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  1. Ok cool thanks got it, and its pretty good heh - damn I cant wait to play this! Seems how the link on the main news page doesn't work though , maybe it should be changed to the hi res version? that way the public viewers wont have to hunt around the forums like I did to find it hehe. Anyhows , what's the round about percentage on the mod right now? what's done / what's needed?
  2. Gotchya. I guess I didn't see it that way. I looked at it more as a double-whammy DarkMod kinda day. Early in the day they get a wicked trailer; later in the day they get some mood art I slaved over in Photoshop. I thought as part of our media blitz day we were planning to release more than just the trailer. A media blitz often means an onslaught of several different media elements, not just one thing. So, although the vid definitely rocked this world, I thought it strange we only released one thing that day, up until my mood art post. Personally, I thought I'd be tainting the trailer thread by throwing my artwork in it. But I can see your standpoint as well. I also thought having two X-mas presents from Dark Mod would be considered better than one by the community. And having "The Dark Mod Team" listed twice on the front page of the ISA forums isn't such a bad thing. It's all about getting our name out there and market penetration. We need to create a buzz and continue the buzz.
  3. D'oh, the link has been here all along, its in this thread http://forums.thedarkmod.com/index.php?showtopic=754 not the front page lol. Right click > Save As on the 'High Res Teaser' link and you should be ok Sorry 'bout that, i'd forgotten where i grabbed it.
  4. LOL, the team *IS* going crazy! Everyone is using the holiday to go DarkMod bonkers! Re-posted castle scene link (0.5MB) UPDATE: I've posted the image in the ISA and TTLG forums as part of our holiday celebration, since it looks like I'm the only one logged in still. I had to use ImageShack for hosting. If someone is able to host this on a more typical server we'd use for DarkMod, please PM the updated URLs (thumbnail and full-size) to me. I think I used a 100KB version of my drawing for posting in ISA and TTLG. Please note the 100KB version is not the highest quality JPG image of it, but it's pretty good. The 550KB one is the best quality, obviously. Not sure which one you'd rather have out there; probably the 100KB version for easier downloading. Thanks!
  5. Hey, I'm legion_x | modleader of the recall the hell mod. And by the way I'am a really big fan of the thief trilogy. I've played and enjoyed every of the three games more then twice. Thats why i'm risking a look every week into your forums and website since you've launched it. And i'm very impressed about the first concepts you made...and of course the trailer... So i wanna ask you on which of the three games your mod is based on?! The metallic waterspout i know as a development of the mechanics from the second part. The hammerits-prayer seems to be from thief: deadly shadows...so do you make you mod spanned over all three games of looking glass or "only" based on one?! legion_x
  6. Added to CVS with final/beta rusty textures and material file. EDIT: Also added myself to Authors.txt file (finally, some of my work is in there!)
  7. 120 MB? Hmm, quite a large MOD as Thievery itself is around 150 MB. About the Thief sounds, you do know that it is copyrighted material? I don't think you're allowed to use it, no matter if the MOD is free or not. Also, why hasn't the Thievery community heard about this? Just curious.
  8. Keep in mind that throwing alot of user made material together could potentially lead to some incompatibilities and errors, but in theory...yeah, you could.
  9. I just discovered the oddest thing. I had saved these textures off of Tyrot's site and forgot to convert them from jpeg to tga before I popped them in their approrpiate folder. They're listed as tga in the material file, but the game is actually displaying a jpeg texture ingame...odd.
  10. Well we need to document it somewhere. I wouldn't mind being the one to write up the final docs, I just need to see a record of the desicions being made in the forums. Since those posts have been deleted, maybe we need to discuss it one more time. I know I just agreed with the Gem without a compass, but if we just settle for that gem&compass combination that I think you're talking about, I'd be happy to just have the topic finalised. I would really like to see a pre-rendered one like oDDity was talking about. His pre-rendered stuff looks phenomanaly better than any real-time rendering could. It sounds like we lost the posts where we made a desicion, so I think it needs a little discussion, one last time.
  11. I'm no expert on Zbrush though. Maybe it was becasue it was using local space instead of tangent, the normal maps were totally messed up. Which 3d app are you using, I'm sure there will be a normal map pluging for it. THe ATI normal map plugin has a plugin for Max, Maya and XSI, and there is already a normal map plugin based on the ATI one for Lightwave. Yreah, it would be nice to add all those uber details in Zbrush though and then norma;l map it. Maybe I should look into it a bit furthur, or you could make a post on the pixologic forums asking if you can make tangent space N-maps compatible wioth doom.
  12. yes. I be watching thy forums, milord. Gonna get some grand art done hopefully for thee soon.
  13. Hey, some of you might recogise me from the ISA forums, or maybe not. I'm normally called "The Nay-Sayer". Anyway, just thought I'd drop in and wish you guys luck since the D3 SDK just got released. I've gotta say those engine tests in your gallery are great, particularly the original old window one, the colours are just so awesome, the ambience is just right and it's only a test. And the one of the really dark stone hallway is great too. But really I love the old window shots, looks better then TDS even. Best of luck with the gameplay and stuff though, obviously that's whats most important. Cheers and "god"speed.
  14. Theo sent me the first bunch of footstep sounds. Humans walking on different materials. Download the file: Link And my comments: Carpet: They sound too much like a real carpet. I would suggest using the grass sounds instead. They feel more "soft". Grass: Good, but would be better used as the carpet sounds, I think. Gravel: Terrific. Very good. Ladder: I like them, but the question is if all the ladders should be that squeeky. Metal: The sound quality seems less in those files somehow. Also, something more like the Thief metal footsteps would sound better, I think. Snow: Great. Sounds like snow to me. Stone: Also good. Stone is usually a tricky material, but you pretty much nailed it. Tile: Doesn't really sound like it's Thief counterpart. Could be improved. But I know you said you where going for a more "roof" like sound. Water: Great. Not much more to say. Wood: While it's a perfectly good sound, I'd like it to sound more like the Thief wood: more "rich". I'll see if I can upload them to use for comparison. Well, you did a great job, and I'm waiting for the next bunch!
  15. Yes, I am downloading it now. I see the dev forums now, thanks. Hehe, thanks! Glad to be a part of it.
  16. If we're going to be straying back ON topic, we should move back to the dev forums....
  17. Another idea whioch would require no visual indecators would be to hollow out the arrow and have the rope squashed upo inside it like a spring. When the arrow it's the spring-like rope shoots out. Don't ask me what material this springy rope is made of though. All ideas require some suspension of disbelief, but that's no reason to go the whole way and say it's a magic rope.
  18. ok it's on the ftp now. (/TheDarkMod/models/Finished Game Models Only/Furniture/shelfs/bookshelf1.ase ""/bookshelf1_d.tga ""/bookshelf1_local.tga) those tgas are 1024x1024 - so everything together is bigger than 6mb...the 56k users will like that the finished game models directory is ok so far, but we should keep the same structure. here's the thread with the structure. I think we agreed on that: http://forums.thedarkmod.com/index.php?showtopic=496
  19. Well said oRGy. I would like to ask the community to lay this discussion to rest. While copyright is always a major concern there is no use in continuing the discussion further. Debating the issue in public draws negative attention to the project and, if anything, makes us look like we are doing something naughty. As previously stated, we have complete respect for the copyright holders and have taken steps to ensure all material is our own. In the same breath The Dark Mod is inspired by their great work. Had their work not been so great, there would be no Dark Mod. Thanks. N.H.
  20. The thing is, despite the fact that you guys don't intend to imply the use of the content, in a way you are. While a guard in blue with an eagle symbol is too general to infringe on, you are referring to him as City Watch on your site. Well, City Watch is the name given to a class of guards in TDS who wear blue and have that symbol. Likewise, while the Builders aren't Hammers, you are showing them only with warhammers, bearing the symbol of the Hammerite order, and calling them a name the Hammers are strongly associated with. The way I look at it, here are your options to ensure you've got your bases covered: 1) Avoid using specifics associated with the character types. This means not using things like the symbol of the Hammers, or naming the characters anything similar to their Thief counterparts. They're just different styles of guards with red clothing and blue clothing then, totally up to the end user's discretion for use. It would also help to make clear that what weapons they wield is up to the individual modders too. Showing a Builder with a sword, mace, or bow, for instance, takes away the implication that they only wield warhammers... just like the Hammerites. 2) Provide a setting framework from the beginning to gently dissuade modders from using the Thief world. The immediate option of an alternative should ensure that most modders don't use your tools to infringe on copyright, not to mention lessening the workload on their end so they don't have to come up with an entire world history themselves. I understand your core team doesn't have the time to dedicate to this task, but I've noticed several other talented writers have graced this board... who's to say they couldn't be grouped together to brainstorm ideas while the rest of you work? Final decisions, of course, are in your hands, but the actual time-consuming process would be delegated elsewhere. 3) Include a stipulation in the installation process that says something to this effect: "In order to use this toolset (the Dark Mod), you (the modder) must agree to avoid infringing on copyrighted material such as the Thief games with your creation(s). If you still choose to do so, you agree to accept full responsibility for any potential repurcussions and recognize that we (the developers) do not in any way support such an endeavor." Personally, I'd recommend all three. The last one (#3) is the best bet, though it would help to remove any bad temptation (#1) and provide some of your own (#2).
  21. here's the concept art i did involving the sac and stuff http://forums.thedarkmod.com/index.php?showtopic=175 Just my personal opinion, but your (excellent) model looks a little... evil. I never saw the burricks as evil, just innocent stupid creatures who didn't know any better than to attack anyhitng that came near it.
  22. that's nice ! I'd love to texture this can you please upload it ? check out this thread for the ftp data: http://forums.thedarkmod.com/index.php?showtopic=609
  23. i'll do the 4 poster bed.. edit: http://forums.thedarkmod.com/index.php?act=ST&f=5&t=613 finished edit: startting on the victorian end table edit: starting a bookshelf edit:_finished edit:starting wardrobe edit: wardrob finsihed edit:starting small desk
  24. I wouldn't go as far as a hand picking up the book...we don't have hands picking up anything else. But my thought was that we would use something like the PDA animation that already exists, and there you do see the hands briefly as it is raised to your eyes. If the world doesn't show around the book, like the original games, then this isn't an issue. But if we decide we want to go with the 'live reading' feature discussed here -- http://forums.thedarkmod.com/index.php?showtopic=325 -- we might need hands on the side. I'll have to see.
  25. I think the only reason we would need to have page turning is if we decided to incorporate body awareness for the campaign. From hovering around on the forums I've noticed that a lot of people truly enjoyed it in other games too, but felt that Thief needed to really work on it. So, if we do get body awareness into the campaign...we could definately go the whole nine yards with picking up the book and such. I think it's fine for now that we stick with keeping it simple and going for the classic Thief style presentation. In many ways it should help us build a stronger foundation by not being overly complicated in the beginning.
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