Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/texture/' or tags 'forums/texture/q=/tags/forums/texture/&'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. Renz - select a brush or surface and press 'S'. A window will pop up. Now you can scale the texture, move it, rotate it, to fit the surface/brush. So you can fit 4 panels into that space, ensuring that nothing is too big. DO NOT MAKE THE TEXTURES SMALLER. Scale them down in the editor.
  2. I'm back from my trip to the castle with a bunch of photos. The 1st texture is already on the ftp: http://208.49.149.118/TheDarkMod/Textures/door2.jpg @renz I don't think we should downsize the textures, just that they fit easier. IMO there won't be any problems with huge high-res textures, cauze 1. our mod will take some time and people will have even better hardware than today 2. HD space also shouldn't be a problem - today almost everybody has more than 100gb HD.
  3. Okay, I've started resizing and once again have come to realise just how freakishly small everything is supposed to be in the game... 512x512 isn't a massive texture by UT2k4 standards....but Doom 3 shrinks everything down to an obscenely small size that we might as well reduce the sizes down to 256x256 just to make everything easier to fit... Just check this out... That's the actual size of the texture vs. how big it needs to be. An amazing difference if you ask me.
  4. I'm not a part of the Dark Mod team actually, I can't code, do models or textures anyway. Kinda dedicated to Black Cat Games aswell... I'm just hosting the forums for Fingernail and the crew.
  5. just tested the door texture in thief 3:
  6. So you're saying that the texture layers can be different resolutions and they'll still align properly? I'll have to try that out and see how it does...
  7. Renz - either make the diffuse or normal map smaller for the texture, depending on the texture. For instance - some detailed engraved wood should have a large diffuse and normal, but no specular is really required. Similarly, a metal object should probably have a small diffuse, and larger specular and normal map, as it's less about colour and more about detail.
  8. another texture - this time a (IMHO) medieval door: http://208.49.149.118/TheDarkMod/Textures/wdn-door1.jpg
  9. Needs to be cleaned up towards the center, it's obvious that the texture was flipped down the center and it looks a little weird. Beyond that it's good. I've started adding basic single color surfaces today, stuff that looks alot like Thief 3 textures actually. Kinda come to realise that we need to put some restriction cap in on this, otherwise we'll end up with a pk4 file that's almost a gig in size by the time we're done...I'm adding these things left and right just for variety. But anyway, it looks like this. We also need to resize these textures properly. Almost all of them are 512x512, which probably contributed to me oversizing my map. Thing is 256x256 makes it look sloppy and low res and the normalmapper doesn't like 384x384 for some reason...
  10. another wooden texture with a carvings - same style. http://208.49.149.118/TheDarkMod/Textures/wdn-panel_big.jpg I also fixed the one before - it wasn't perfectly symmetric.
  11. 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.
  12. another wooden texture - alrady uploaded it on the ftp: http://208.49.149.118/TheDarkMod/Textures/wdn-panel.ceil.jpg I think it'll look good as ceiling and as a panel. the only problem will be the map for it, cauze of the detailed carved frame. looking forward to see this ingame - I made the texture using a photo of my grandma's desk she's got some really nice furniture in her living room - I'll make some more textures with suff of this room.
  13. Yeah, you nailed it. Whatever they did with the Thief 3 color scheme made it very drab and the same all over. The warmth is missing. I think a big part of this may have come from the way they had to share the same textures. The way they did it I was unable to replace the health meter with a hi-res version of the old shields. When I did the health meter texture appeared on health potions, hammer guards scepters and on a cat'o'nine tails. I was so disappointed.
  14. I think it's important that the texture artists try to work with a certain colour palette - it seems they already have the warm fire feel for the indoors lit with torches. Now out doors should be decided on soon, like strong blues and purples or greens maybe (and yellows, for the lights), or something, like the Thief 3 concept artwork. All good artists know that less is more. By that I mean, if the scene is filled with all sorts of colours, it loses its identity, but if there is a specific theme going on, it shows and it really has its own character. People were saying "This is what Thief 3 SHOULD have looked like!" about Renzatic's screen shots, and I beleive the colour palette is why. We (well, the artists) should strive for a unique, and unified feel for this Thief world. You can see good examples of this in a lot of 2D games. I think 3D games are only just catching up there, as the tools let artists express themselves more easily - a lot of older 3D game all sort of look alike, but now, with some of the nicer looking games, you can take a screen shot of it, and it is so easy to tell straight away that it is from that game, and not another game of that type. I think a good example is Need For Speed Underground. All the neon colours glowing in the dark, and the motion blurring. It's not the most realistic racing game out there (check out some of those new rally games), but it is certainly one of the prettiest, and best looking racing games out there. (If I have people disagree with me about NFSU, then maybe I chose a bad example, but I hope my point gets across all the same)
  15. I know what you mean. I mean, I have never played Thief 3 YET (still trying to get my upgrade) but from the screen shots, it doesn't look like the original games the way Renzatic's and BlackThief's work (in Renzatic's screenshots) look. I'm still trying to work out why this is. One thing that popped into my head is that it actually looks more angular than Thief 3, so it looks a bit older, like the old Thief 2 and 1? But looking at some of the indoors screenshots, Renzatic's room is just lacking the other details and bump/specular mapping that make the room feel more "rounded". I think it's the colour palette. Renzatic's screenshots feel very warm, very fiery and orange. The Thief 3 screenshots, while still cool and thiefy, seem more "over-cast grey", even indoors where the torches are. I'm sure these texture artists know this kind of thing already, but I'm going to make a texture palette mention in the "Targets" thread.
  16. lol, thanks..I'm pretty proud of it. I'll go ahead and upload the finished room and the door texture in a few so everyone can check it out.
  17. Don't appologize for being beaurocrat because this is exactly what a project lead has to be (among other things). In T1/T2 the textures were connected with a sound. So if you selected in Dromed a wodden texture you got the wodden footsteps automatically as well as with a marble texture the marble footsteps. Is there some way in D3 to do this as well? I guess this would mean to create a surface which (hopefully) can have such properties as sounds. Now do we already have some sounds to go along with the textures? Is somebody working on such sounds because we will really need them.
  18. Rather than just making what comes to your inspiration, I'm going to start defining targets. Right now, we'll be working on a texture set for a Thief2/Overlook Manse feel - a house with wood, wallpaper, metal, stone, books etc. We are already a fair way there, but we need more flooring especially (wooden & shiny marble a requirement, as well as thick carpet). So carry on, but don't go crazy with some woodsie theme stuff. Next up, I reckon will be more city themed. But first: house textures.
  19. Also just finished up the geometry in my little bedroom mockup. Shot 1 Shot 2 Shot 3 Shot 4 lol, I've been going at a breakneck pace these last few, I think I'm gonna take a couple of days off and finally get some sleep in. Oh yeah, the lamps use an Id texture. Cuz I can't do specular maps yet I had to dig up one of theirs to get something appropriately shiny.
  20. Candles are already modelled in D3 so that shouldn't be hard. I wonder what other D3 objects we could use if we retextured them? We could put a wood texture on the boxes, for starters.
  21. ...and another victorian wood texture - actually I'm very proud of it, cauze it's a really good looking high-res texture, however I didn't get the right color, so that it doesn't fit to the other wooden stuff I made here are 4 different versions (the 1st is the original) - maybe someone else can do the color-work better, so that it'll fit better to the other stuff... 1. version 2. version 3. version 4. version I think the texture will look good at the upper edge of a wall. I don't know how you call it in english.
  22. Not yet, no. The specular maps are the one big thing I'm missing at the moment. Based on what I've seen thus far they're not a dire necessity...can't hurt to have em, but everything looks fine without em. The texture package...so far I've kept everything nice and organized, but there are a few textures in there that absolutely refuse to work no matter what I do. Considering that about 1/3rd of Id's textures aren't showing up, I'm starting to believe it's more of a bug with the editor than a problem on my end.
  23. lol, I'll get to it. I was planning on doing it tomorrow after I clean it up and straighten things out inside of it a bit. But on another note...Fireplace You have to see it in motion to really appreciate it, what with the (bit too frequent at the moment) lightning lighting everything up nice and cooly. I'll include both my maps in with the texture pack when I upload it to the FTP.
  24. you mentioned somewhere, that you want to add a fireplace. maybe this texture will be helpfull:
  25. great work man I hope I get D3 tomorrow in the computer store, where I buy my new computer components. If everything works fine I'll be able to play D3 on highest-details in 2 days BTW: as soon as you've got your ceiling we should post this screen in the ttlg-forums, I think people will be really impressed.
×
×
  • Create New...