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  1. great work man I hope I get D3 tomorrow in the computer store, where I buy my new computer components. If everything works fine I'll be able to play D3 on highest-details in 2 days BTW: as soon as you've got your ceiling we should post this screen in the ttlg-forums, I think people will be really impressed.
  2. There's nothing wrong with the window, looks perfectly thiefy to me. A moon? Never! No time to modify. Springwheel's stuff's perfect anyway. (Runs away with the artwork to the Imperium forums.)
  3. I drew some potion concepts on paper. Have only had time to Photoshop one so far... the Breath Potion. Here's what I'm thinking. If you're swimming under water and a running out of air, what does one need? Air. So I feel our magical breath potion should have some sort of 'air' in it to fill up the lungs. My solution to get air in the vial was to trap some air underneath some liquid. (I thought this would be more interesting than just a vial of boring air.) The "air" in my concept is actually a magical gas or smoke of some sort. (My original idea was to have it look like a semi-transparent gas, but I soon learned I couldn't figure out how do draw it like that without considerably more effort.) So, a magical gas (or smoke) is completely trapped underneath the liquid. (You can see how the trapped gas/smoke has a convex shape to it; it's being held down by the liquid.) When taken, the magic takes effect and the thief's lungs fill with air. Naturally. It is hard to see from my static drawing, but I envision the potion to be full of motion. There are champagne-like bubbles going up the liquid (as someone previously desired for a different potion), and there's a tumultuos gas or smoke randomly churning about underneath it. (I hope you can see this drawing on your monitor okay. I've learned that my professional series monitor richly recreates black colors and darkness much more vividly than other monitors I encounter. I can brighten this drawing up, if need be.) What do you think? Here's a slightly larger version: http://208.49.149.118/TheDarkMod/Art-Conce...th_potion-l.jpg
  4. Guest

    I Want To Help

    Arg. Sorry forgot to include contact info. God_is_my_goldfish@yahoo.com Or PM me in ttlg or ionstorm forums.
  5. yes it's done with a normalmap. I know what you mean - I overworked the texture a bit - roughed up the leather armour and made a new belt. I also added some detail to the sleeves, which makes the model look more interesting too (imho). here's a high-res screen: http://www.thedarkmod.de/intern_screens/hg_highres.jpg while looking at it in doom3 I noticed another small problem: as you can see there're some faces missing, but I guess you can fix that in no time. and it seems like the missing faces cause also the weird shadows.
  6. A cool tutorial from the D3W forums about creating new creature models. http://www.doom3world.org/phpbb2/viewtopic.php?t=5133
  7. I've made you an administrator now, Fingernail. Set up the forums how you want it.
  8. Since when was Object making not under Art? Yes, more art forums: Objects Concept Art Characters Textures and another forum for levels/test screenshots.
  9. not bad - the windows have more depth now, but the lattice in front of the window doesn't fit properly to the diffusemap anymore. made another framework texture - (you can see it on the right) http://www.thedarkmod.de/screens/city3.jpg I think it'd be a good idea to replace this poor screen with the one above on our website
  10. My normal for this texture (BT's Strassbourg window) is at: http://208.49.149.118/TheDarkMod/Textures/btwin1_local.tga
  11. you can, you just have to use the http address, instead of the ftp one http://208.49.149.118/TheDarkMod And i must say, those truly look amazing. Especially the priest.
  12. I won't be avalible this weekend, just so you know. We can make the arrangements to the forums next week, before we open it to the public.
  13. oDDity

    Prelates

    I didn't change anyhthing excpt swapping the revnant mesh and anims for the prelate mesh and anims. It worked perfectly before I updated CVS. And it worked for Ishtivan since. HEre is a finshed prelate BT(well I may make the armour more detailed at some point) ftp://208.49.149.126/TheDarkMod/prelate.jpg
  14. if you want to bookmark a certain page, 1. go to the main page, and right click for the menu on the button that leads to the desired bookmark page. 2. click on 'copy shortcut'. 3. go to favorites, and use the current page to add it to list (it will be default as you mentioned [www.thedarkmod.com]) 4. now go to your favorites list again, and right click on the bookmark, and go to properties. 5. under the URL section, paste in the 'copied shortcut' from step 2. 6. hit ok, and there yah go.
  15. not a cube - I modelled a rough mesh and the rest is done with a transparent map. here's it ingame: http://www.thedarkmod.de/intern_screens/key_ingame1.jpg
  16. Please send a mail to recruiting@thedarkmod.com
  17. I used D3's renderbump to generate the normalmaps, but it'd cool if you could model that lock, however I'm not sure if that wouldn't be too much work. yes it is edit: here's the model and the two texture-maps (still 512x512): http://www.thedarkmod.de/darkmod_files/chest_lowerpart.rar
  18. Yeah, a combination method would work well. As for chaining the flags so that an object with PLAYER_TOUCHED set to true or whatever that bumped into antoher object within a certain amount of time would also set PLAYER_TOUCHED on that object.. that sounds like a pretty good solution. You'd just have to figure out how to clear all the flags when the chain reaction was over. [edit: I guess you could just clear the flag when the object comes to rest, assuming that D3 physics works right and it doesn't keep wobbling around in place or something] Btw if you have any interest in helping out with the programming, we can always use more (altho this decision is up to our lead programmer Sparhawk, not me), so if you're interested, you might want to shoot an email to recruiting@thedarkmod.com
  19. ok here's a nice high-res screenshot of the lady http://www.thedarkmod.de/screens/noble_woman1.jpg
  20. Please write a mail to recruiting@thedarkmod.com.
  21. Someone probably said this already, but if you think you have time to help us with animating, then by all means, send mail to: recruiting@thedarkmod.com And include some links to samples of your work if possible.
  22. Really? send recruiting@thedarkmod.com an email.
  23. Please send an application mail to recruiting@thedarkmod.com. We will set you up for an interview. Thanks.
  24. Thus far, we have a fully functional lightgem and working blackjack and bow and arrow animations. We have several screenshots on our homepage. www.thedarkmod.com Here is a screenshot of the bow and arrow in action and our lightgem. The hands and bow and arrow in that picture are our first run and will be replaced with new versions shortly. Screenshot As for a release...don't expect the toolset to be completed until 2006 at the very least. We may release some beta versions, to allow FM authors to test the tools, but they will have been tested heavily before doing so.
  25. I agree with mOdEtWo. My registrars gives me a choice, and I prefer not to use masking. As an example, check out: http://www.rcl-software.org.uk/thief/ That takes you to: http://www.rclsoftware.org.uk/thief/ (without the dash). Makes bookmarking stuff much easier. Unless we are planing to actually move the site to www.thedarkmod.com in the next few months.
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