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  1. Actually I wanted to register thedarkmod.com some time ago and promptly forgot about it. Thanks for reminding me.
  2. 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
  3. 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.
  4. 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?
  5. 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.
  6. 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
  7. 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
  8. I think this stairway will be a pretty good inspiration as well: http://208.49.149.118/TheDarkMod/Art-Conce...s/stairway1.jpg
  9. 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
  10. Ok here you are http://208.49.149.118/TheDarkMod/Textures/Texture_Overview/ don't wonder about some textures - I put some into another theme, for example the windows, cauze I think they fit better to the City-Theme. (of course they can be used for mansions as well). I'll change that later in the material-files and on CVS..... seems that I'm the texture manager now PS: I put a questionmark behind the mansion_door02, cauze I'm not sure if we should keep this texture. looks rather crappy IMHO
  11. I picked the factory setting as my starting point. I've spent some time shuffling through some not-so-recent sample CDs and synthesized some noises myself. The whole lot is going up to /TheDarkMod/audio/unfinished/mrdischarged/factory/ Some machinery hits, a couple machine/engine ambient loops and some other effects.
  12. I could try to texture the bed. plze upload it as .obj that's easier to import for me. place it into the TheDarkMod/models/props/furniture/beds folder edit: but first you should reduce the triangle-count - there's a lot, that could be done with a normalmap
  13. Ok, here is a mock-up of my new menu proposal. I didn't have much to work with to animate this, so bear with me. When the menu loads, we will see a warm, inviting mansion room. A crackling fireplace creates flickering shadows. Through a window we can see the roof-tops of the city. The camera zooms in slowly, until the window fills the left side of the screen. The title and menu options are visible from the beginning (couldn't add them to the video). When the zoom finally stops it will look like the still shot below. Through the window we can see clouds moving across the sky, window lights blinking on and off, and smoke from great factories belching forth into the sky. When the player clicks a menu option, a black, shadowy silouhette passes suddenly across the screen (turning it briefly black). Once the shadow passes, the new menu text (the option screen, for example) is now visible. All the while, our intro music plays, perhaps with the sounds of the fireplace in the background. Obviously this is a mock-up. The real thing would need a bigger window, probably without glass (or very clear glass). The animation is on the ftp site at: TheDarkMod/Files/Darkmod_Intro.mov (I don't know how to link directly to it)
  14. BlackThief

    Plate

    ok, the textures are on the ftp (/TheDarkMod/models/props/loot/plate_g/) I'll wait till there is a tutorial, how to prepare a blender object to import it in D3 and upload the model then. currently all my models aren't rendered properly in d3.
  15. Books are ingame (Sparhawk's screenshot) http://208.49.149.118/TheDarkMod/screenshots/Books.jpg
  16. this can be easily done with bumpmaps - no need to spend polys on that both are on the ftp now: /TheDarkMod/models/props/readable/ book_red1 book_t1 BTW would be nice if you guys could join IRC.
  17. Hey I know where you can get that DDS photoshop plugin!! From nVidia's website, but since I can't be bothered to dig out the link, I uploaded the file to the FTP! ftp://208.49.149.126/TheDarkMod/Files/NVI...6.0827.1800.exe
  18. texture test of a wall ingame: http://208.49.149.118/TheDarkMod/screenshots/wall_test1.jpg Renz - shall I create another texture category on the ftp ? perhaps 'Core' ?
  19. i uploaded a small ambient sample, maybe for some kind of mission involving the undead, or a creepy mansion. Link: http://208.49.149.118/thedarkmod/sounds/li...est1haunted.mp3 note that these are just some practice tracks for you all, nothing is final peace LB
  20. I put two of your sounds in the test animation I did before, (i hope you don't mind) they work out great, though the bowpull seems a little off. It sounds like it's from a staged bow, not a straight pull and shoot one like our thief appears to have. Either way, good work. EDIT: Here's the clip http://208.49.149.118/TheDarkMod/miscellen...test2(divx).avi
  21. lol, okay...everything should be in order now. Grab it and enjoy. http://208.49.149.118/TheDarkMod/maps/
  22. You can either select a different sized grid by going to the grid menu at the top of the screen or hitting 1-7 (or shift + 2,3,& 4 for the really small scales). Because of the funky scale Doom 3 uses you'll find yourself working on grid sizes 2 & 4 the most once you get used to the editor. Edit: Grab the map here: http://208.49.149.118/TheDarkMod/maps/ The updated speculars and the accompanying material file are all packed in. Edit 2: Damnit, just realised I forgot something..hold off on getting it for a sec.
  23. Test http://208.49.149.118/TheDarkMod/textures/...pack_3_Beta.rar Okay, that works.
  24. Here is a screenshot of an angel painting which might be fit for our mod. If have uploaded 13 other images as well http://208.49.149.118/TheDarkMod/Art-Conce...ings/Painkiller so you might take a look at it. Some architecture. statues and some paintings. Mayebe you find it usefull. I noticed that they are rather big, so I will try to cut them down. I must look which tools I can use for this, as I'm not well prepared for graphics processing.
  25. here's the first castle wall texture: http://208.49.149.118/TheDarkMod/Textures/cas-wall1.jpg I know 1024x1024 is a little bit too big for the texture - the optimal size would be around 800x800 so you've to scale it down a bit in the editor... I'll try to make good normalmap for it.
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