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  1. Well, don't forget that you can turn off the shadows completely in Doom 3 for really low-end PCs.....gulp....that destroys much of Thief gameplay for you, it would end up like quick-lighting in DromEd. So we need to have a PC which can run the realtime shadows, which means probably a Pentium 2GHz at the low end and an Athlon 64 at the high end. Which approximately equates to a 128Mb Graphics card (Radeon or GeForce), for Medium to High detail. So if we aim for a PC like this: Pentium 4 2.5Ghz/Athlon XP equiv 128Mb Graphics card (Radeon 9800 or GeForce FX recommended) 256Mb of Ram (512Mb most definitely recommended) Some sort of sound, we like 5.1 surround. OpenGL....weeeee. Anyway, that's roughly what I expect the very average PC will be in 6 months/a years time.
  2. I also like the masked face look. Makes sense from a need-to-stay-hidden standpoint. I think it can be pulled off as long as we can avoid him looking like a ninja in the face. I may be wrong, but I think it might be a combination of a few things: (1) 'percent of coverage,' (2) 'angle at which the cloth is worn' and (3) 'tightness on the face' that gives ninjas the ninja look that many of us are accustomed to seeing. However, it might be worth researching classic/medieval thief attire, if such a thing exists. Perhaps dark makeup was used instead, or something? Either way, if we need to lock something down now, I'd be cool with using the masked face. I didn't like T:DS in that they showed Garrett's face in the light a lot. I think we should try to keep a certain 'mystique' of our character's appearance. Whether that be done by his face always being in the shadows in cutscenes/art, or a good portion of his face being covered by cloth, or a combination thereof -- I'd be a happy DarkMod camper
  3. Ahh, excellent - I didn't notice these 'developer' threads here before. I'll try to crank some sketches out for y'all soon and read more of these threads. In the meantime, keep your eye to the shadows and your mind to the darkness. For without light, there is no distraction. - Darkness_Falls -
  4. 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.
  5. 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
  6. 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
  7. Basically, I've just played around with the ones in Doom 3. You choose a texture and it's either animated, fog, flickering, got little lines/shadows in it, etc. So you could make a lattice window projection, and project it from the window to the floor.
  8. Hey there, I see you already have a few artists signed up for the "DarkMod," but please let me know if you'd like me to assist in any way. I'd like to help out with the artwork, if possible. Here's my website, showcasing some of my artwork: <link removed> All the artwork is done free-hand (not tracing). Even though I was referencing original artwork on most of the examples, I can create my own stuff, too. To help explain the 1st drawing, that one was done with colored pencils. To help explain the 2nd picture, the following original drawing was provided to me first. I went into PhotoShop and enhanced it to create that 2nd pic on my site: <link removed> To help explain the 3rd picture shown, the following photo is where I got the original Mickey: <link removed> (I made the CGI-looking background free-hand with PhotoShop.) Also, I did the Flash animation at the top of my site completely on my own. All the graphics used in the animation are my own, created in PhotoShop CS. The sounds, on the other hand, actually came from the Tron 2.0 video game; ones that I particulary liked and wanted to use for my animation. I can help create any concept artwork or finalized artwork, such as for maps, characters, weapons or anything like that. I don't have any 3-D computer modeling experience, but I have PhotoShop CS which I'm very familiar with using. I've also worked quite a bit with "dEdit" (editing tool for Tron 2.0 game) and messed around in Blender a little, but not much. Here are a couple Thief "funnies" I did: "Deadly Shadows": <link removed> For the "Blue Arrows" Controversy: <link removed> I also have a Roland XP-50 keyboard that I might be able to help produce sound effects with, if needed. I think I'd be great at voice work, as well, but I don't have any special audio equipment so am not sure how that would be accomplished. Regardless, I just wanted to let you know I'm out here if you need any help. Thanks for your consideration! - Darkness_Falls
  9. 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.
  10. Hey there Subjective Effect! Good to see you popping in. Even if there were to be a Thief DS level editor I don't think it should deter us from our goal. Thief deadly shadows is a fun game, but in many ways it lacks a certain thiefness. The early concept shots that we have on display here have captured the look of the previous games but with updated graphics. I think once things fall into place with the SDK the atmosphere will follow. It already seems to be there in the screen shots. Since I'm in early prep for a Thief 2 fan mission I'm primed to get some voice sets done for the Dark Mod. I'm thinking I'll do two versions as I'm recording to save some time and that way should a Deadly shadows editor ever arrive they can be used just as easily with that.
  11. 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.
  12. Yup, Dom, Blackthief needs to get the game so he can have as much fun with it as I am. Yet another quick update, this time with BT's blue windows in tow. I really need to learn how to make light materials, once I do I could get the shadows being cast on the floor to mimic the window perfectly and get a nice crosshatch shadow setup going on.. Whoop But as it is it looks pretty alright. Needs furniture and light fixtures...and a ceiling still...and maybe some more tweaks on the lighting...but anway, there it is.
  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. 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.
  15. hm, the shadows look a little bit strange to me on the shot anyway I just uploaded a new texture and some other textures in new colors. a white wallpaper - actually I didn't had to do much on this, cauze almost everything already fit. demo: and here's the ceiling in yellow - I just changed the colors in Photoshop - its quite easy demo: I also changed the color of the panel.
  16. Since I'm kind of new to texturing I was wondering if someone could help me out with a little problem I'm having importing a file into T3. I'm trying to make an alteration to the Main Menu Title that swoops in during the beginning of Deadly Shadows, but when I import the bmp using DX Tool it changes my Alpha channel to white and i get a big box around the title "deadly Shadows". Is there something I have to do in photoshop to ensure my alpha chanell stays black? Perhaps it has something to do with the dxt3 format...I dunno...it's driving me crazy.
  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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