of the german language - here the translation : 1. Coals (the room, where they store the coals) 2. Cellar 3. Coal-powered central heating 4. Requisites 5. Servants Hall 6. Wine Cellar 7. Washkitchen 8. Toilet 1st Floor: 1. Entrance 2. Entrance hall 3. Entrance Saloon 4. Living Room 5. ? (can't read it) 6. ? (can't read it) 7. Toilet 8. Dining-Hall 9. Kitchen 10. Pantry 11. Ballroom 12. Terrace 2nd floor: 1. Hall 2. Breakfast Saloon 3. Library 4. Bathroom 5. Guestrooms 6. Toilet for Men 7. Toilet for Women 8. Masterbedroom 9. Mädchenzimmer (don't know the right translation - you can't translate it literally) I know, that we're actually not in need for that, since we have those awesome concept drawings of kfmccall, but I thought we can still use it for inspiration. BTW this little mansion was built for the countess Allcard-Konarska, by the architect Dr. J. Durm.
  5. Eventhough we should first focus on the mansion theme, these pictures may be a good inspiration for our city. (this time I scanned the pictures -> they have a much better quality) The pretty high buildings remind me of T1/2. T3 city buildings were rather low in comparison (that's why the city felt more like a village than a city to me) : http://208.49.149.118/TheDarkMod/Art-Conce...ty_concept1.jpg http://208.49.149.118/TheDarkMod/Art-Conce...ty_concept2.jpg
  6. I guess we can use somehting like that in a study or observatory. Or even for dungeon levels as being animated in conjunciotn with zombies.
  7. I've got a fabric texture for a pillow and given it the sound surftype15 as that is used for carpet. That'll do but there are six surftypes and the wiki says they are defined in the code. Is there a list of what those six sounds are?
  8. http://www.ams-cs.com/ well, it's a masonary site, but has loads of great pictures of all sorts of styles.
  9. Dram

    Material Files

    I don't know if someone's changed them yet as i can't update from cvs atm (Spar's on holiday right?), but I noticed that most of the material files still have undefined surfaces. With everyone's blessing, I can go through each material and add the surface type should it not have one. I'd of course check each texture to make sure it is in fact wood or whatever. Or has this been done? currently i notice that 99% of materials don't have surface types. If you want me to do it then I will, and I'll also add surface types to the paintings too, it's stupid how your arrow gets "broken" on a canvas.
  10. The dark mod has come along way. with dark radiant released and many Thief FM makers out there along with the hype about this mod in the thief community maybe You guys should add in some new parts of the forums. For editor Discusion, and just general mapping. along with coding and stuff. so there is help here for the mappers that are at work learning and using the D3 editor. just a thought it would be a good move to create a really good base of DM editors for the release. it would help us solve the problems we are having and get better as we talk about it and learn the editor. also maybe a FM concepts forum to. to talk about ideas for good maps and for ppl to req mappers and coders for DM projects... i think its the right move. it would also bring a lot of new people interested in the mod's comunity on a daily bases. maybe we can steel some of the fm makers from the first two thiefs haha. hopefully. theres alot of amazing FM's out there for the first 2.
  11. What do I put in the material file to make a texture with no mapping at all, just a TGA image, like in old games? I can't be arsed to make all mapping files, I just want to learn to do d3ed mapping with some nice simple brick and stone TGA texture tiles. I've looked in the doom 3 tutorial sites and found a promising link about "Quake III style textures" but it was down.
  12. I will upgrade the DarkMod forums this Friday to the newest IPB version. This will hopefully help us stop the spammers from signing up so we can get rid of the manual authentication process. The forums will be unavailable for some time, and the skin might not look normal after the upgrade. Just a heads up. Cheers, ~m2
  13. I just noticed that the keys.mtr file contains material definitions for keys. But they are wrong, because keys should be frobable by default, and as the material is written, this would not work.
  14. I tried to add the run anim, but it said the anim had an incorrect number of joints. So I'll have to sort that out later. But hopefully he should be the right size. I commited a "theif" folder to CVS, under models/md5/chars (the mesh and some anims - don't use the anims), and models/chars (some images) But with the images, I don't know how to write shaders for them in the chars.mtr Can someone help out?
  15. Since I've gotten a large chunk of the reorg done, I'm planning on removing the older materials that have been copied. This way, when opening up the older folders, all that will remain are things that still need to be copied. I just wanted to make sure... removing a file from CVS only removes it for future versions, right? (so if worse came to worse, it could be undone)
  16. Hey guys. The forums have been successfully upgraded, although it took longer than I thought due to some extensive mysql queries that had to be run. This version of IPB is the newest, and it includes changes, new features and more. Please have a look around! IMPORTANT: Since a lot of the client-script files have been updated it is mandatory to empty your cached files from this forum. You can either empty your browser cache if you want to (check the settings), or you can do a hard refresh (this is usually done by holding the Ctrl-button while you hit 'Refresh'). Yes, the skin is currently toe default IPB skin, but this will be changed ASAP. It takes some time to update the changes in the original darkmod-skin, so please be patient. If you spot anything out of order (e.g. bugs) or you have suggestions or general feedback, please use this thread. Because of a new CAPTCHA (Completely Automatic Public Turing Test to Tell Computers and Humans Apart) system introduced in this version, I have now disabled the manual validation process of new members. Cheers, ~m2
  17. While we're at it, can we put some proper surface types in the materials used by models too? It would be nice not to hear stone footsteps when walking on a couch, and be able to shoot an arrow into a wood desk. We also don't have this for walls or ceilings, AFAIK.
  18. Alright, the forum has successfully been upgraded to IPB version 2.2.2. If you have any comments, bug reports, suggestion or general feedback, post it here. IMPORTANT: Since a lot of the client-script files have been updated it is mandatory to empty your cached files from this forum. You can either empty your browser cache if you want to (check the settings), or you can do a hard refresh (this is usually done by holding the Ctrl-button while you hit 'Refresh'). Cheers, ~m2
  19. Composer to composer forum @ finalemusic: http://acf.finalemusic.com/ This fairly new & isn't very busy at all. http://www.music-web.org/forum/index.php Better organized & a lot busier. So this would be a great place to introduce ourselves It has music theory, composition showcase, music encyclopedia, & more.
  20. cool i knew brown barn spiders are worth something.
  21. I'm sorry this took so long, but I've just restored the forums from a backup I took on saturday. The forums were 'hacked' by a script-kiddie yesterday. I saw in the admin logs that he logged in with one of the admin accounts (probably after 'guessing' the password with some brute force script). He then edited all of the admin accounts and removed their access to the admin control panel (acp). Then he edited the forum description and wrote a text saying we would get acp access back for the total amount of $100. Right. Anyway, since I had to restore a backup of the database, some posts/threads/PM's and new users were wiped, but I couldn't do anything with that. I don't think this guy did anything other than removing the admin powers and editing the forum description when he was in the acp (all operations in the acp is logged), and he had no access to download the database. But just in case I urge you to change your password on this forum, and other sites where you've got the same account name and password. It's better to be safe than sorry. All admins are instructed to change their passwords to a hard-to-guess one. The password should; not contain any words found in a dictionary contain atleast 8 characters or more consist of characters, numbers and signs in a good mix consist of both lower- and uppercase characters/signs Also, always LOG OUT after you're done in the admin cp, and don't click on links in threads when logged into the admin cp. If an intruder fetches your cookie, he can access the admin cp. All admins have lost their acp access. They will get it back once they have changed their password. Please PM Fingernail when you have changed your password. Also, the acp is .htaccess protected with a username/password, and I've given the login info to Fingernail.
  22. Jeez, I'm really loving the forum community for TDM. I mean, the replies I get for my topic is damn amazing. I jus post a topic asking about a release date, and I get 50 replies talking about wether or not we should add a bloody sword to the game(I personally think you should, as it came in handy when I got cornered). And im getting tired of people saying "If you get caught, or if you run out of flashbangs to use to run away with you dont even deserve to be playing the game" or something like that, I mean, not everybody spends so much time playing a damn stealth game so that they never ever get caught, plus a sword, and (my favourite weapon by far in any theif games) the bow, added more replayability, so you could always replay the game and just try to rampage through the level, or sneak, but be a bit more brutal, using the aggression to pick off your enemies in the dark with the sword, or bow, or (I almost forgot another useful tool) the blackjack. If theres one this that I dont like about the forums its that I cant figuire out how to reply in a topic... or maybe thats just my problem for being so stupid, but either way, can somebody please tell me before I have to start a new thread everytime I want to say something?!
  23. After some fund raising we were able to get a IPB perpetual license which makes us able to upgrade from an unsecure 1.3.x board to a fully updated 2.0.4 board. Feel free to poke around and look at the new features etc. The skin is reset to the default IPB one, because the old one won't work on this version. We'll get working on it ASAP. Happy posting!
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