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Showing results for '/tags/forums/shorter fan missions/'.
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I think its interesting, but a.) we're already working on other things right now, b.) The T/T2 missions are on an older engine, so a lot of the geometry in there is blocky and it would be tough trying to remake that into a newer engine. We'd have to rethink how things would look on the doom 3 engine as opposed to how they look on the dark engine. I think remaking classics are a cool thing and it can work. Check out this mod. They're remaking the original Half-life singleplayer campaign, but with the updated source engine. Now there was a game called Half-life source, but that was basically a cut and paste and made a lot of fans feel ripped off. So the black mesa source guys, are totally rethinking the campaign through, but with a newer look for the the new engine.
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hmm my bad. I though that it wouldn't be illegal matter unless you make profit from it. But if it violates the rights, you are totally right. Besides, I know that you are not interested in remading thief maps-missions this is why I was suprised.
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You are completely misunderstanding. We are not remaking the original missions, they have nothing to do with what we're doing. Komag only did this as a test, they will not be released officially.
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After porting some very large sections of Thief Gold missions to Dark Mod for some testing and comparison purposes, I have some insight on the matter. It's a lot of work for one thing. It's also not an exact science, since the editors work so very differently. You sort of have to round some of the conversion numbers, make things fit, fudge things here and there so that they'll round more evenly in the new editor, etc. And then after all that you have an extremely blocky architecture which can be acceptable in some places but not in many others. Here is a video I made (we were testing the run speed settings), through an area of "The Haunted Cathedral" in Thief Gold and remade to scale in Dark Mod: http://www.shadowdarkkeep.com/files/runspeedwide.wmv (1280x480, 14.5MB, 57sec)
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Already on ftp. http://forums.thedarkmod.com/index.php?showtopic=2111
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It's an old thread: http://forums.thedarkmod.com/index.php?showt...1&st=&p=entry
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I'll update the list of what needs to be done shortly, but one thing is here -- http://forums.thedarkmod.com/index.php?showtopic=1554&st=150 You could even reuse the books from the shelves you already did.
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I recently posted some animation references: http://forums.thedarkmod.com/index.php?showtopic=2245 (but for some reason the image links are now broken??) Like I said in a different 'what am I up to' thread, I am working on an audio piece. Haven't touched it for a couple weeks, but will get back to it. From a 'drawing' standpoint, I don't have anything to do. Do we need any concept drawings for anything? It seems like they're normally not very helpful. It seems the modelers are artistic enough that they crank out their own stuff. Which is fine, but just an observation. Even your thief concept wasn't really used, SH. Lemme know if I should work on something from a concept art standpoint. Otherwise, I'll be trying to finish up the audio file soon.
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Well I am sure there will be very nice city missions for TDM later and as far as I can tell from the screenshots, there already apears to be one in the works. While I must say, that there were many astonishing City-FMs for the previous thief titles. I am still trying to remember my favorite, but I seem to have forgotten its name. I think it was the second part of the L'Arsene series "Emilie Victor", but I haven't installed thief 2 currently to verify the thesis and I also couldn't find any screenshots anywhere. Is there even one site that still shows the fms with nice screenshots? Quick sidenote: I just googled "thief mission screenshot" and on the second page was an entry saying "The Dark Mod (Thief for Linux) › Forum › ubuntuusers.de" ... Maybe someone should tell the betamapper responsible for that post, that TDM is not Thief! :-P
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Well, that was just to tie the city areas of those missions together. Probably took an hour, not 6 months/a year to redo.
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Dunno if any of you frequent the CG talk forums, it's basically thre premier hangout for CG professionals. Anyway, they have a CG challenge several times a year and the winners this time and really amazing. This challenge was called 'Master and Servant' Here's the 2D winner (done in Painter) And the 3D runner up ( which I think is better than the winner) and the 3D winner
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Well, I was going to vote for you anyway, but if you've impressed Oddity, that's quite an achievement. I've gone ahead and made you a contributor. Hopefully you now have access to the modeling forum, but we've just updated our board software, so I'm not sure what's working. If you can't see the art forums, let me know. Take some time to get acquainted, and we'll come up with some jobs for you.
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Don't worry Mike, CVS has confused just about all of us at one time or another. There are a good set of instructions and screenshots here: http://forums.thedarkmod.com/index.php?showtopic=359
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Yeah because it's a real nerds interface Well ask on the Wings forums about exporting to a format that retains the UV info, they would surely know.
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Yep, Gmail is using AJAX (to my knowledge). vBulletin has this built-in to their 3.5 version aswell, I'm just waiting for it to go gold before I upgrade the Black Cat Forums.
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That's mostly for hosting companies and other firms that can't/won't link to a competiting business on their forums.
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Here is the main problem with licensing the Reality Engine: Epic Games has bought it out, and is no longer licensing it! I guess we will see the good bit incorporated into Unreal Engine X... Oh well... http://www.gamedev.net/community/forums/to...topic_id=319114
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Texturing And Virtual Displacement (paralax)
god_is_my_goldfish replied to firoso's topic in The Dark Mod
Been discussed here --> http://forums.thedarkmod.com/index.php?showtopic=2150 -
See this thread:http://forums.thedarkmod.com/index.php?showtopic=2164 I think it is a fantastic engine... I can't believe games are getting this sweet to look at... It will require pretty substantial hardware to run, but man that game is gonna be good to mod with (and i imagine a pretty fun game to play as well)
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Denigneth and Teaser are both for non-gameplay times, the Teaser one is from our early teaser trailer- http://forums.thedarkmod.com/index.php?showtopic=754
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Some excellent ideas Maximius, I think there is a lot of good stuff in there... The Dark Mod would certainly look very nice for this kind of thing, but I don't think that Doom 3's multiplayer code would be up to it (although Quake 4 might do the job nicely - I wonder if the Dark Mod would work with Q4 with a little tweaking?).... The UT2K4/Nightblade project would be the easiest project to do this, since most of those gameplay elements are already there or planned for in NB... UT2k4 is good because it has excellent multiplayer code, excellent bot AI, and a very easy to use scripting system for making mods etc... While D3 looks graphically better than UT2K4 for a dark Thief style game, Unreal does multiplayer much better than most other engines out there, IMO. I'd definately have a look at the Nightblade forums, and post your ideas there as well. Man that was one brave grandfather... me personally, I would have used the Machete... there isn't much a leapard could do about that if you had your wits about you
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Oh... I was kinda under the impression that more maps were required for paralax mapping, but I might have misread the forums (or fora for the latin purists) on the subject... There are static meshes in UT2K4 that have as much apparent detail as some of the normal maps in Doom 3, I suppose there may be some diferences in the engines in terms of whether they are biased towards large poly counts over lots of texture maps. In UT2K4 the majority of the textures are a diffuse map with sometimes a detail texture that breaks up the pixellation when viewed up close, so it is using much less multitexturing than D3 uses. UT I guess is more optimised for higher poly counts.. Of course, Unreal Engine 3 uses parallax mapping and extensive multitexturing AND collossal poly counts - have a look at some of the wireframe screenies at the Unreal Technology website http://www.unrealtechnology.com/screens/EmbryWire.jpg This beast of a game will need the new nVidia GeForce 7800 GFX at least I would say... I suspect that the Doom 3 engine can probably cope with more polys than Doom 3 has, I think the reason D3 has lower polys has something to do with it being quicker for mappers to make simple geometry with complex textures, rather than a limitation of the engine, but I could be wrong. Regardless, I think parallax/steep parallax/relief mapping is a good thing, and should be included in The Dark Mod if at all possible : Edit: I forgot about UT2K4's lightmaps and specular maps - hey there is a fair bit of multitexturing afterall.... Oops
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Yep, go here to download our first OST release. http://forums.thedarkmod.com/index.php?showtopic=1975
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I didn't mean that there is a technical problem with Steam. http://forums.thedarkmod.com/index.php?showtopic=886
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That's the email I got, so if you have any more doubts as to his origins, let them rest. He is just some random script guy who targeted random forums. I don't even think he probably expected to get any money - just kicks, I expect. I'm just confused as to who this 'PETE' he mentions is.