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  1. 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.
  2. 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.
  3. 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.
  4. 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
  5. 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.
  6. Send an email to recruiting@thedarkmod.com. Can't talk about storylines out here.
  7. 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
  8. 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!
  9. 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.
  10. It's on FTP under /TheDarkMod/Textures/DeepO_Normals/ Three files: windowmodel_1.ase, windowmodel_1_local.tga, and windowmodel_1_uv.tga Enjoy.
  11. 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.
  12. 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.
  13. thx - here're the files for everyone to test it ingame: http://www.thedarkmod.de/darkmod_files/guis.rar
  14. 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
  15. 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
  16. 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
  17. Actually I wanted to register thedarkmod.com some time ago and promptly forgot about it. Thanks for reminding me.
  18. Yep, definitely. While I was tweaking the sound I actually had a version with more splash but then felt I didn't want to make it sound like we're right next to the water. I think we should have a few different ocean shore sounds. I'll work on tweaking the one above to add more "air" to it. Will do. Yeah, I wasn't really sure how long the loops should be, so I erred on the safe side to have more randomness in the sounds. I'll work to make them smaller files and try to post smaller ones in the future. I'm sure the ones I converted to stereo to get the 'swirl' effect are larger than the original mono version. I just use Goldwave v5.08. They have a free shareware version you can get from their website (http://www.goldwave.com/). The shareware version has full capabilities, but limits the number of commands you can do per session. Just have to close and reopen the program when this happens, or deal with the "want to buy it now?" pop-up notices it gives you. I've never had a fully professional audio editor. Can anyone say how "worth it" a more professional one would be than Goldwave? Hmm, I just dug up an old "Cakewalk Musician's Toolbox III" CD that my bro gave me a long time ago. I should try this to see if it's any better than Goldwave. In addition to telling me whether or not a "professional" audio editing program is worth it, let me know if you have any experience (good or bad) regarding this Cakewalk software. Saxmeister: To clarify, here's what I did to make the machine hums better. Open the original mono sound file (e.g., http://208.49.149.118/TheDarkMod/audio/unf...hine_hum_3.ogg) in your audio software. Do a "File > Save As" and make it be a stereo OGG file (rather than mono) instead. Select only the LEFT channel (or right, doesn't matter). In Goldwave, I just right-click the left channel and select "Channel". That selects the entire left channel. Use "Effects > Reverse" Voila! That should do it! Just play the file and it should now sound spicy!! I remember looking at the screenshots you posted in the other thread and feeling as though they weren't representative of the process. Like your screen labeled "The Original File" should've had the left and right channels more aligned, but they weren't. Hope this helps! -DF
  19. Sounds good, then - in light of this, I think it makes sense for me to hand over the model into Oddity's hands. O, you're a better character modeler than I, and it does make sense to keep a consistent style. I've finished up all the changes I can make in a relatively short amount of time - added more wrinkly details, tweaked the face some more, etc. etc. He's attached in a few file formats, as I'm not sure what'll work best for you. For now, especially since my time is a bit more limited, and Oddity's the official character modeler, I think it makes more sense for me to work on objects more than anything. The file is on the FTP, under /TheDarkMod/models/ThiefCharacter.zip I'm gonna go back and finish off that flashbomb now.
  20. Ok, before i tackle this beast i'de like to first know what would work best for it. I drew up a simple sketch here- http://208.49.149.118/TheDarkMod/Art-Conce...s/ropearrow.jpg but it has a problem in that the rope would knock into the bow as it's being fired. It was suggested that the rope is loosly attached on a ring, and is pulled from a coil as it's fired (i'm doing something similar in the movie) but this would not work very well for gameplay. One aspect i would like to keep for the final version above all else is the nooks in the head, these would help embed it into the wood better. It would also help for an easy subtle recognition of what arrow is 'loaded'. Thoughts, ideas, comments?
  21. well the mansions were definitely victorian in T2, but I think The City looked more like http://208.49.149.118/TheDarkMod/Art-Conce...ty_concept1.jpg the buildings were pretty high - T3 looked more like a village to me, not like a crowded city.
  22. I think it's not 100% big enough, but kfmccall is certainly able to use this for inspiration and extend it a bit - please with a such a hall ! did someone mention ROPEARROWS ? http://208.49.149.118/TheDarkMod/Art-Conce...s/big_hall1.jpg
  23. not sure what it is - maybe a library ? unfortunately it turns out pretty bad - looks much better in the book http://208.49.149.118/TheDarkMod/Art-Conce...ngs/stairs2.jpg
  24. I think this stairway will be a pretty good inspiration as well: http://208.49.149.118/TheDarkMod/Art-Conce...s/stairway1.jpg
  25. What is The Dark Mod? We are primarily a group of Thief fans, disappointed there was going to be no editor for Thief: Deadly Shadows. Seeing Doom 3, we all thought it would be an excellent engine to create a Thief Style experience. To be a part of the team, you need to have some familiarity with the Thief games. Although a Thief 3 editor is a possibility now we will continue our work as we feel the D3 engine gives us even more freedom to create a Thief Style. What do I do to join? We're a fan project, so you won't recieve any sort of money for work you do on this project. We do this for love of the game, and to add to our own portfolios. Dedication and a willingness to learn is very important. You must also be able to accept constructive criticism from team members. To apply, first sign up as a member of our forum and then send an email to: recruiting@thedarkmod.com Please include some samples of your work in the email and also a brief description of the skills you are willing to lend to The Dark Mod. Please ensure the work you include is representative of your capabilities. After I have reviewed your application, I will get back to you as quickly as possible. We are currently interested in the following skills: Model Skinners - We have many objects that need to be textured. Animation - We have a lot of character models that need to be animated Coding - AI or Physics Skills a huge plus. Mapping - Familiarity with Doom 3 level editor and Thief series history. Modeling - Characters, Objects Sound - Ambience, sound effects. **Please Note** Vocal Sets are being handled in house. No vocal set submissions please. - New Horizon
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