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  1. Just having it standing there would already look good. Much nicer then using the Zombie that I have now for testing. Ugly guy, that one. I know that we can test AI with DOOM AI as well.
  2. First, I don't think he's quite finished it. Secondly, it DOES need to be skinned, and that's a big job. And third, you can't just slap it on top of a DOOM model...it has to be animated, doesn't it? You guys can test all your AI with the Doom models for right now, right?
  3. What I'll do is build you a simple 2 room map with a door in the center using the new texture structure so you can test out the frob effect. I'll do it before I go to bed tonight. I'm finishing up the new material file now. After that I have to do some 40 odd specular maps and redo the textures on my maps (plus finish up the gallery, which'll take about 5 minutes), plop it in Darkmod.pk4 and I'll finally be modready. Speaking of the speculars....Spring, could you give me a hand with em? We'll split em in half and work on em seperately so I don't have to worry about rushing through it and compromising the quality.
  4. new texture (marble border) + test of another rug texture ingame http://www.dark-project.com/BlackThief/texture_test2.jpg
  5. my first texture test in Doom 3. I've put them in Renz room to see how they look ingame. hope you don't mind, renz BTW I put a specular map on the floor-texture http://www.dark-project.com/BlackThief/1st_test1.jpg
  6. I was joking oonfish, but I'm generally a very opinionated, intransigent, abrasive, sarcastic, cynical, abrupt Irishman, readly for a good argument at the drop of a hat, so don't test me I agree wholeheartedly with that domarious, I despise the silicon bimbo blonde type that pervades the female modeling world. Try browsing an WIP section of any CG board, and look at the females, 90% of the modellers have obviously never seen a real women, they seem to be basing their models on those grotesque, peroxide, collegen and silicon enhanced porn stars which mak me want to vomit rather than masturbate. I didn't like the T3 style AT ALL, the characters will all very badly proportioned ith ridiculously large hands. To be honest, I think this mod is going too far down the T3 road already. I think we should get back to the T1/2 style. I liked nothing about T3 except null's excellent Cradle mission. But yes, I hear what you're saying about have a unique stype. I was thinking more of the mild characature style of the T1/2 concept art (see my priest model)
  7. The problem that I see is that Thief requires a lot more of hearing on the player part, than most other games. I don't know if we should really add to that by giving shadow information this way. Also it doesn't really feel natural to me, to have an auditive feedback on a visual experience. Just an idea. I think from the coding point of view it doesn't really matter wether we increase the sound or the colour of the lightgem. So we could test it as soon as we have the functionality that triggers the lightvalue. I can't really say that I can judge this just on the description. I would need to see how it feels when playing. As of being innovative. Of course. But we should also be aware that not every cool idea is good in gameplay. When I try to counter your arguments it's not because I want strictly to turn down your ideas, but we have to take a look at it from all angles. And I have no experience with gamedesign from the developers side. So I can only try to imagine how it feels when I would play it, as long as we have no prototype.
  8. Good job, LB! You must have a microphone/recorder set-up of some sort. That's cool I'm not sure if these are tests, or finals... but if I may?, some constructive feedback real quick... * The popping sound at the beginning of 'thief gulp test' (which I assume is a cork being popped off a flask?) sounds kind've cartoony. I like the sipping sound. The gulping sound at the end doesn't sound realistic. * The more prevalent cicada (or whatever) sound on top of all the other sounds in the 'grasshopper' clip has a pretty repetitive frequency. If we were to use this in-game, I think it would be cool to just have the grasshoppers in the background be the general atmosphere, and then randomly add a few cicada clickson top... and then remove them for a while, and then add them back in for a short duration, etc., in a random fashion. But then again, maybe that's not how nature works. But then again, also, a game player would pick up on the repetition of it and hear that it's a loop eventually. The better you can hide the fact that it's a loop, the better. * The running horse could be usable, but depending on how it's used or what the horse is running on, could benefit by having some underlying bass tone stomps added for each step, thus making the horse seem like it has more mass. * The 'door open' sound is pretty creepy. I like it This creepy one should probably be used sparingly if we're ever going to make a campaign. I don't think I'd want to hear that loud of a sound every time a door opens; well, especially since we're a sneaky thief. We should make a few door sounds to choose from, some more subtle sounding. I'm sure you already had thought of most/all this stuff. Just wanted to mention. Thanks for your hard work so far!! I really like the 'Factory' sounds too! Good job.
  9. heres a bumptest I did (this is just to show I know how ) Heres an example of some textures I have done in the past (Quake 3) Some ingame maps (Q3) Some mapping outside of game ] render of a test map (I havn't complete any d3 maps yet, so heres some stuff in editor)
  10. I think you may be mistaking the "static" sound for the arrow being fired sound. The clip is only 2 secs long anyway. It was a frame rate test. EDIT: Sorry pakmannen, I've inadvertently hijacked your thread.
  11. Fro all those where the mod crashes, you can remove the gamex86.dll from the pk4 file for now. As of current there is no functionality in there, so it is not strictly a must. That the mod is crashing with the DLL is a good sign, though. It means that the DLL is loaded by the game and recognized, so don't take it as a bad sign just because it crashes. That's to be expected for such an early test.
  12. That's too weird. I had just worked out a gulp test earlier myself. LOL I'll show you what I came up with. NH_Gulp
  13. I put two of your sounds in the test animation I did before, (i hope you don't mind) they work out great, though the bowpull seems a little off. It sounds like it's from a staged bow, not a straight pull and shoot one like our thief appears to have. Either way, good work. EDIT: Here's the clip http://208.49.149.118/TheDarkMod/miscellen...test2(divx).avi
  14. mixture of efx and ambient sounds crickets and grasshoppers factory grasshopper the shore people in town walking through water footsteps on stone horse running open door thief gulp test (recorded on lower quality mic, the ahhh will be left to new horizon )
  15. Is there a way to change the size of the grid? (I'm not sure what 2 grid means). The gallery looks great...send me a copy ASAP, cause I've got more paintings to test out.
  16. I whipped these up right fast cuz I thought we could use a few more shots for the website. I decided to stretch out the texture window to give it a nice cinematic widescreen (everyone loves a good widescreen shot) and threw in one of the old lightgem drawings to give it an ingame look. lol, I had to go to the old boards to find the lightgem I had in mind...it was a blast reading through all the old posts and seeing how far we've come in just a couple of months. Anyway...on with the show. This is my semi finished art gallery, what originally started out as quickly built room designed to help Springheel test out his textures turned into a 500 brush monster that's probably one of the better maps I've done in awhile. I dunno if I like the angle of the screenshot too much, but eh...I've already doctored it up. Oh yeah, I also added a specular to the beige wall, which improved it considerably. The Gallery And the tried and true basement shot with a slight specular added to the wall texture. I'd replace the old basement shot on the webpage with this one. The Basement Also, see if DeepOmega wants to post his newer Thief model up in place of the old one. The face, along with the smoother look, is worth the update.
  17. Hey Spring, I figured I'd make a little art gallery to hang your paintings (and as a side project, test the flexibility of my textures), check it out: here I'll send you the map once I've got a bit more in it. Edit: Updated pic. It kinda grew beyond what I originally intended.
  18. 2nd texture for today: and as usual the test in thief 3: http://www.dark-project.com/BlackThief/wood2_test.jpg
  19. here's a parquette texture I made today test in Thief 3: http://www.dark-project.com/BlackThief/parquette_test.jpg
  20. Yup, just sent you a PM. I'll be doing all the Character voice sets so that we don't have different levels of quality. I've been auditioning actors and have some very good ones lined up. I'll have them in for a sound test next week for you all to hear.
  21. Test http://208.49.149.118/TheDarkMod/textures/...pack_3_Beta.rar Okay, that works.
  22. Maus

    Pick! Me!

    I would like to be a part of your teem! I am a skilled Artist, and hope I can contribute to this exciting Thief stile mod! I would like to contribute my skills as a: Concept Artist Texture Artist 3D Modeler Animator I don’t have a lot of samples of my 3D work available online but you can fined sum of my Furry art here: *** Pleas Note: there is adult content*** http://vcl.ctrl-c.liu.se/vcl/Artists/Maus/ I can also email some Concept Sketches I did for Mountain Man Online Games awhile back if you would like to see it! As a relatively new artist to the game seen I need to develop more portfolio work and when I found your mod I just about freaked out! Thief is like my favorite game! And in my free time I have been working on a Java Real Time 3D, Fantasy/Steam-punk role playing game! So working on a Thief stile mod would be like a dream come true for me! I hope there is room for me on your team! Pleas test my skills and see for your self what I can do to help your project! I look forward to working with you! Thanks for your time! Regards, Maus
  23. new window texture I'm pretty proud that it looks very similar to the thief 2 texture. It was a lot of work, about 90% of it are drawn by "hand", but I think the work was worth it and here the thief 2 texture: test in thief 3: can't wait to see it with a specular map on it
  24. Good Idea, DF. We rarely ever talk up here on the public boards so it wouldn't be surprising if people thought we were sleeping on the job. Right now all the real work is beginning on the mod, everything else we've shown thus far has been a mockup to garner some attention and test out the engine to see if it'd fit with a Thiefish theme. Updates will more than likely come a bit slower but when they come they'll be alot more showing than what we've posted before. Right now I'm currently in the process of working on the 3rd texture pack and the accompanying mockup map to show em off. I'm trying to aim for a bit higher quality than what I've done before, so I'm taking my (sweet ass) time making sure they're nice and sexy before I finally let em loose. The slow release of the SDK could almost be considered a good thing, since it's allowing the programmers to plan a solid foundation for what they're gonna be tackling in the near future. Needless to say we're going nice and strong, and I expect some really cool stuff once the SDK heads our way.
  25. That is a very awesome design, but not quite in line with our design philosophy for the mod. I should really change my name to "The Minimalist" from New Horizon, but think "minimal" interface. If this thief were to really carry around a mystical light gem, I wonder if it would be some kind of rough cut stone laid into casing of some sort? Anyway, definately not shooting down what you did. It's gorgeous. Just trying to help fuel some other ideas. Okay, I just threw this together on top of Fingernails old test pic in about five minutes...but it might get the idea I had accross. Essentially just a crystal that rotates. The crystal would be angled inwards a bit so it actually points forward when you are facing north. The north end of the crystal would be pointy and the south end blunt. I didn't have time to do this so I just colored the north end a bluish green. I have another idea, but I won't get to work on that until later this evening. Thoughts?
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