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  1. I have no problem with an animated movie as part of the menu. It just means we would have to change the design again. Perhaps I'm misunderstanding, but I thought pak was talking about having a 'live' shot of a map behind the interface...AI wandering around just as they would in a game. Not a pre-recorded movie. Actually, the new design I'm considering DOES include a brief animated movie, kind of like the planet coming into view in the original D3 menu. I'll post more about the idea this weekend, once I get this GUI tutorial under my belt. It's on the Doom3World forums under scripting. Damn, can't remember the title offhand...something like GUI Tutorial #3. I'll post the url later when I can find it. Edit: here it is, NH: http://www.doom3world.org/phpbb2/viewtopic.php?t=3241
  2. check out this thread: http://forums.thedarkmod.com/index.php?showtopic=10 there you can find the ftp-data.
  3. oDDity: http://forums.thedarkmod.com/index.php?showtopic=520
  4. So, Tom, are you still with us? Haven't seen you post anywhere yet. Are you seeing the developer's forums now?
  5. http://www.tpd.tno.nl/smartsite966.html that's the URL. but I found out that it actually isn't one huge picture. there is also a thread in the TTLG at Communtiy Chat. http://www.ttlg.com/forums/showthread.php?t=91130&page=1
  6. My limitation was objects. I needed so many bloody torches to light up my palace, that there weren't enough objects left to make the rest of the city, forest, etc. Another thing is, the main reason I felt I needed so many torches is because you couldn't carry them around with you like you could in real life back in those times. Cellars etc. would have removable torches in the doorway (in the same way we have our light switches at the doorways of a room) so that you could light the torch (if nessecary) and carry it down with you, and put it back on your way out. Another limitation was that all guards would hate you. For that, I had to make up some crummy curfew into the storyline (like so many other fan missions have done). Unless they had the frontgateguard property on. But even then, if anything got them mad (eg. zombie), they would hate you when they next saw you, wether or not you were the cause of the problem. I tried to explain it by adding a "you're the stranger and if anything goes wrong, you'll be the first suspect" thing into the plot, but it was even more crummier than the curfew idea, so I went with the curfew idea... Also, I wanted to have text come up instead of recordings, when someone spoke, because of the fact that I couldn't find any decent voice actors, and it's a lot of trouble. I'd just like to release it with text-only dialogue, and then put voices in when I can find the time. You could do this in DromEd, but it was really fiddly. I'd like it to be easier.
  7. Anyone familiar with this team? I was wondering if we could recruit some people now that they seem like they're nearing completion. http://www.ttlg.com/forums/showthread.php?t=91246
  8. Slow down, NH. See above post. We should be very careful about not letting our own enthusiasm dictate what we show the public. We could post something like this in our own public forums, but I wouldn't make it a public release, UNLESS it was combined with some other things, like mentioned above. In all seriousness, if we had the following: The bedroom map (in-game, with fire going), The ability for objects to vanish when frobbed At the very least, removing the D3 HUD and crosshairs THEN, I think it might be worth releasing a new video. But not until then. IMO, it's better to have people wondering what we're up to than it is to release things that make people (who know nothing about how hard things are) say, "THAT's all you've got so far??"
  9. That's a bit of a problem because there can be all kind of missions. Since DromEd allows you to create arbitrary missions the only thing you can do to avoid this is either have more general bakrs, or you must record voices suiting your environment. That depends on the environment. I guess if you come across a dead body of a guard in a museum you are set to guard you should expect it to be a Thief (or something not belonging here anyway). Why? That's a nice idea.
  10. Okay, since it hasn't been done yet, I'll kick it off. First let me say, I assume this thread is to contain requests out of the ordinary, as stated by sparhawk at the TTLG forums: QUOTE I'm not talking of the standard features like buttons, switches, or similar stuff. Rather I'm thinking of things you might have wanted to implement in an FM but you couldn't because of limitations in the engine or in DromEd as opposed to the obvious, like rope arrows, swimming, etc. So here's a few ideas just to get things going. -random treasure spawns. An author would place a piece of optional treasure, and set a percentage chance that it will appear or not. -optional path nodes (although I think this might already be possible with Dromed). The AI can choose to ignore a node or go on a different, separate path altogether. -AI actions similar to NOLF2. I never played the game myself, but I'd heard they do things that are unexpected, at unexpected times. Many times I've played Thief and thought to myself, "why is that cook just pacing back and forth?" Clearly for gameplay, NOT realism. "Why would a guy just be standing here in a dark room, facing the wall, then turn to the fireplace, back to the wall, back to fireplace, etc?" Again, gameplay, not realism. I'd heard that in NOLF2, AI will often kick a can around, or fidget (already in Thief), or even leave patrol to go to the restroom. That sounds like a fantastic addition that might really lend some tension to the overall experience. -AI ladder climbing. Touchy subject, that, as it eliminates some safety and comfort in the game, but probably a good addition. Okay, there's a few for now. What ideas would you suggest?
  11. If you look for some tutorials you can learn the basics in a few hours. It is really hard to learn when you just want to experiement with it, without looking at a manual. Fomr the big apps you can usually do a lot just by clicking around. Not so with Blender. On the other hand, the interface is asboluelty streamlined to support the workflow. If you learn the keys you must use you can do a lot of stuff in a short time once you are used to it. I saw on the blender forums that there are now also video tutorials available. This might be helpfull. Search on D3World for "blender tutorials" and you can find them easily, there is a direct link to these.
  12. This workflow I highly recommend, not because the 3 programs suggested here are FREE, but because they are the best at what they do, IMO. I love these 3 programs. You will LOVE wings3d for modelling, if you are like me and HATE Blender's nerdy complex interface. (this is from http://irrlicht.sourceforge.net/phpBB2/vie...ic.php?p=21397) Where to get these programs: www.wings3d.com (for modelling) CharacterFX www.insanesoftware.de (for animating) Lithunwrap (for texturing) is discontinued and available free at arras's site http://members.lycos.co.uk/arras1/ Also check out arras's site to see what he has been making with this workflow. Bloody awesome game objects. They are all very low poly though, for older systems. Look at the gallery forums at the www.wings3d.com forums to see the high-poly stuff people are making with wings3d. It's just as well suited for low poly as high poly - it has always used the "box modelling" interface, which only the latest versions of big name 3D apps have just made it the new pseudo standard for modelling. The reason this workflow is so good is because each of these programs has a specific purpose (modeling, texturing, and animating) and they are all VERY GOOD and VERY SIMPLE TO USE at what they are for. Ever hard of the term "jack of all trades, master of none"? That doesn't apply to this workflow
  13. I finished the highlight for doors and changed the behaviour for items as well. Now the highlighting works in a uniform way for all entities. As you can see on the screenshot it may not be to nice for ingame, so I would need a texture that can be used for the highlight. Currently I simply use this one for testing: base/textures/base_door/doorlight_grn.tga http://forums.thedarkmod.com/index.php?showt...st=0entry4929 I think the texture should probably be just a white one so that it will brighten up the object in a uniform way but with lower brightness. Probably a moderately light gray. If you want to test the texture you can do the following: I used the frobTest.map. In materials/custom.mtr you (Renzatic) added this material description and I added this texture to it. Textures/Dark_Mod/Mansion/Doors/Mansion_Door02 { qer_editorimage Textures/Dark_Mod/Mansion/Doors/Mansion_Door02_ed.tga diffusemap Textures/Dark_Mod/Mansion/Doors/Mansion_Door02_d.tga specularmap Textures/Dark_Mod/Mansion/Doors/Mansion_Door02_s.tga bumpmap Textures/Dark_Mod/Mansion/Doors/Mansion_Door02_local.tga { // if ( parm11 >= 0.5 ) blend add map textures/base_door/doorlight_grn.tga colored } }
  14. Here's another cool batch of Egyptian coins...might be neat to include the bottom two for some variety. Perhaps to put in ancient ruin missions. http://www.geocities.com/fareastwonders/CO...ns/egyptian.jpg
  15. Hey I would like to personally thank you for your help on the doom3world forums for various questions I have asked. Thanks for the support and the help! Good Luck on your mod!
  16. Guest

    Best Of Luck Dark Mod Team

    Hi this is bad marine ass from the Planetdoom and doom3world.org forums and I just thought I'd stop by to wish you guys good luck. I'm both a Doom and Thief fan, and I can't wait to see what happens when the 2 games get married I'm also a solo modder (current project is Doom 3 Aftermath), that means I do most of the work by myself like mapping, modelling, coding and texturing, and since I'm relatively new to the modding scene, I hope to learn more from teams like yourselves and I'm sure I could help out a bit with you guys if you're too busy or anything. Best of luck to the Dark Mod!
  17. Sure, you can tackle the nobleman. Be sure to check the concept art thread. http://forums.thedarkmod.com/index.php?showtopic=344 As far as the technical details, that's outside my area of expertise. You'll have to ask either Deep Omega or oDDity about that. As well, oDDity has made available a male and female template which I am encouraging people to use as a base for our characters.
  18. You could jump in at the deep end with the noble man or woman: http://forums.thedarkmod.com/index.php?showtopic=362 http://forums.thedarkmod.com/index.php?showtopic=344
  19. So the plan right now is to focus on one environment so that we can get a complete map together. Our Mansion Pack is going to need some specific models. I'll list them below, you sign up for whatever you find interesting. This will be our master list for the time being. I'll link these to appropriate reference pictures when I get a chance, and put the names of the people working on them next to them as they sign up. Items with stars beside them have already been spoken for. update: Jan 20th (removed completed models to make navigation easier) Character models ** - House Guard -- oDDity ** Noble Male -- alan9000 -- http://forums.thedarkmod.com/index.php?showtopic=344 ** - Noble Female -- TYROT http://forums.thedarkmod.com/index.php?showtopic=362 ** - Servent Male -- oDDity ** - Servant Female -- oDDity Furniture models ** - door handle/lock -- TYROT http://forums.thedarkmod.com/index.php?showtopic=779 -- ** - desk, large -- oDDity -- Example #1 ** - 4 poster bed -- Atti -- Example #1 ** - end table #1 -- Atti Example #1 - desk chair -- Example #1 ** - bookshelf, wide -- Atti ** - dining table -- Atti http://www.antiquefurniture.us/antique_fur...ining_table.htm ** - fancy sofa -- Fingernail -- Example #1, Example #2 -- WIP Loot items ** - bowl -- Atti Example ** - candlestick holder --Atti Example #1 - spectacles Decorative items ** - chandelier -- ATTi ** - tapestry -- -- oDDity ** - ink pot and quill -- oDDity ** - hunting trophey (mounted head) -- oDDity -- http://www.alexisturner.co.uk/files/file168.jpg ** - mounted weapon/shield -- oDDity -- http://www.long-sword.com/catalog/images/wall.jpg - potted plant #1 -- ** - various small sculptures -- oDDity -- Example1Example2 Other Useful Objects (nice for added atmosphere, but not necessary) ** - hairbrush -- Atti ** - wash basin -- Fingernail ** - chamber pot -- oDDity - door knocker -- Example ** - apple -- oDDity ** - teapot -- oDDity ** - cutlery -- Atti New Other Objects Since our modelers are going through these like mad, here's a list of every other conceivable thing I could think of us needing in a Mansion environment: ** - Small chest (like a jewellery box) (see below) -- oDDity ** - Large chest -- (see below) -- TYROT ** - Small heating stove -- Atti and TYROT Example ** - grandfather clock -- Atti ** - water pump -- Deep Omega Example ** - bathing tub -- Fingernail ** - bucket -- Atti - folded towels/clothing ** - cleaver / kitchen knife -- Atti ** - loaf of bread -- Atti ** - block of cheese -- Atti - cooking cauldron - pig on a spit ** - cooking pot -- Atti - small canisters (for herbs and stuff) - hanging goose ** - beer mug -- Atti ** - ladle -- Deep Omega ** - barrel -- BlackThief - torch bracket -- Example 1 ** - single bed (for servants) -- Atti ** -- KEYS! (how did I forget?) Deep Omega and TYROT -- Individual and ring of. -- Example 1, Example 2
  20. Why oh why wasn't this posted on our forums!? Congrats oDDity.
  21. Great. One so far. Does anyone know John P. well enough to convince him to sign on with us? I've been a big fan of his work for T3.
  22. We will need a loadscreen as well. I just added it to the GUI design document. So please start thinking on some concepts. http://forums.thedarkmod.com/index.php?showt...st=0entry3674 Do we want this to have a simple progress bar (like it is done for D3 levels)? I could think that the ornamented bar, that Springheel was showing for health/stamina, could fit rather good. On the other hand I must say that the original design is much more interesting to look at. The one with the clacks and whirling hands, not the boring one from T3. What I have seen from the GUI screens sofar they contain no machinery. Maybe we can add some as this is an important part of the Thief universe and atmosphere.
  23. Yup, I can confirm that it was a 3D model as well. Before I joined the dark mod I was working on at T2 fan mission. I had been playing with the light gem model in an effort to make a design that was somewhere between T2 and T3.
  24. Gah! Omega, check out the 2 page discussion on this very issue: http://forums.thedarkmod.com/index.php?showtopic=43 We came up with a number of reasons why this might not be feasible and/or fun.
  25. Ahh, but what I'm saying is that it's not meant to unbalance the game. It would be included as a fun immersion adding experience by the fan mission author to allow the character to get the tools he needs to play the mission. It would probably be the top objective of the mission. 1. Stop by the shop to get supplies for the job 2. Make your way to the Builder Cathedral and find a way in. That kind of thing. It wouldn't have to be there for show, but rather as an integral part of the mission...but again, only as an alternate to the pre-mission loading screen that Goldfish submitted. If the mission couldn't believeably use a shop, or the FM designer doesn't want it...use the original style preloading screen.
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