Jump to content
The Dark Mod Forums

Search the Community

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

  • 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. So, Tom, are you still with us? Haven't seen you post anywhere yet. Are you seeing the developer's forums now?
  2. http://www.tpd.tno.nl/smartsite966.html that's the URL. but I found out that it actually isn't one huge picture. there is also a thread in the TTLG at Communtiy Chat. http://www.ttlg.com/forums/showthread.php?t=91130&page=1
  3. Anyone familiar with this team? I was wondering if we could recruit some people now that they seem like they're nearing completion. http://www.ttlg.com/forums/showthread.php?t=91246
  4. Hi, we could definitely use someone working on the AI! Please send an email to: recruiting@thedarkmod.com , and New Horizon will set you up with a thread in the Applicants forum. (I'm not positive if the email is 100% necessary, but I think it helps things happen faster )
  5. can't see your linked picture, but I think I just realized, what you mean. I'll weld those unnecessary points. anyway here's the whole thing ingame. http://www.thedarkmod.de/intern_screens/ta...airs_ingame.jpg
  6. I remodelled the top of it in lightwave - it's 95% the same shape, but has 1000 tries less! 336 tries instead of 1331... http://www.thedarkmod.de/intern_screens/dtable_fixed.jpg <{POST_SNAPBACK}> hey..i made low poly of this! you must be using wrong files! dont remodel any more.. i am not that stupid to make tables of 1000poly and name it lowpoly
  7. Slow down, NH. See above post. We should be very careful about not letting our own enthusiasm dictate what we show the public. We could post something like this in our own public forums, but I wouldn't make it a public release, UNLESS it was combined with some other things, like mentioned above. In all seriousness, if we had the following: The bedroom map (in-game, with fire going), The ability for objects to vanish when frobbed At the very least, removing the D3 HUD and crosshairs THEN, I think it might be worth releasing a new video. But not until then. IMO, it's better to have people wondering what we're up to than it is to release things that make people (who know nothing about how hard things are) say, "THAT's all you've got so far??"
  8. Well, it is open source in the sense that anyone can apply for a position and help us out but we won't make the source public right now. This is simply the way we have decided to proceed with the project. Open source and closed source both have their benefits and drawbacks. I don't think one is necessarily better than the other. We won't release the source until we feel that the project has been finished and we have created a pollished, focussed product. Anyone who is interested in working on the project can email me at recruiting@thedarkmod.com and I would be more than happy to bring them into the application process.
  9. If you look for some tutorials you can learn the basics in a few hours. It is really hard to learn when you just want to experiement with it, without looking at a manual. Fomr the big apps you can usually do a lot just by clicking around. Not so with Blender. On the other hand, the interface is asboluelty streamlined to support the workflow. If you learn the keys you must use you can do a lot of stuff in a short time once you are used to it. I saw on the blender forums that there are now also video tutorials available. This might be helpfull. Search on D3World for "blender tutorials" and you can find them easily, there is a direct link to these.
  10. a new window-texture, that could be used in a city, as well as in other places, like castles, mansions: http://www.thedarkmod.de/intern_screens/city_window1.jpg somehow my normalmap generated from a lightwave model turned out horrible, so the texture on the screenshot has just a photoshop generated normalmap.
  11. While messing around with lightwave I came across this problem several times - the mesh doesn't have a uniform colour in smooth shading, as it should have - sometimes you can see lines, where the colour changes. I think mostly, when you connected two parts of a model. http://www.thedarkmod.de/misc/differentcolour.jpg (I know that the wireframe is a bit messy in that area, but I don't think that's the reason) I guess this has something to do with normals, but I couldn't find a proper way to fix it. Has anyone of the lightwavers around here an idea, how to fix that? (this is nothing darkmod related, so I posted it in the off-topic) edit: June 7th - forget it. I just figured it out myself
  12. In the past few weeks and didn't have much time, but I'm still tyring to improve my Lightwave modelling skills. Anyway here's a little "project" I started Sunday evening - it's a model of a modern german soldier. Comments and criticism welcome - I hope to improve my skills, so that I'm familiar enough to do proper normalmaps for darkmod textures soon. http://www.thedarkmod.de/misc/idz_wip3.jpg The collar and a lot detail on the sleeves and boots are still missing. However I'm not sure what's the best way to add fine detail, like buckels and lacing. I'd also like to know if the wireframe is basically ok.
  13. Guest

    Best Of Luck Dark Mod Team

    Hi this is bad marine ass from the Planetdoom and doom3world.org forums and I just thought I'd stop by to wish you guys good luck. I'm both a Doom and Thief fan, and I can't wait to see what happens when the 2 games get married I'm also a solo modder (current project is Doom 3 Aftermath), that means I do most of the work by myself like mapping, modelling, coding and texturing, and since I'm relatively new to the modding scene, I hope to learn more from teams like yourselves and I'm sure I could help out a bit with you guys if you're too busy or anything. Best of luck to the Dark Mod!
  14. Hey I would like to personally thank you for your help on the doom3world forums for various questions I have asked. Thanks for the support and the help! Good Luck on your mod!
  15. Springheel

    Fonts

    I've uploaded the file, called menumain.rar, to TheDarkMod/Files/ on the ftp site. It has all the Thief fonts and all the graphics for the main menu. All of the images should be scaled properly for D3 (powers of two). Hopefully the alpha channels worked--let me know if things don't look right. If there's anything else you need, just let me know. I can upload the option menu too, just let me know when you're ready for it. edit: oh, one thing I didn't do was add a mouseover effect to the buttons...I was going to add a small 'outer glow' layer effect. You can go ahead and do that in PS if you think it's worth adding.
  16. Why oh why wasn't this posted on our forums!? Congrats oDDity.
  17. finished the normalmap http://www.thedarkmod.de/intern_screens/moss_wall_ingame.jpg took about 4 times longer than the actual texture.
  18. Great! So it had some effect to do this work. When you post it, please make a new thread though. Makes it easier to keep track and when I look through the forums to collect the consensus for the design.
  19. Yes it does. Trust goldfishguy. Apple Macs traditionally used to default at 72dpi for screen resolution but anything up to (and sometimes beyond) 96dpi is common these days. Take a 17" screen. 800x600 (about 62dpi) is going to be a different resolution to 1280x1024 (about 96dpi). comprendez. good. But anyhow goldfish guy, Springheels right too. Ain't no one got a 300dpi monitor. Not many folks have a 300dpi printer for continuous tone images for that matter. But yeah. Huge images on the internet is just rude. Post little pics if possible please. Or link to larger piccies if needs must. Life is nice and cosy when you are young and healthy and with good eyes - like you and me. 800x600 on a 17" screen is good for anyone a bit far sighted or a bit over the hill though. Feel sorry for anyone checking the forums on a web enabled phone.... (something I do from time to time)
  20. Maya is the best overall 3d app available yes, but I spend a lot of time hanging around the CG commuity, forums etc, and Lightwave is regarded as the best poly modeler available. It has it's shortcomings obviously, no history, edges or NURBS are the main ones, but it's just so fast and intuituve once you learn it, and you can also virtually 'sculpt' in it , in a way not possible in other apps, apart from ZBrush. I used Lightwave 8, but it's virtually identical to lightwave 7 and 7.5, most of the changes in the newer versions were made to Layout, character setup and animation.
  21. Ah, thanks. Applegeeks' forums aren't bad for tutorials either.
  22. If you're interested in some good tutorials and critical feedback, there are a couple good forums to look at. Epilogue is one that has a lot of stuff available that might help. http://www.epilogue.net/cgi/phpBB2/
  23. a new texture I created totally from scratch: used this photo from macsen for the "texture" for the bricks. http://www.thedarkmod.de/intern_screens/mosswall_source.jpg ...the normal will be a pain in the ass
  24. Well I read in another post o the forums here that 7500-8k polys is the target for characters. I'll have no problem whatsoever getting to that level from the current 30k It's never a good idea to have large details like the belt buckle just a flat plain with a normal map, it's always best to have some basic geometry there as well that more or less follows the high res shape. That's not a problem though, there's a plugin for Lightwave call qemLOSS which does just that job. I'll have to get this textured and normal/spec mapped and into Doom to see what the final effect will be. I currently have no idea how god/bad/average it will look inside the game.
  25. Not really related in line with what we were talking about here....but I just mocked this up for fun. Someone at the ionstorm forums asked if we were going to change the name or just leave it as "The Dark Mod". Thinking of how Eidos and Ionstorm may take to us creating a mod inspired by one of their intellectual properties, I felt it would only be fitting to call the game THIS. On a half serious note...*L* I think I might even like that name. HA. @ pakmannen: Wow, I love that mock up. @ Springheel: I see where your coming from. The inspiration for that idea came from the idea that the fans will be creating prophecies in a sense. Fan Missions are essentially adding to the story. Kind of mystical and fantasy oriented I suppose, but it's also in line with the Thief universe, just approaching if from a different and I think more cerebral direction. Kind of quiet and reflective, like the game itself. As more fan missions are written, it would be like the prophecies unfolding. Just some thoughts to ponder. Anyway, enjoy my silly mockup.
×
×
  • Create New...