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  1. Found another great texture source, this being a bit more my style and somewhat fitting with the theme I want for my eventual map. http://www.abandoned-places.com/ These 2 pictures in particular piqued my interest... & I'm obviously gonna have to change the style a bit for the mod, but I've always liked the derelict look.
  2. http://www.webskyline.de/attachment.php?at...entid=2438&sid= this is a truck, a try of makin something high poly, well unfinished an untextured, as you can see i already made the mirrios and windscreen wipers its about 1000 polys and far from finished. it was just to learn max. my cashregister, hast 152 polys, the texture is not final but you get the idea. the model is for an iso perspectiv game i am developing with friends, thats why it is so low-poly something bout me: im a game developer as a profession. especially for additional level design, modelling, balancing, testing. you can call me teh "glue" between the big important parts that make up a game. the invisible data, the balancing. im experienced in photoshop, max, soundforge, several level editors (unrealEd my favourite), mass editing game entities, balancing. i got a special skill in finding bugs, my collegues hate me for it. the company i work for is named Sixteen Tons wich just released the not so pretty Gotcha! and is currently working on Emergency 3. I work(ed) for both games as said the graphical and leveldesign support, physic balancing´, testing in my spare time i write, design some games (no kidding), build levels if i got the time, and of course play a lot. no special genre, i love to kill in rage as i love to sneak, build up citys, think about puzzles or try to kick someones ass with my car. i love thief from the first hour, and i am disappointed about the fact, that there is no level editor for thief: deadly shadows. pictures from a level i made with unrealEd 3 for ut2k3 can be found here
  3. Maus

    Pick! Me!

    The reason I am so excited about helping out with this project is because I love the Thief series its one of my favorite, I have played the first 2 several times! But I haven’t kept up with the series since then, just haven’t had the time to play many games, all work and studying to get in to the game industry. I would prefer not to post to some free art archives, like deviantart after carefully reading there user agarments, they can retain the rights to uploaded works. AKA it now belongs to them! I will have a host soon, and will try to display as much of my work there as is possible. Till then I would like to start on some Concept Sketches of Environments. Then after you approve of my ideas I will Model, Texture & Normal Map all the recourses needed for sed environment. (design before you implement right?) Then with the peaces of a map in hand I could design a level or 2 or 3 using the assets. To help me better understand what your project needs: Are adventurer(the Thief)’s desire for wealth leads him to loot Ancient Ruins and raid Dens of Evil Creatures. Or duss the hero have other motivations? Have areas already been decided on, or should I just make a place up? Do you have a story I should try to follow with my concepts? What creatures have an influence on this environment? Hum built it and why? Ext… If there is already a design in place pleas give me what information you think would be helpful in making concept for you as a test to prove my self. Thanks for giving me a chance to help with this project. Regards, Maus
  4. Fair enough. Hey, I don't know much about modelling, but is there any benefit for me to try and design concept sketches that allow you to reuse parts of other characters? In other words, if I were to design a city guard with shoulder armour, would it be helpful if I just used the same shape as our Thief's shoulder armour, and we made it look metal with a different texture instead? Can you swap bits and pieces like that or do you have to do the whole thing from scratch?
  5. Renzatic

    Good Stuff!

    Your texture alignment is a little rough in some places, and the lighting could use some work, but other than that it's a damn good looking map. The props in particular are really slick.
  6. Why? Doom 3 can do translucent in realtime - you just need a 'thicker' alpha texture. Or frosted glass.
  7. But they key word is "pretty" isn't it? They still weren't TOTALLY opaque - what was on the other side - light, shapes, etc. would affect what the window looked like, and you could tell there was a whole 'nother world on the other side, and not just a solid wall with a texture on it and a light object in front (a la T2). Windows that are translucent would look WAY more atmospheric than the original "fake" windows, or perfectly transparent windows. I would think with more fiddling with the alpha transparency and the 'wobbly' effect of Fingernail's windows, you could get a 'translucent' effect. Imagine; it's not transparent enough for you to see properly through it, but it's not actually a solid wall either (the way it is in T2). You can make out forms and light on the other side, and it would change as you move. This would look very cool and atmospheric, since the environment on the other side would affect what the window looks like, which is the kind of thing we've been trying to fake with textures and light objects in the previous games. My only concern is how showing the extra geometry would affect frame rate. I guess you would only put translucent windows where you could afford the polycount.
  8. Omega, go for it. Read up on the scale and formats you need. You can just pass 3D object 'texture planes' through Doom 3 using the 'renderbump' command, and it outputs full normalmaps.
  9. Wow, quite exciting to see that window. I'm actually trying my hand at making a window texture...I'll post my results for criticism and look forward to getting some pointers so I can learn how to do this as well and be more productive to the team.
  10. That brick texture reminds me - a lot of the normals we make should be based off of modelling, not painting. This is especially true of the complicated ones (the wood inlays come to mind). Modelling that inlay, then normal mapping it, would take about 20 minutes, and would get excellent results. This is how they got most of the really complicated metal textures in Doom3 (the ones with sockets and pipes and so on and so forth). Anyway, if you want me to knock some up, I will. Very easy project for me.
  11. It's not too late to start. If you wanna go ahead and help BT and I out I can tell you everything you need to know to get a basic working texture in place. I had never done any texturework before I started this mod, so it's not really a hard thing to get into. All it takes is patience, trial and error work (I went through 7 specular maps before I got one I was happy with for instance), and a good idea of how to apply depth with heightmaps and you're ready to go. And another test using the new trim is up. Still looks a little plain, need more detailing textures.
  12. Wow guys, this stuff is gorgeous. I feel lame for not being a texture artist now.
  13. Basically, I've just played around with the ones in Doom 3. You choose a texture and it's either animated, fog, flickering, got little lines/shadows in it, etc. So you could make a lattice window projection, and project it from the window to the floor.
  14. Right now I'm wanting to make a few torn wallpapers using the textures I already have, something neat that shows the wood underneath. I've already tried using the brush tool to carve out a bit from a board texture with a bit of space surrounding it for the transition and then layering it on top of a wallpaper, but the end results look to fake to me. I know we have a few Photoshop pros around here, so I was wondering if I could get a few pointers on how best to approach this.
  15. Wow, great start on the house, Fingernail. We need to find a good roof texture. The windows look awesome, but I agree with Ren that they're a bit too big. I love the skyline in the background though, where did you get that? Ren: Your glowy windows look great. Are they supposed to act a light sources though? It looks like they should be casting some blue light around but it doesn't look like they are.
  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 had a whole suite of textures like this door I'd be able to whip up an awesome map in no time. But as it is, this is what I have done so far...as you can see I'm taking my time with it. The normalmapping process begins...slowly. I can also add in any other type of background so we can make multiple doors using this overlay. And yeah...I know...I took the handle out...I suck. Didn't wanna have to deal with it. Fingernail: It's not bad so far, but your scale is off. Your windows should be about the same size as the door, if not smaller. I have a fairly good roof texture in the package you could use in place of that brick floor...it was one of the few I couldn't get to work so you'll have to screw with it to get it ingame. Edit: Oh yeah! How could I forget my...GLOWY WINDOWS!!! I'm beginning to think that fireplace looks like crap, too.
  18. another texture from the castle - and I've to say, that I really love this door I was walking into the castle and suddenly I saw this door. My first thought was something "Damn this door really rocks, this fits perfectly into the thiefworld" http://208.49.149.118/TheDarkMod/Textures/massive-door.jpg I hope you guys like it, as I do edit: the knocker should be a seperate object ingame, or added to the door model.
  19. 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.
  20. 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.
  21. just tested the door texture in thief 3:
  22. 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...
  23. another texture - this time a (IMHO) medieval door: http://208.49.149.118/TheDarkMod/Textures/wdn-door1.jpg
  24. 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...
  25. 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.
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