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  1. 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.
  2. http://forums.thedarkmod.com/index.php?act=Post&CODE=00&f=1 WOOT!
  3. I'm a big fan of your thief model, but our intent (at least at the moment) is to have only a single model as the main character. Multiplay is something we have talked about but it won't be attempted until we have the basic mod done, and probably even the campaign. So the idea of being able to choose between different models is probably not useful. But... We do need to have different thieves in our game besides our main character. Deep Omega was thinking about using the main model minus the mask, but it might be better to use a different model. What if we used your thief model for that? It would be for other thieves, assassins, etc. (although I wouldn't make them too 'cool' with the double knives...our main character should be the coolest.) What about the other models on your site? As I was looking at them, I noticed several that would fit very nicely into what we're doing. Are they something you would be willing to donate or are they already spoken for?
  4. If we were creating a fan mission, I would say lets have character set submissions. For this part of the project though, we're creating a set of tools for people to make Thief style fan missions, and for that I really want the quality of the voice sets to have a uniform, professional sound. That's not to diminish anyone who was wanting to submit work, it's just that I have been preparing for this in advance. I have been auditioning experienced actors who are willing to donate their time to the project and will give us some wonderful characters. It will be recorded here in my home studio. In addition to all that, this is the only job I have on The Dark Mod.. :lol: I need something to keep me busy while I'm unemployed.
  5. Yes. You should talk to Fingernail about that. He can give you access to the teams forums where we have the concepts and everything.
  6. Yeah, but Thief music isn't really music in the strictest sense, it's more like a bunch of seperate ambient sounds that can mix well together into something that sounds similar to music. It's all locational, certain bits will come and go depending on where you're at...for example Start of the mission: A subtle sound effect similar to someone humming "oooohh OOOOHH ohhh" Inside the mansion: A slow, monotonous background beat begins to play. Gives you the impression that you're truly starting what you set out to do. The basement: An odd warble accompanies the previous 2 effects, adds tension to the creepy enviroment It's all layered like that. It's not something you'd score like a movie soundtrack, all you'd need to know before you start writing the music is the theme, the mood, and the locations. This is just for the missions of course, for cutscenes it'd work more like what you said.
  7. Ok then, it's a date. I'm having problems with my internet connection ATM, and can only access from various friends computers, so don't despair if you don't hear from me in a while) I love your work on the main thief DeepOmega, very (n)ice. Having such great concept art really helps, huh? With Nightblade I'm just having to do all my own concepts, and they're quite derivitive and hackneyed for the most part.. If you could snag K^2 from the ion boards, it would be nice, he's knows a lot about scripting, writing shaders, plugins and all sorts of programing goodness. Pester him about it. He's also a great Thief fan. He and I are also involved in another mod for the forthcoming Halflife 2. I'm PM you his email Fingernail. edit: I have doom3 (shit game) but what other tools do I need? Have they released an SDK yet?
  8. hi all just read about this mod. i have been an avid fan of the thief universe since T1. i have a full home studio capable of numerous tasks in audio. A project this size seems a daunting task for one person though, so i ask that you find someone to help me if possible so we can section out the audio tasks, but if thats not possible it may take me a while to come up with everything (i do have a RL as well ) this is what i can give you... voice over work for characters in game, recorded from a high quality condenser mic, not some cheapo radio shack mic. I can give you ambience and environmental sound structures. i can also help with story content as well. So if you need my help please contact me. I don’t have any examples of “ambience projects” but I do have numerous tracks and recordings I could send you to outline my skills. I could send you my resume as well which shows my music activities and my time spent co-hosting a college radio show among other things. Peace LB foundryproductions@yahoo.com
  9. I think I remember seeing you around on the ISA forums back before Thief 3 was released, that render of the Thief jumping the wall looks really familiar (and absolutely completely amazingly awesome). I'm impressed, everyone else is impressed, and you're already a member of the team as I write this. Welcome to the team, man..hope you have fun.
  10. I did this for Phantom a few weeks back, it'll tell you everything you need to know getting textures into the game...along with links to an indepth normalmapping tut. http://forums.thedarkmod.com/index.php?showtopic=101 It sounds like you've already found the proper way to add a light, you just didn't switch to the renderer so you could check it out in realtime. To do that just hit F3 to switch from the cam to the renderer, and then F4 to enable realtime updating so it'll apply all your lighting information. When you say premade room do you mean one of Id's maps? For that you'd have to find the name of the texture you wanna replace, open pak001.pk4, track it down in there, and replace the 3 dds textures with your custom one. But that could lead to some really funkified results cuz their texture could've been applied to the wall in some weird way which might stretch and distort yours out of proportions if it isn't the right size, it'd be better just to make your own simple room in the editor for testing purposes. To do that all you'd need to do is make a texture set and use a generic name like Wall_Test01 or something like that. Plop it in a certain folder for easy access like base/textures/darkmod/test, make the appropriate .mtr file, then build your room using it. If you like it you can just rename the 3 textures and move it somewhere else, if not you can just make another set with the same name and overwrite the ones you have in the test folder. The next time you reopen the editor it'll have the new textures already in place to check out. I do something somewhat similar to that. If I find something about the texture I don't like while I'm working in the editor, I'll close it and zip up the current files, change it to fix what needs fixing, then just overwrite the files with the new texture and fire up the editor again to check it out.
  11. Is this availabel for Linux? I'm doing most of my stuff on Linux and only switch to Windows when I need it for gaming or such. Well. What can I say? I'm a fan of it. Some say that it is a mindless shooter (which it probably is ), but the graphics is REALLY great. Especially when you look at the textures. For example the factory setting has textures that really look like an abandoned factory. All dirty, scratches, etc.. Looks really cool. And also the atmosphere is great. I was freaking out when I played it the first time and was playing the first level. Doom3 is also creepy, but I think there are not many games that manage to create such an atmosfear with graphics and sound. If you like shooters then I can only recomment it. The only thing that sucks is the multiplayer. It has an awfully crappy network code it seems. So if you care for that much, then it's not for you. But I care more for the singleplayer and that it is really great. I will also buy the addon that is coming up soon.
  12. If possible, would you be able to load smaller images of the drawings and link to them with the tags in this thread rather than a listing of links? That'll make it easier to see the drawings. Springheel made this comment for some of my drawings a while back and I think it makes sense It helps to view them and compare them. For drawings that contain extreme detail, keep the smaller images, but link to the larger versions with http:// links. Just a thought. I'm on 56K dial-up and it takes a while for those images to load And yes, I like the drawings also, but I agree a joint might be missing in the hind legs. I haven't studied animals a lot so I usually mess up the structure of the hind legs myself because I haven't commited their joint and muscle structure to memory yet. But I have a book on drawing animals, and if we're to take the common structure of animal legs, then another joint should be drawn. There seem to be 4 main joints in each hind leg (starting at the hip, working down) for animals. (This might be easier to see in rams, deer, bulls, horses, etc.) It looks like your creature has 3 joints and would thus have some mobility stiffness to it. Not a bad thing, just a visual 'non sequitur' (does not follow) thing that I think people are picking up on.
  13. Greetings Everyone! I wanted to start this thread on behalf of the DarkMod team to help keep our guests informed on our progress; to let them know there's DarkMod life in the project even when it may seem there is none -- and to keep them updated as such. There won't be a set schedule as to when this thread will be updated, but maybe check back from time to time. Anyone can post here and I'm sure you'll hear from other team members here in the future. Although many visitors might already have http://www.mindplaces.com/darkmod/index.htm bookmarked to see updates on screenshots and concept artwork, etc., some don't have it bookmarked and may not know about it. Other forums actually point to our site here and I figured there might be some benefit to providing occasional updates here via this forum, too. As an update for our guests out there, I can say that I've seen a LOT of activity from our team members behind-the-scenes on this DarkMod project. There are many discussions going on and a lot of concepts being worked on. As a team member with a primary focus on artwork, I've personally created a few concept drawings and have seen fellow artists showcase some very nice concepts. Our programmers, 3-D modellers, audio experts, etc. are also very active in these early stages of the project. I want to assure our guests that there's a lot of DarkMod life behind-the-scenes that you might not otherwise see from the outside. We have a long road ahead of us, but we have an enthusiastic group working on this and I'm confident you'll be happy with our DarkMod work once complete. Stay tuned, as I'm sure there will be many more updates in the future! Until then, may shadows continue to guide your journeys. Darkness_Falls
  14. Or register here at the forums, so you can see the rest of the boards.
  15. http://forums.thedarkmod.com/index.php?showtopic=159 The second post in this thread is the important one. The aim of this thread is to collect all information about what we want to do on a more detailed level but not TO detailed. So discussion about conecpt art should be here, but the information that this beast should be done shouild be posted there as well. You should also look through the document and add items in the lists, if you think that they should be included and I forgot them. For example: I listed a number texture themes and what each theme must provide for. If you notice that a theme, or a texture for a theme is missing, the list it, there so we can keep track of it. You don't need to be specific, but specific enough that we know what you are talking about. Of course even if you are an artist, that doesn't mean that you may not look through the other sections to check if we forgot something. If you decide here that you want to do a belcher but the coders don't know about this, you can not animate your model afterwards.
  16. If you agree or decide something like that, then you should post it in my project definition thread, so we can include/remove it there. Not everybody is following all the threads, but we should all know about these things. That's why I started this thread. http://forums.thedarkmod.com/index.php?showtopic=159 Usually I don't look much into the Art threads, because I'm not an artist and can not contribute much there. So most of the time, when I look at these threads, I just look at the pictures and hope that the first mod is appearing fast because of the great graphics. But I don't read all the postings here. I guess there are others as well and we shouldn't rely on this when deciding what we want and what not. Especially since a thread has only a limited time and after that only few remeber it and what has been decided. Don't forget. If you decide something here, then the coders will also have to know about it, to give it life.
  17. Mechanics of lockpicking is discussed here http://forums.thedarkmod.com/index.php?showforum=14 and here http://forums.thedarkmod.com/index.php?showtopic=170. This thread is actualy only about the position of the locks. Or did you mean that? Not sure about this.
  18. I'll work on these. PS: I just posted a sample environmental scene in the Art section: http://forums.thedarkmod.com/index.php?showt...findpost&p=1795
  19. This is what i picture a shattering noise arrow crystal looks. I would think it would be more transparent, but this was the best I could do with my abilities. Lots of holes everywhere so the wind blows through and makes the whistle sound...but then it is weakened enough by the holes to shatter on impact. Just a suggestion. In response to having noise arrows at all. We should since our aim is to give people the tools to make thief like fan missions. Leaving them out would get us hung, much the way rope arrows hung the T3 devs. We're not looking to reinvent the wheel...maybe just refine it and make it smoother.
  20. LOL, ummmmmmm.......someone has my login I think -- or the forum's trippin'. I didn't write this. Considering this other thread that's going on (http://forums.thedarkmod.com/index.php?showt...st=0entry1247), I'd say something's amiss with the forum.. or someone's playin' gamez.
  21. I believe this mod is divided in two sections: First, the mod itself (with all the models/textures etc) so that people can make Thief fan missions. Second, we are probably going to do some kind of campaign, which I think (and hope!) will be something original (with a style more towards the Victorian era).
  22. We've had this discussion already. Check out: http://forums.thedarkmod.com/index.php?showt...%20dagger&st=50
  23. This question was asked in the Ion Storm forums a while back. I thought it might help us to conjure up more resources and spur more creativity... Source: http://forums.ionstorm.com/index.php?showt...ndpost&p=290033 The City is an amalgamation of times and places, both actual and fictional. Medieval & Victorian London and France, modern-day Prague, and even parts of Boston (home of the ghosts of Looking Glass) have been mentioned as real places that influenced the look & feel of the City. Some oft-cited art references are The City of Lost Children, The Hunchback of Notre Dame and The Name of the Rose. The works of Mike Mignola (Fafhrd / Mouser stuff), Tim Burton (Mr. Wrought Iron Himself), Jules Verne, Charles D-i-c-k-e-n-s, and Alan Moore / Eddie Campbell have also been mentioned a fair few times as influences. That's just a sampling, there are dozens of others .
  24. Whoa, can we shrink that image down a bit? Images should be kept at a reasonable size on the forums...if they absolutely need to be bigger than 800x600, then we should use a link. The cathedral doesn't look bad, but that tower really looks familiar. Is it based on something? I originally thought of Orthanc, but I know it isn't the movie version.
  25. I was thinking about putting my T2 fan mission on hold and perhaps making it a Builder cathedral with our Mod....SDK and the answers that come with it pending of course.
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