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  1. Yes. You should talk to Fingernail about that. He can give you access to the teams forums where we have the concepts and everything.
  2. Yeah those 300 res ones were just for forum purposes. The actual picture files are all 1704x 2272 or vice versa. So, I have them zipped up into several different packages. 7 actually, and each one is slightly under 10 megs a piece. I know Yahoo mail is doing 10 meg file transfers in their email. So, I just need somewhere to send them. Also, about the level design: I'm really excited about this mod in general. (The more I see and hear, the character shots and the ambient music for instance, it looks like it's going to blow Thief 3 out of the water.) The texture photos took so long because right after I offered to do it, I was thrown into a transition phase I wasn't prepared for (family crisis fun time!). Anyway, I have a steady life now and a good internet connection and all the software I would need to do some level design. If you guys aren't sure of my skills, you could give me a small project as a test and I could produce something for you and you could see what you think. Either way you wouldn't lose anything. Also there's a link in the beginning of this thread to my HL2:DM map, but keep in mind that was on a month time line, so I didn't have much time to build, plus the time to learn BSP editing. Even if it was just one map you wanted for the single player campaign I would be happy to do it. Anyway, let me know where to send the photos. Edit: Just for the hell of it, here's some more previews. Remember these are only 300 x 400 for forum purposes. Textures: Another wall Door Reference: Wall apex Thanks guys. The photos linked to in this post may not be used for anything other than viewing. None of these may be used for personal, artistic, or commercial uses, exlcuding TheDarkMod team.
  3. I think I remember seeing you around on the ISA forums back before Thief 3 was released, that render of the Thief jumping the wall looks really familiar (and absolutely completely amazingly awesome). I'm impressed, everyone else is impressed, and you're already a member of the team as I write this. Welcome to the team, man..hope you have fun.
  4. OK! So what has it been? Months and months now. Well, at least I have them now. I finally got a chance to go up to Portland and snap some pictures. A few things before I send them to anyone: I used my moms digital camera (since I'm poor) and it has this weird slight fish eye lens effect going on. I hope this doesn't make the photos useless. I read somewhere that it can be fixed in photoshop. I just don't know how myself. It's not a really strong effect, but you guys will see what I mean. Some of these are reference photos but most are texture shots. It was a cloudy day but the sun came out here and there so there's still some shadows. I had to kinda sneek around to get these photos since they didn't want me hanging around really. Which is so perfect for a Thief mod, that I would have to sneek around. They probably thought I was going to steal their artifacts. Anyway, there's a few pictures that are at angles instead of being straight on, hopefully some can still be made into textures. Also, what about photo size? These are quite large (2272 x 1704), but that should work well for texture work. I think the texture size for Doom3 is like 1024 x 1024 tops right? Or maybe 512? I don't mind sending the original size ones, that should make it easier. I have 50-60 photos. Including 3 different churches and just a photo reference of a 4th. Here's some small examples to kinda get the idea of what I took: I would have put them into the post, but it just gave me an error about dynamic pictures. Two references: Courtyard Tower A texture: Wall So, where would you like me to send them? You can email me at brad103183@yahoo.com and I'll check back to this thread later. Also, just in case: The photos linked to in this post may not be used for anything other than viewing. None of these may be used for personal, artistic, or commercial uses, exlcuding TheDarkMod team.
  5. Less like learning, more like trial and error. Trying to copy various techniques, this one sounds like Danny Elfman, something out of Edward Scissorhands for instance. http://208.49.149.118/TheDarkMod/hehe.mp3 Bear in mind it's recorded in realtime through a sampler, no post-processing. I love the fact I can hit play and get sounds like this on my system, it's like there's an almost-real orchestra there - about as good as you can get on a desktop, really.
  6. Greetings Everyone! I wanted to start this thread on behalf of the DarkMod team to help keep our guests informed on our progress; to let them know there's DarkMod life in the project even when it may seem there is none -- and to keep them updated as such. There won't be a set schedule as to when this thread will be updated, but maybe check back from time to time. Anyone can post here and I'm sure you'll hear from other team members here in the future. Although many visitors might already have http://www.mindplaces.com/darkmod/index.htm bookmarked to see updates on screenshots and concept artwork, etc., some don't have it bookmarked and may not know about it. Other forums actually point to our site here and I figured there might be some benefit to providing occasional updates here via this forum, too. As an update for our guests out there, I can say that I've seen a LOT of activity from our team members behind-the-scenes on this DarkMod project. There are many discussions going on and a lot of concepts being worked on. As a team member with a primary focus on artwork, I've personally created a few concept drawings and have seen fellow artists showcase some very nice concepts. Our programmers, 3-D modellers, audio experts, etc. are also very active in these early stages of the project. I want to assure our guests that there's a lot of DarkMod life behind-the-scenes that you might not otherwise see from the outside. We have a long road ahead of us, but we have an enthusiastic group working on this and I'm confident you'll be happy with our DarkMod work once complete. Stay tuned, as I'm sure there will be many more updates in the future! Until then, may shadows continue to guide your journeys. Darkness_Falls
  7. Or register here at the forums, so you can see the rest of the boards.
  8. that's cos it's actually recruiting@thedarkmod.com spar missed out the "the" accidentally, evidently.
  9. Send a mail to recruiting@thedarkmod.com and we will setup a contribution thread for you where we can discuss the details. Include the info from here as well so we know what you are applying for. It would be very helpfull to have a customized tool for our assets. My only hope is that this will not take longer then developing TDM itself, as this could be quite a big task really.
  10. Whoa, can we shrink that image down a bit? Images should be kept at a reasonable size on the forums...if they absolutely need to be bigger than 800x600, then we should use a link. The cathedral doesn't look bad, but that tower really looks familiar. Is it based on something? I originally thought of Orthanc, but I know it isn't the movie version.
  11. yay - my first modeled _very_ simple normalmap. 10 minutes in lightwave http://www.thedarkmod.de/intern_screens/ma...brick_local.jpg
  12. ok, I think this is finally done I adjusted the diffuse to the new layout and overworked the normal a bit (I also changed the fingers a bit, because the nails turned out black ingame - so I stole the fingers of Oddity's Prelate normalmap ) The boots look now ok ingame - I'm not totally happy with the hands yet, but I hope they will look better with proper smoothing in md5-format. Here're the textures: http://www.thedarkmod.de/darkmod_files/hg_textures.rar btw would you mind sending me the head+texture? I've got some head-textures laying around here I did some months ago and I think we should have at least 3 different heads anyway.
  13. Fingernail

    Programs

    If you want to stay free, use Blender (someone wrote an exporter for D3).... You could learn Lightwave and I'm sure it's great, but I think there has been an exporter written for 3DSMax also. Not sure though...check the D3W forums.
  14. I think perhaps I'll have to pick up Blender to carry us over our lack of 3D team....that is, only one modeller. Adverts have gone on D3W, ttlg & polycount: any of you advertise on any other suitable forums too.
  15. Drop me a line at recruiting@thedarkmod.com and we'll have a chat.
  16. I fear the models aren't modelled closeley enough. I just took a look at the high-poly model in blender and I think the shape differs too much from the lowpoly model, not sure though. I uploaded both, so maybe some who has more experience with models and normalmaps can take a look at it: www.thedarkmod.de/darkmod_files/wardrobe1.rar
  17. Hmm, something does look familiar about it to me. Maybe it was only used in certain books or certain notes lying around? Here's the post I got it from: http://forums.ionstorm.com/index.php?showt...ndpost&p=355674
  18. Hello, I offered my help on the coding side on the old forums. Until the SDK comes out, a lot of the stuff I'd like to get started on will have to wait. As a result, I was only periodically checking the old boards, and only just now saw the message regarding this move. I'm still more than willing to offer my help on the coding side. I'm mostly interested in helping with AI, and movement code (Mantling, run/walk/sneak/crouch modifications). I'm also willing to help anywhere else that requires it. Even Art. Sorry for not posting anything for a while, but until the SDK comes out, a large number of things are simply speculation at this point. -oofnish
  19. Doom 3 comes packaged with the level editor in the executable. All you have to do to access it is rightclick on the Doom 3 shortcut, click on properties, and add "com_allowConsole 1 +set r_fullscreen 0 +editor" in the target box after the quotation marks. But if you mean how we've made all the test maps, well...we've got lots of stuff down in the (currently?) hidden sections of the forums that go through it all step by step. It's a long process that'll probably bore the hell out of everyone not interested in the technical side of the mod. And yeah, the SDK will be free. As for the Garrett model...I think DeepOmega has been doing it in 3DSMax, not too sure though.
  20. xpnsve

    Hello!

    Hi there guys! This is Jim from DoomCast.com. I've been talking to Fingernail and offered him hosting and some space on our forums! Just wanted to say hello and meet the people who are going to bring out this awsome thief mod! I still remember the first time I played thief, lol, getting chased around the first manor and scrambling up a rope to hide hahaha Hopefully this mod turns out great! Anyway, gtg Jim Doomcast
  21. The one where you said you want to wait? But you can write an email to recruiting@thedarkmod.com o we can set you up.
  22. 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.
  23. here's a stained glass window thing- here's the photoshop doc http://208.49.149.118/TheDarkMod/Art-Conce...sc/tracery1.psd
  24. ok tried to make the normal myself - turns out ok imho: http://www.thedarkmod.de/intern_screens/pa...ng_rendered.jpg a modelled one would give the face more depth maybe so the normal for the other wallpanel and the ceiling are more urgent.
  25. tried to make a 2nd one with a griffin, but I'm not happy with the result... http://www.thedarkmod.de/darkmod_files/paneling_griffin.jpg
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