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  1. ok I'm "back" - finished my 3 weeks of boring work. here's another piece for the mansion setting I did this weekend: same thing in lightwave without normal: http://www.thedarkmod.de/intern_screens/victorian_chair2.jpg I'm not sure if the bump on the wood isn't too strong - gonna play around with it a bit.
  2. Direct link to Atti's vid http://208.49.149.118/TheDarkMod/Art-Conce...ings/at_BOT.avi
  3. I'm no expert on Zbrush though. Maybe it was becasue it was using local space instead of tangent, the normal maps were totally messed up. Which 3d app are you using, I'm sure there will be a normal map pluging for it. THe ATI normal map plugin has a plugin for Max, Maya and XSI, and there is already a normal map plugin based on the ATI one for Lightwave. Yreah, it would be nice to add all those uber details in Zbrush though and then norma;l map it. Maybe I should look into it a bit furthur, or you could make a post on the pixologic forums asking if you can make tangent space N-maps compatible wioth doom.
  4. Very strange. It's always worked for me. Oh well, I just now saved the picture in our FTP area and relinked it. You should see it now. The new URL: http://208.49.149.118/TheDarkMod/Art-Conce...alls/statue.jpg
  5. yes. I be watching thy forums, milord. Gonna get some grand art done hopefully for thee soon.
  6. Hey, some of you might recogise me from the ISA forums, or maybe not. I'm normally called "The Nay-Sayer". Anyway, just thought I'd drop in and wish you guys luck since the D3 SDK just got released. I've gotta say those engine tests in your gallery are great, particularly the original old window one, the colours are just so awesome, the ambience is just right and it's only a test. And the one of the really dark stone hallway is great too. But really I love the old window shots, looks better then TDS even. Best of luck with the gameplay and stuff though, obviously that's whats most important. Cheers and "god"speed.
  7. Yes, I am downloading it now. I see the dev forums now, thanks. Hehe, thanks! Glad to be a part of it.
  8. If we're going to be straying back ON topic, we should move back to the dev forums....
  9. It's not in as a proper weapon, it's just part of the mesh so I could do the sword drawing anim. Here it is in the game - 600kb Though it looks a bit fast and jerky here due to screen capture and compression. http://208.49.149.118/TheDarkMod/Files/sword.avi
  10. I think the only reason we would need to have page turning is if we decided to incorporate body awareness for the campaign. From hovering around on the forums I've noticed that a lot of people truly enjoyed it in other games too, but felt that Thief needed to really work on it. So, if we do get body awareness into the campaign...we could definately go the whole nine yards with picking up the book and such. I think it's fine for now that we stick with keeping it simple and going for the classic Thief style presentation. In many ways it should help us build a stronger foundation by not being overly complicated in the beginning.
  11. Like all forums, go to your control center and you can set it to what ever you like. I think most internet savy people would realise this. (that's not a slur on you internet savyness))
  12. Nice to meet you, Tyro. Great stuff. And welcome to The Dark Mod. I am already impressed by your enthusiasm. I'm the Art Division Leader, so we'll be working together, no doubt. Take some time to read through the different developer forums and bring yourself up to date with what we have already done. When you're ready for some assignments, just let me know. (and you'll find the average age here is fairly high...I'm 32)
  13. Eeek, I think there is some confusion here. I've pretty much ripped the guts out of T3 and the gem wasn't 2D. The Gem is a 3D object, just like the compass. It is simply skinned with a 2d texture. The texture will wrap around the gem, and in this way...the gem can be placed in any position we need it and then anchored there while the compass rotates around it. I've checked out the textures oDDity supplied and they should work perfectly. Just a quick shot of the skinned gem model. This is the T3 gem. I used the t3ui.ini to scale it up in size and turn the end towards the player slightly. It's a full 3d model. Just wanted to make sure there was no confusion there. That should help get things moving along. Another shot...angled up and exposing the edge of the gem. Since the t3hud files enabled scaling through the t3ui.ini I'm hoping that there is a similar way for us to do this in doom 3. Having to resize the gem and compass and export it each time we want to try a different size would be time consuming. I've tried the d3world forums but wasn't able to find anything about scaling ingame hud items. I'll send an email to id support.
  14. Has ayone managed to get static models in-game, complete with normal maps? Normal maps generated by ZBrush don't seem to work properly in Doom, I think because they use tangent space instead of local space, the model I imported was 0,0,0 black everywhere except where the lights hit it. The Orb normal map program site seems to be down since all the links are broken, my lightwave notmal map plugin seems to have mysteriously stopped working, and I can get renderbunmp tool in Doom to cooperate either! :/ SO if anyone has generatd their own normal maps for an objects and it worked ok in-game, please spill the beans. Also on poly counts, it states somwher on the forums here that character models can be up to 7-8k or something, but I think that's way too many. The model I imported was only about 4k and my perfomace went way down, even though it was the only model in an empty room. All of the Doom models are very low res - that's the point of using normal maps in the first place..you don't need high res models.
  15. What I did to use renderbump was make a low and high poly version of a model (obviously) put them in a folder models/mapobjects/object/testobject.lwo Then I wrote this shader and put it in the mapobjects material file: models\mapobjects\object\testobject { renderbump -size 256 256 -trace 0.03 -colorMap -aa 1 models\mapobjects\object\testobject_local.tga models\mapobjects\object\testobject_hp.lwo diffusemap models\mapobjects\object\testobject_d.tga bumpmap models\mapobjects\object\testobject_local.tga, specularmap models\mapobjects\object\testobject_s.tga } What I'm not sure of is where to put this shader, or what to call it at the top of the code. I read on the doom forums that you put the name of the surface of the low poly object u there, but i the material files the doom devs always write the path an the name of the object what I get when I run renderbump is this WARNING: Couldn't load image: testobject surface 0, shader testobject renderBump = (no action) 0.01 seconds for renderBump SO you write a .def fle as well? fr the object or for the map you put the object in?
  16. You mean the finished game model? A long time I would suspect. Doing the high res model is only 10% of the workflow. I still have to trawl various websites and forums trying to get the information I need to work out how to get characters into the game, and no animations have even been started yet. Heh, I've only just perfected getting characters into UT2K3, and now I have to start all over again for Doom. Still, I've finished a lot of Nightblade work, I've only a couple more models to do for that, so I sould have a decent amount of time to devote to this.
  17. I have no problem with an animated movie as part of the menu. It just means we would have to change the design again. Perhaps I'm misunderstanding, but I thought pak was talking about having a 'live' shot of a map behind the interface...AI wandering around just as they would in a game. Not a pre-recorded movie. Actually, the new design I'm considering DOES include a brief animated movie, kind of like the planet coming into view in the original D3 menu. I'll post more about the idea this weekend, once I get this GUI tutorial under my belt. It's on the Doom3World forums under scripting. Damn, can't remember the title offhand...something like GUI Tutorial #3. I'll post the url later when I can find it. Edit: here it is, NH: http://www.doom3world.org/phpbb2/viewtopic.php?t=3241
  18. ehm, which command do use? this one renderbumpflat -size x y path\path\mymodel.lwo ? that's what I get with this command: http://www.thedarkmod.de/intern_screens/window_normal.jpg
  19. http://208.49.149.118/TheDarkMod/window02.lwo
  20. ok I'll try to send them before sunday. windows: http://www.thedarkmod.de/real_texture/materials_vol5/
  21. a bunch of doors and stuff http://www.thedarkmod.de//real_texture/materials_vol4/
  22. ok I think I'll copy the dvds and send them to spar (just send me your adress via PM) To provide you guys an insight into the textures I uploaded the first materials to my webspace - of course just preview jpgs - the full-scale textures would be arround 3,5 gigs! http://www.thedarkmod.de//real_texture/materials_vol3/
  23. http://208.49.149.118/TheDarkMod/Miscellan...rkmodFoot01.avi Requires the xvid codec, downloadable from here. notes -Some of the footage would need to be redone before public release, particularly the first shot with a guard in it, that was my first animated character, which is why it looks so bad. -Actual commencement on DarkMod cutscenes will not happen for a long time from now, as they hinge on a final draft of the campaign story being completed. -I was thinking that this footage could be used for any trailers and videos we release to the public, I am also willing to do new videos specifically for promotional material if they do not require an extensive amount of work. The quality of any work i do now is going to be greater than what is shown in this video, as i have learned a great deal more on drawing and animation since creating this footage. -The early parts with the text on them can have the text removed easy enough if anyone wishes to use those shots in promotional material, if this is decided to be used as our campaign intro, different (or no) text will be used. -Some of this footage will be used for a trailer for my now-cancelled thief film project 'A Thief's Path,' but should not matter much as a great deal of new footage will be created for our actual campaign. Comments are welcome.
  24. Well, we told you it was coming, and here it is: a sample of some of the ambient tracks which will be available to FM authors right from release, plus a few more melodic tracks (which may well end up in our own campaign...) and the music from our Christmas trailer. Thanks to the entire sound team; the mp3 files are encoded with the author's name so you know who made what. Altogether about 26Mb, .zip containing mp3 files. http://208.49.149.118/TheDarkMod/darkmod_ost1.zip Enjoy!
  25. started working on the first high-poly model for a normalmap for a real-texture window. http://www.thedarkmod.de/intern_screens/manwindow1.jpg I'm thinking about making a lowpoly model for the window, so that it won't look too flat, when you're standing right in front of it. Renderbump seems to work way better than renderbumpflat anyway....
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