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  1. I've just noticed, darkmod.com is completely wrong anyway, it should be www.thedarkmod.com .
  2. thedarkmod.com yes, I've been using that ever since you got the domain. What do you mean it's not up yet?. It's there, all reddish and stuff. But the redirect doesn't make sense. (to me that is. ) even if you don't have control of Nameservers or directDNS there should still be ways for you to make it go seamlessly. Oh nevermind, I shouldn't talk, I am not knowledged in this enough to rant on about it.
  3. New Design? It hasn't been posted yet to my knowledge. Did you type darkmod.com or thedarkmod.com? It should be the latter. Our URL points to www.mindplaces.com/darkmod, where the site is hosted. That is probably why you're seeing the redirect.
  4. An by that statement I think I will wait until thedarkmod sdk is released..... I just figured I would need the sdk (that is out now) to play... Thanks for the info! roguetech
  5. So i should wait until you guys (thedarkmod team) release your version of the SDK? just making sure I get what your saying thats all...
  6. Currently AI has not been started, so having somebody on the team with AI experience would be very helpfull. Please write a mail to New Horizon recruiting@thedarkmod.com and tell him to set up an application thread.
  7. It's up for grabs Included in your happy meal: 9 Textures 1 map 2 particle effects in a prt file 2 material files and lots of fun lovin. There's more to come, this is just the start. 1 texture needs to have a normal made for it (pagceiling01), one needs to be retiled and have it's normal replaced (pagtrim01), and one is a severely altered John P texture (pagfloor01). The rest are all ours 100%. prt files are opened with wordpad as per the usual. Texture layout follows the new standard set by Fingernail. Grab it from the FTP: thedarkmod/maps/paganesque.rar
  8. No, this one that tyrot was working on but never posted anything about. http://208.49.149.118/TheDarkMod/Art-Conce.../generator2.jpg He was making some changes and improvements to the design, but i have no idea how far he got before he left.
  9. DeepOmega

    Torches

    torch.ase and torch_local.tga are on FTP. /TheDarkMod/models/props/torch/ Use them well. I eyeballed the scale, but really I was going on memory, so it'll probly need tweaking.
  10. Since the day was overcast and my camera wasn't the best possible to have, many of the shots will require some color enhancement, renz has already looked a few over and said they would be useful. ftp://208.49.149.126/TheDarkMod/Miscellan...est%20preserve/ I got a good variety of shots and many of the same materials for mixing and variations of the same texture. I'll be returning to the forest preserve come spring and summer to get more textures that don't look so dead.
  11. I'm assuming this is an application thread, but you don't have a name or any other info to go on. Looking at your work I think we'd probably wanna hire you on for architectural details, static meshes, and props. Your characters are good, but your enviroments are much better in my opinion. If this is an application (and I'm guessing it is since it's in the I Wanna Help forum), send an email to recruiting@thedarkmod.com and give NH a heads up.
  12. Really glad you enjoyed what you have seen so far. We're still early in development but we've been very fortunate to have a talented and dedicated team who will work all hours to get something right. If you have any mapping samples, drop me a line at recruiting@thedarkmod.com. If you are into texturing, we have positions available there as well.
  13. Some chants: chant1 chant2 chant3 Several ambient hums that loop seamlessly rated at subtle, medium, and intense. About 4 or 5 of each. hum_intense1 hum_intense2 hum_intense3 hum_intense4 hum_intense5 hum_medium1 hum_medium2 hum_medium3 hum_medium4 hum_medium5 hum_subtle1 hum_subtle2 hum_subtle3 hum_subtle4 Some longer ambients ambient1 ambient2 ambient3 ambient_alienbirds I separated the following previously submitted themes from their background hums. They were also improved somewhat. These themes work well with any ambient hum but also by themselves. There is alot of space in them, which can be effectively subtle. Here are EXAMPLES of hums and themes mixed - hum_subtle2+musicbox1 hum_subtle3+creepypiano_strings hum_medium5+bell_banging_swells Everything can be found in /TheDarkMod/audio/unfinished/muze/ Here are links to the unmixed themes: musicbox1 creepy_piano_strings bell_banging_swells
  14. You should write an email to recruiting@thedarkmod.com and New Horizon will get back to you. Reference this thread, so he knows what it is about.
  15. Send an email to recruiting@thedarkmod.com. Can't talk about storylines out here.
  16. I can tell you exactly how I did it and provide the material file if you wanna do it yourself. It's not all that difficult, just really time consuming. If you wanna check out a huge jpeg showing em all off, go to: ftp://208.49.149.126/thedarkmod/screenshots/t3_tex.jpg
  17. I'm not sure why noone posted this here as a news item, but anyway: www.thedarkmod.com is now our official URL. Please update your bookmarks!
  18. Ahhh Cowgen. I searched everywhere for that. I thought it was a brilliant idea. So, you're looking to code for Dark Mod huh? Send an email to me at recruiting@thedarkmod.com if you would seriously like to apply. I can then get you started on your way to darkmod application.
  19. It's on FTP under /TheDarkMod/Textures/DeepO_Normals/ Three files: windowmodel_1.ase, windowmodel_1_local.tga, and windowmodel_1_uv.tga Enjoy.
  20. It's on FTP, under /TheDarkMod/Textures/DeepO_Normals/ I also put the window model there (will post in the right thread for that, as well). Enjoy.
  21. Hello, Thanks for dropping in. I'll get you to send me an email to recruiting@thedarkmod.com with a brief summary of your experience, just so I can have you on file. I'll get back to you shortly after that. Thanks.
  22. thx - here're the files for everyone to test it ingame: http://www.thedarkmod.de/darkmod_files/guis.rar
  23. spring seems to be right. I changed the size to 256x128 and it looks better now. I'm still working on a smooth transition between the different states, so I think you've to wait till tomorrow, cauze I'm pretty tired right now (was about 4 hours cross-country skiing this morning ) http://www.thedarkmod.de/wip/lightgem_test2.jpg
  24. k thx - found it out myself 5 minutes ago anyway - here's a first screen of the lightgem (version without the compass): http://www.thedarkmod.de/wip/lightgem_test.jpg but I'm really not satisfied how it turned out ingame. eventhough the tga is about 250x170 pixels the lightgem is totally blurred in D3
  25. Did this real quick, Tyrot went nuts over it, but i think it's rather meh right now. I'll be working on a much better version soon. http://208.49.149.118/TheDarkMod/Art-Conce.../stabbinguy.jpg
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