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  1. 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.
  2. 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
  3. Don't forget the coding. Well, but this is not really hard to do. We only need to calculate the distance. Or do we ignore the distance and always make lootglint? From the coding perspective we have to do the following. Read the distance parameter. If an object is visible and within distance the glint will be activated. It is pretty much the same like the frobhighlight. I would say that we have two parameters for this. A global loot glint option to switch it off entirely. And a per/item lootglint distance. If it is set to 0 we will activate it depending on the global setting. If it is not 0 we take the lootglint distance and use this but it is ignored when the global option is turned off. This way we can determine for each object an indidual distance. I think that this could help a lot as we don't want to have the glint being visible through a hallway. And you can set a lower distance for smaller object and a larger one for bigger objects (or vice versa). Personally I'm not really fond of the glint. It takes the fun out of searching for the loot. I don't like the loot hunt if you have to go for every last item, but the glint made it way to ease. So if this suggestion is acceptable then I will add it to the item design.
  4. Put me down for goblet, wine bottle, and stack of coins. Why, you ask? Because I'm trying to get some damn models working in Doom, and having a hell fo a time of it. Smaller, simpler objects make a huuuge difference. The last week has been trying to troubleshoot my damn lamp model. =P Wish me luck!
  5. Hi My name is alan and I have been a commercial artist for the last fifteen years, I have been poly modeling and texturing for five years building my portfolio. It is my aim to work in the games industry and would be very pleased to work with you on this mod. I would be happy to help with either modeling or texture, concept work ...it all helps to build the portfolio and would be great to work with a group towards a greater goal. take a look at some of my work at www.alandickinson.net.... I have a load of new digital images I have not updated ...if you are interested I can send some to you ?
  6. 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
  7. I was having a talk with New Horizon last night about creating random conversations. We came up with a possible way to keep the conversations sounding fairly fresh. We take 3 columns of random phrases, then have each guard pick radomnly from a column when talking. Two AI pass each other in a hallway. Guard #1 says a random line from List A, Guard #2 responds with a line from List B and Guard #1 finishes up with a response from List C. Even with only a few phrases in each list, there are lots of potential combinations. They are fairly generic exchanges, but that would be believable, I think. An example of guard lists: List A - greetings "Evenin'." "Good to see you." "Hello, you taffer." "Nice Night." "How're things?" List B - questions (these may not be the best, but you get the idea) "You workin' hard?" "Have you had any dinner yet?" "You seen anything interesting tonight?" "Nice boots. They new?" "Your feet hurt as much as mine?" "Look like rain to you?" "You keepin' your eyes open?" List C - responses "Naw." "Bugger off." "Yep." "I dunno." "Same as always." By picking randomly, you could get some interesting exchanges, without having anything that sounds ridiculous: "Hello you Taffer." "You workin' hard?" "Bugger off." "Nice Night." "Look like rain to you?" "Naw." "Good to see you." "Your feet hurt as much as mine?" "Same as always."
  8. Why oh why wasn't this posted on our forums!? Congrats oDDity.
  9. At last count I think we have about 21 or 22 members, with about 18 being active. Not a bad number.
  10. 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.
  11. So. I've spent the last two days getting normal mapping working. Attached is an ASE file, along with the diffuse, specular and normal maps as TGA files. The specular is kinda dead right now, but I don't feel like fixing it, so someone else can deal. I've managed to get normal mapping mostly working - the biggest issue is getting nice UV mapping that doesn't result in ugly, ugly normals. This version is the best to date, but I'm not done trying. The globe of the light itself is the biggest problem, really, since it's large, seamless, and not very flat. Someone should try to get these into Doom 3 - as for myself, I'm taking a break. This has been way more effort than it should have been. Edit: Whoops - forgot to actually attach it. FancyLamp.zip
  12. 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.
  13. Or the other thing could be that the shop is a pre-mission map. The question is if this adds really fun if you have to do it all the time. On the other hand it serves as a testbed for map creation. http://forums.thedarkmod.com/index.php?showtopic=43&st=0 I have a pretty good idea how this could work in terms of game mechanics as it would have been a part of the city section. If there is interest in this I could write up a description how I think it should work.
  14. Great! So it had some effect to do this work. When you post it, please make a new thread though. Makes it easier to keep track and when I look through the forums to collect the consensus for the design.
  15. I do agree with oDDity in principle, but for this stage of our work the goal is to create a set of editing tools to allow fans to create their own Thief style fan missions. We waited so long for T3 only to have it come out and slowly fizzle, and our dreams of fan missions with it. That unfortunately means we follow the established conventions of a lightgem and other such old school tactics. We can still toggle them off, but they are still there for the fans. One last hurrah shall we say. I would say that this project was born of of 3 equal parts. Necessity, Nostalgia, Love. So, for now I say we stay focussed on the editing tools. I don't mean to come accross like I'm shooting down such ideas. You bring up excellent points and I agree with them. Nothing should stop us from pulling out all the stops for our own campaign should we make one. With that we can deviate and improve as much as we like. When that time comes, I say we blow the lid off this sucker and see what we can do.
  16. Great! Could you take look here http://forums.thedarkmod.com/index.php?act=ST&f=3&t=285 and assign or create some concepts for the other screens as well?
  17. I dont think we should use the hammer symbol. you know copyright and all that. What about the star in a cog symol I did on the builder priests belt buckle?
  18. Doh! Damn....oh well. Want me to continue working on it and throw it out at the last minute or just go vote? If you wanna know what it is, it's a mix of the parchment and the book idea. The menu will be similar to my book idea, pushed off to the right and laying on top of the edge of the parchment. You'll always see the regular menu options at all times, and the parchment will display all the information those lead to, like if you click load your saved games will fade in on the parchment. That way you don't have to hit a back button to return to the default menu and you can keep it all on one screen, it also gives you alot of room to play with the art.
  19. Yeah, the vote idea is definately the way to go on this one...get it decided once and for all. The reason I'm kinda driving it so hard is cuz the hud is quite literally the gateway to our mod. It doesn't set the tone for the rest of our work on it, but it'll set the impression that someone gets when they first fire it up. You do something really cool and they'll be more likely to show a bit more interest in what comes later. But anyway, I've got one last idea I wanna try before we start the voting. If you could hold it off for a day or so I'd really appreciate it.
  20. This last one is not really my fav. Too simple. I liked the T2 interface, but also feel the idea of a book with flickering candle and blowing out would be cool. I'm not really into the DeadEnds approach; it, too, seemed simple. Lacking life. (But I guess that's why they called it DeadEnds ) With animated page turns and flickering candle effects, it could be cool. But I'll always also like the steampunk style of T2.
  21. What is it with 3D apps and incomprehensible, overly complex and non standard user interfaces? Its as if they feel the need to justify the silly price tags by making them as unfathomable and proprietry as possible. Cinema 4D is heaven in this respect. Standard UI and elegant simplicity abound. Everything else is the spawn of satan. Shame on you software engineers Don't get me started on audio apps. All those hundreds of tiny tiny dials and sliders you're supposed to interact with via a clumsy mouse. WTF is that all about. Bastards edit - looking good omega
  22. Yes it does. Trust goldfishguy. Apple Macs traditionally used to default at 72dpi for screen resolution but anything up to (and sometimes beyond) 96dpi is common these days. Take a 17" screen. 800x600 (about 62dpi) is going to be a different resolution to 1280x1024 (about 96dpi). comprendez. good. But anyhow goldfish guy, Springheels right too. Ain't no one got a 300dpi monitor. Not many folks have a 300dpi printer for continuous tone images for that matter. But yeah. Huge images on the internet is just rude. Post little pics if possible please. Or link to larger piccies if needs must. Life is nice and cosy when you are young and healthy and with good eyes - like you and me. 800x600 on a 17" screen is good for anyone a bit far sighted or a bit over the hill though. Feel sorry for anyone checking the forums on a web enabled phone.... (something I do from time to time)
  23. Maya is the best overall 3d app available yes, but I spend a lot of time hanging around the CG commuity, forums etc, and Lightwave is regarded as the best poly modeler available. It has it's shortcomings obviously, no history, edges or NURBS are the main ones, but it's just so fast and intuituve once you learn it, and you can also virtually 'sculpt' in it , in a way not possible in other apps, apart from ZBrush. I used Lightwave 8, but it's virtually identical to lightwave 7 and 7.5, most of the changes in the newer versions were made to Layout, character setup and animation.
  24. The round, star shape with a gem fixed in the center? My suggestion is that it's just a bitmap that is a 3D accellerated sprite. It rotates around, eg. if you face north, the N on the compass will be pointing to the top of the screen. The Gem itself is an animation. The brighter you are lit, the higher frame number used - at the far end of the animation, its fully lit, and at frame 0, its completely dark. Probably the whole compass is the animation, for simplicity. This is the way I think they did it in t2, using an animation, because the light gem has several noticible steps. I mean, you have the noticible steps, which isn't so good, but for simplicity of implementation, I think it's a good idea.
  25. Ok, we have had plenty of discussion of what the lightgem should look like, and I think we have reached a consensus of sorts. http://forums.thedarkmod.com/index.php?showtopic=48&st=25 Now what we need is someone to actually create the thing. I would be willing to do it, but honestly, I'm not quite sure how. Is this going to be a 3d model? If not, how is it going to be animated? I know it's not as simple as just making a single image in Photoshop, but someone is going to have to explain how to approach this so that we can get going on this.
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