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  1. I'm only referring to my mood art in this thread, not Aditya. I'm not saying we should argue with Aditya to create a buzz. I'm saying we need to get media and information into the hands of the community so they know DarkMod is out there and is being worked on. Don't worry, I deleted my Aditya-related posts at ISA.
  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. DF, this version is SO much better. You have balanced out the areas of interest now, and the knocked arrow helps direct your eye around the image. Great! (love the window, btw) My only crit is that the bowstring looks like it is attached a little too far down the bow, other than that, this baby is ready for distribution.
  6. 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
  7. Here's what I discovered during today's tests: - sounds are placed into the map via entities called "speakers". Speakers can play either direct wave files or wave files as defined in soundshader files. Soundshader files are text files with sound definitions. Besides pointing to the location of actual files, they can contain sound attributes for every sound file, such as max/min distance, looping, screenshake and so forth. I have not succeeded in loading wave files directly, but I did manage to load them by using soundshaders. - the "min/max distance" speaker attributes work fine, they define the offset and threshold of the sound in a defined radius. If the min distance equals to the max distance, then the sound will be cut off after the player has reached its threshold radius. If the min distance is lower than the max distance, then the sound will fade out smoothly as the player moves away from it. A related attribute is "omnidirectional", which will ignore panning - I succeeded into loading a map-wide music file by using this, and it can be heard in stereo throughout the map. - speakers have an attribute called "occlusion" which should occlude the propagation of the sound from this very speaker if the attribute is set. This howerver does not work! At least not on the maps from the CVS. Could it be that brushes in D3 maps have some additional SUPERSECRET attribute that makes sound propagate differently? In the sound editor video tutorial (from doom3world.org) the lecturer demonstrates occlusion when the buzzing sound of a lightbulb changes "shape" (becomes muffled) as he enters another room via a portal... I did not manage to reproduce this behaviour. That's it for now... I hope anyone can understand this mishmash, I'm not good at documenting things! mrD
  8. 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.
  9. 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.
  10. yes. I be watching thy forums, milord. Gonna get some grand art done hopefully for thee soon.
  11. dear Atti, I know it s not that much topic related but ..Man you are really a talented guy in all this kind of modelling...We are in the same boat actually.. Why dont you take a look little bit Lightwave..I mean of course keep your MAX for animation and stuff but for this kind of modelling Lightwave is a holy application.. Trust me.. And think about it.We have legendary oDDity in the team, I can help you whatever you ask about Lightwave with my knowledge...If you really not obsessed with MAX but using as a 3d application...Just try lightwave little bit. I personally can answer your every question...with in my knowledge..I can even try to make you for a basic video tutorials.....(after getting oDDity's technical review of course) Lightwave(*) Light Im telling you because im seeing your will to create and speed..With lightwave you can really reach beyond your imagination... wave (*) (Ok im even pushing you to read first step 1- Lightwave XYZ is different thanMAX (at least i remember it was different) your Z is our Y 2- Think about Lightwave as a 3d Photoshop.. You have LAYERS. You can export every layer differently or you can make them one layer..Just like in Photoshop 3- Forget your beatiful EDGES ..We dont have yet!!But the working style is 99 percent making your edge free guy 4- Lightwave (*) 5- Lightwave (*) light Best......wave (*) im trying to make (lightwave) mind control...Lightwave (*)
  12. ASk at the www.hothardware.com forum, a bunch of technogeeks there can answer any possible hardware related question.
  13. Soo am I the only one with ftp issues? I can no longer log in. Could this be related to my downloading service pack 2 for XP? Edit: So WinSCP, fireFTP, firefox, and internet explorer all fail to connect. But if I ssh to a linux box, I can ftp in fine. Unfortunately, this is a horrible way to get files. Any thoughts anyone?
  14. Yes, I am downloading it now. I see the dev forums now, thanks. Hehe, thanks! Glad to be a part of it.
  15. Just look in the forums. I think we have a beta here. BTW: Do you see the devs forums now?
  16. Guest

    Need A Programmer?

    I have experience in C/C++, Assembler, Some Java, VHDL etc. Can't really give any examples of game related programming other than some java games, though I do often look at released source code from major games e.g. Quake 2, Duke3D, Doom etc as well as free game source code so I have a fairly good understanding of the concepts behind game programming. As for maths, have a good understand of trig, calculus etc. I have done some mod work before but mainly as a mapper. I was on the OHND team before the mod was cancelled. I know UnrealEd quite well now, but if Doom 3 mapping is not too hard, I would like to try my hand at that as well. Ok, hope that helps.
  17. If we're going to be straying back ON topic, we should move back to the dev forums....
  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. 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.
  20. 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
  21. 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
  22. Hi Atti, Just looked at your newer pictures. The weapons are quite decent. We are going to need to have some weapons modeled soon, actually, and some plants as well. If you've got some free time to dedicate to the mod, we're happy to have you. edit: You should have access to the team forums now. Take some time to read through the forums, especially the 3d Models forum, and then let me know when you're ready to go.
  23. Guest

    Doom3world Hacked Again

    there are 4(!) meta refesh tags in the source, though only 2 are in valid places, it looks like every instance of the string "doom3world" got replaced by it and the text "Fags Got Pwned doom3 Is gay!!!" doesn't leave much to the imagination some valve-fanboi-CS-1337-mYg0t-script-kiddie who thinks that he's funny, someone ought to give him a spanking
  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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