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  1. 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...
  2. another texture - this time a (IMHO) medieval door: http://208.49.149.118/TheDarkMod/Textures/wdn-door1.jpg
  3. 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...
  4. 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.
  5. 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.
  6. 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.
  7. 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)
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. you mentioned somewhere, that you want to add a fireplace. maybe this texture will be helpfull:
  14. I would suggest you make the normal texture (with lattice) transparent and translucent and then put the lattice on it. of course everything must fit exactly, but I think this will look best. I tried to make a no lattice version, but it looks like crap, cauze of the dirt and some other things on the glass, that is dependent to the lattice. I hope you understand, what I mean - sometimes it's hard to explain in english edit: a new wallpaper
  15. Can you make a lurvely all-glass (no lattice) version of your window texture monsieur BlackThief? Cos then we can make it translucent and transparent and all sorts of graphical loveliness, and overlay it with the lattice or a frame. :lol:
  16. most of them are really nice but I think the white wooden door and the other white wood texture don't fit properly into the thiefworld.
  17. hm, the shadows look a little bit strange to me on the shot anyway I just uploaded a new texture and some other textures in new colors. a white wallpaper - actually I didn't had to do much on this, cauze almost everything already fit. demo: and here's the ceiling in yellow - I just changed the colors in Photoshop - its quite easy demo: I also changed the color of the panel.
  18. I realise now that, sorry, I'm not a 24-hr admin, I tried my best to make team-members team members, but you and Renz slipped the net (too late registering of course ). Anyway, I agree with the design document thread, but hadn't considered game design. Alright, I'll remove the lightgem board too. Art boards will remain, I like the classifications. ~Programming ~AI ~Sound programming and a new board for SFX. I'll make the design document section read-only, and I'll make a 'team issues/general' board. I'm wondering about the special fx board - this is a mixture of art and programming, mostly involving the .mtr files, which the texture artists should learn to deal with anyway. But if you are really stuck on this, then I'll make one of course. Sound good?
  19. well, I made a bumpmap for the ceiling, but I think Fingernail made one, too, to test the texture ingame. nevertheless I can upload my bumpmap to the ftp. Now I'm working on some classic wallpaper in thief 2 style. I think we don't need to do bumpmaps for that BTW: Where the hell are the admins - you guys are still "normal" members and I assume you can't see the whole forum.
  20. Hey, thanks for the texture. I think I might try and tackle your stained glass windows next and see what I can come up with. Pretty soon, counting both your textures and the ones I've done so far, I might have enough to make a good sized mockup map. But if you can, see if you can make some bumpmaps to help me out with. Photosourced textures usually need to be tweaked alot more than the Blade textures do, so it'd be alot faster if I had an extra hand doing em. Edit: Actually, it'd be a good idea if everyone making textures (which I think is just Blackthief, possibly Alexius, and I) were to get together and started organizing everything. It'll mean alot less work on down the road if we keep everything in order and pack the textures the same way and whatnot.
  21. your map looks great man yes the texture isn't perfect, however I thought it would look a little bit more old and medieval that way let's move this into the art-forum...
  22. Texture forged by Blackthief and moi, right now in highest quality of JPG. I'll get to make tga's once i figure out how they work.
  23. I've registered. Give forth to me administrative status, so I can hack at this forum to give it a nice dark theme and create some art for it. Ahh. Why does my avatar keep shrinking to 64. What be the limit? I suggest we have forum separate main threads for: Announcements and News Object making ART: Concept art Texture creation Storyline Voice acting
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