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  1. You paintd this yourself? Awesome! It would take me ages to draw something like this and it still would look like crap. My first face alone took 8 hours just for the simple pen outlines.
  2. I think the disadvantage of a round lightgem is, that I'd cover more of the screen, than an oblong gem. my suggestion: we let the player choose, if he wants to have the compass permanently on or not. I belive that would be quite simple - it would be just a check box in the options menu.
  3. a simple wood-texture, if we have to, we can still reduce the size to 512 later. already tested it in T3: http://www.dark-project.com/BlackThief/wood_test.jpg normal map is on the ftp, too.
  4. You know, patterns and designs are not really my strong suit. I usually just do a search online for interesting designs and make a simplified version. Here are some simple celtic designs that would be apprpriate, I think.
  5. It's not that you won't be using a texture. It's just the the normalmap adds detail to it. Imagine a wooden surface. It's not completely flat - there will be little grooves, maybe carved edges, nails sticking out. You don't need to go 'over the top' adding detail, but some detail to make it something other than just a flat top is good. I understand your point about simple noise, and that can be added to the normalmap afterwards instead of modelling every little imperfection.
  6. Id like to help you with your Dark MOD for Doom 3 in everyway I can. I do level design,concept art and scripting(albeit simple scripts). Here are the links to my work (No scripting examples) Artwork(Could have more but a hassle to scan in my art is all bigger than A4 size,also quality dropped when scanned): http://img.photobucket.com/albums/v471/kev...rk/Mountain.jpg http://img.photobucket.com/albums/v471/kev...work/Forest.jpg Mapping capability: http://img.photobucket.com/albums/v471/kev...12-30-16-18.jpg http://img.photobucket.com/albums/v471/kev...12-30-06-43.jpg http://img.photobucket.com/albums/v471/kev...12-29-47-95.jpg http://img.photobucket.com/albums/v471/kev...12-29-32-09.jpg http://img.photobucket.com/albums/v471/kev...12-28-59-04.jpg http://img.photobucket.com/albums/v471/kev...12-27-03-07.jpg http://img.photobucket.com/albums/v471/kev...12-26-45-19.jpg http://img.photobucket.com/albums/v471/kev...17-05-26-06.jpg http://img.photobucket.com/albums/v471/kev...17-04-59-44.jpg http://img.photobucket.com/albums/v471/kev...17-04-20-65.jpg http://img.photobucket.com/albums/v471/kev...17-04-13-53.jpg http://img.photobucket.com/albums/v471/kev...17-04-07-96.jpg http://img.photobucket.com/albums/v471/kev...17-03-52-78.jpg I also toyed arround with 3D editing but have no work to show, I cannot make animation or bodies though only stuff like furniture.
  7. It wouldn't be so hard to do if you set it up right. A simple hand motion animation and a bit of extra code is all it would take in the end. The only consideration you'll have to make is that all frobbable drawers are at the same height.
  8. Make the drawers. So that they're there for implementation. But don't count on it. I think that something like this shouldn't be too hard to implement, but it would be nice to be able to fall back onto a 'simple' model.
  9. I figured I'd go ahead and start doing some props. Already have a bed and a chair done with patches in Radiant (which I'm calling the Rgun props since they look alot like his stuff), and now I've started doing some stuff in Max. And this is it. It's the first time I've used Max in almost a year and a half, so I'm still a little rusty. I know the meshsmooth is a little overkill, but comeon...I wanted it to look cool for everybody. As far as models go it's simple as all getout. But it'll look fine ingame, which is what counts. Now I just need to skin it...
  10. When you rightclick on the grid he'll be under the char subset...char_marine_asian_chair1. Most of the models have swappable heads, and since I haven't figured out how to plant one on yet I had to leave him headless. And it'll still take awhile to do all the props, everything you're seeing here is fairly simple stuff. I won't be nearly as quick once I start getting into really high detailed victorian furniture
  11. We could start sending out chain letters. "Dear Sir or Madam Today is your lucky day! When you woke up this morning I bet you didn't expect to recieve a GOOD LUCK LETTER in the mail today, did you? Oh, I'm sure you didn't. Most don't. But if you have belief in your heart and follow the 4 easy steps below then you can have all the FAME and FORTUNE you can handle. Here's what you need to do: 1. Make 10 copies of this letter 2. Insert a crisp 50 dollar bill into an envelope and forward it to The Dark Mod 2114 Mack Smith Street Seattle, Wahington 37404 3. Send the 10 copies of this letter to your closest friends and family 4. Wait for FAME and FORTUNE Those that followed these simple steps were repaid beyond their wildest dreams! A man in Texas sent this out to his 10 closest friends and recieved a BAR of GOLD from the SKY which was worth 10,000 DOLLARS! How easy could it be? Yes, friend, it truly is that easy. But the price of failure is equally as great. A stupid kid like you from West Virginia decided that chain letters were for chumps...CHUMPS...and threw it away without forwarding the letter OR the money! 2 days later he fell into a combine harvester and got his legs chewed off. Now his friends call him stumps....STUMPS! If he had just sent his letters he would be running through amber fields of grain holding on to his SKY GOLD! So what will it be, friend? Will you send your letter? Better decide soon, time is running out Sincerely -Fingernail" I think it could work.
  12. I could make a few props, mostly simple stuff like beds and tables since I'm only an intermediate at most when it comes to working with 3DSMax. It'd be a good learning experience for me and it'd help out the project a bit since, like Fingernail said, we're short on 3D modellers at the moment. Also, has anyone here heard of Speedtree? I've been using it to make some excellent low poly tree models (example heah), you can't get much simpler than this.
  13. It was a nice diversion from working on textures, and it let me play with the text editor in 3DSMax. For those of you that want the glowy Thiefy look.. And for those of you that like it simple I really went haywire with the filters in Photoshop, didn't I? Should've added a lens flair while I was at it. Edit: Oh yeah, thanks go out to Riddler and his font package for the E.
  14. Thanks for the feedback, Oofnish! I'm glad you could listen to them. I think it's important to point out to everyone, though, that these were just quick samples I put toegether to find out if people thought my keyboard had the potential to help out with this project or not. The sounds were by no means supposed to be "songs," since I was just trying different sounds out on my keyboard and throwing them all together. I only spent maybe an hour or so creating all three of these files. I could've put them all in one big 10MB file, but I wanted to section it up for lower-bandwidth users. If anything, I'd classify these files as a hodge-podge of a bunch of random sounds thrown together. I did not aim to have any bit of continuity whatsoever. Aside from just general "ambience," I may also be creating stuff for menus, in-game melodies, very specific in-game situations, player movement sounds, player interaction sounds, weapon use sounds, steam-punk machinery, etc. So, by me putting these files together, it was meant to give you a simple taste of different sounds my keyboard is capable of. When the melody or sounds in my files all the sudden shift from one thing to another, it's meant to showcase the wide variety of capabilities my keyboard has. Or when a sound in file #2 all the sudden goes from runblyness to weirdness (juxtaposed) -- for example -- I was just trying different effects. This is necessary, because as a sound person, you're listening for everything 'in-between' as a possible resource to re-create and use in some way. Every little second of sound in those files could be used for something. For example, if you take 1/2 a second of a bell sound and stretch it out to 3 seconds and lower the pitch two octaves, you might be able to cut a part of that resulting sound out to create a footstep-across-grass sound or an arrow launching sound or something. (I actually don't know what sound it would make, but this is just a theoretical example to show you what I listen for when I'm listening to the above files.) I wasn't suggesting these files be used for the DarkMod either. It's simply way too early to tell, and the sounds would need to be way more polished. For sounds, in general, I think it's best to hold off creating anything final for a long time. We need to get a lot more concept artwork done and possibly create some in-game scenes before we get on the track of what ambience or loops will be used. For ambience and music, it will likely be imperative to actually play through a rough draft of the DarkMod game before deciding on which sounds/music to use. I know a lot of my inspiration will actually come when I'm walking through a level and seeing what I encounter. My imagination will run wild at that point. In the end, the clock bells you're referring to (if they're to be used) would likely be used for the game menu or an in-game scene near a clocktower or something, but it wouldn't repeat forever in a neverending looped sequence. It would maybe strike 12 times for a clocktower sequence... or maybe just a couple times for a game opening sequence or splash screen. Hopefully you won't have to worry too much -- I think I'll be pretty good at avoiding repitious sounds that shouldn't be indefinitely repetitious, or that stand out as being repitious. Oh yeah, and the piano in file #1? LOL. I threw that 'piece' together in 2 minutes. The rhythms are off and everything. I was just trying to make a somewhat coherent 'melody' that was 'vaguely' reminiscent of a piano piece that was used in Thief: Deadly Shadows. If I were to actually create a piece for DarkMod, I'd actually spend a lot more time on it than 2 minutes ... and I probably wouldn't use a piano piece from T:DS as my inspiration. Or any piano sound for that matter
  15. It's a great idea, simple to implement yet stylish as all get out.
  16. Aight, cool. I'll upload the wood texture here in a few. It's pretty simple though, you could probably find one similar just by going on Google.
  17. If I have a photo I can do simple furniture with Blender. A table, lamp, etc. shouldn't be to much of a problem, but I sure can't do any characters. And I can't really draw good, so if you want me to create any props I need a clear picture how it should look like. I also have no low-poly experience. Usually I don't have to care about this, but I could give it a try.
  18. I'd guess that any textures, noises, models and what-not created by these guys would be available to FM authors for T:DS also... Its an interesting prospect. T:DS obviously has quite a head start on the Doomed project. Sensible people might jump ship and focus resources there instead. Here's hoping that Eidos and Ion Storm make some kind of decision one way or the other soonish. Currently a level editor is supplied with Doom 3. Some simple mods are possible by hacking texture, model and other files. I could be wrong, but I think that the format for 3d models is the .md5 file type - which has been used by John Carmack and team for years and is well supported with utilities and file converters. ID have promissed to release the full software development kit shortly - which should allow for some pretty serious modding - similar in scope to the situation with Half Life and the Unreal games.
  19. Brilliant. The normalmap I made was very simple, just generated by the plugin using a Sobel filter with 2 depth. I wondered whether to make it look varnished or rough. I guess I made it too smooth for ya. No probs, since Renz has made a new one anyway.
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