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  1. well, what about thievery and nightblade `? both use crystal-arrows - thievery even uses some original thief 2 textures
  2. hi, i just talked with rezniac about my model that i was about to texture. he said that i should rather add the details from the texture as real vertices in the model. well, thats where i do not know how. although i think i do not need to make the wood like look on the table plate by model because its flat, i need to know how i should fake it without a texture? or for example how do i make rough wood surface? a rusty metal, old leather etc. do i need surface modifiers or just much time and an eye till i get it right? i know for clothing surfaces just as banners, jackets, well everthing like that there is SimCloth. is there something like that for all the other surfaces to use for high poly models?
  3. Well, I finally got my scanner to work so I thought I'd upload some concept artwork I've been working on the past week or so! Woot! Mainly just rough sketches, but hopefully helpful...? PS: Any feedback on the above is appreciated. Also, there's going to be a lot more time spent in creating lamps, lights, candles, candleholders, chairs, tables, wall patterns, stained glass windows, etc., then what was barely touched on here. Just didn't want anybody worrying. Side Note: I look at 'concept artwork' as general guidelines to help create the game. The museum sculpture stand image above, for instance, has a big magnet over it (to slowly lift the glass box when activated). This may or may not be something we want to include in the game -- it was just an idea. For example, our thief could have a goal that says "Figure out how to steal the Bafford Scultpure" or something, and our thief would then have to find a secret switch that lifts the glass enclosure up, revealing the sculpture. We may or may not want to do something like this. As well, in the concept artwork, the magnet looks like hell. I envision more care and detail going into the actual magnet if it were implemented, perhaps even hiding the fact that it's a magnet by making it look like a beautiful, ornate hood above the sculpture that provides light to the sculpture or something. So, you see, please just take my concept artwork as brainstorming sessions and possible ideas rather than an edict saying "We need to do it THIS way" or "I feel this way is the best." So, as more and more drawings come, take what you will from them for use in DarkMod. I just want them to be helpful! Cool?? Cool. PPS: The 'miscellaneous room' one was done with colored pencils. I know it's not the best clarity. Just wanted to do a rough room. I need to get myself a "digital pen" for my PC! Drawing with a mouse is kind've challenging, otherwise I'd do stuff more often on the PC.
  4. Wacom!!!!!!!!!!! They are like, the Creative Labs Soundblaster of the Tablet world. I have one http://www.wacom-asia.com/products/graphir...ire3_index.html (of course I have pasted you the Asia-pacific link, but just go to www.wacom.com and choose the correct reigon) That is the consumer model. Cost me $150 AU and has pressure sensitivity, and a cordless, batteryless pen, with the tip, 2 thumb buttons, and erraser head, completely mappable to any function in any program. Although the program has to support pressure sensitivity to benifit from the tip pressure. PhotoShop is great. I highly recommend it. It is powerful enough for your needs and very cost effective. I think anything more expensive is only for highly paid proffessionals, and most of us wouldn't make use of the features. That's only my opinion, but I do own the consumer one, and it does everything I want. Regarding your new concept art Darkness_Falls; ahh, colour dodge - looks like you've accustomed yourself to it quite nicely I think those look miles better than the originals. Colour dodge can be applied as a blending mode for an entire layer; you can get other kinds of effects that way, by duplicating your artwork onto a new layer and giving that new layer a different blending mode. There is a new game http://www.crashday-game.de/pages_e/news.htm - check the screenshots - the artist has taken the screen shots and done some layering effects to make them look like photos, not that they had much work to do with making it look realistic, heh, but they've obviously used photoshop to give them "photograph" looks - how everything is sort of blue-ish, and goes darker around the edges. Just another way of creating mood.
  5. Fingernail

    3ds Max

    Either get Blender (free, open source), or use some P2P to...umm...find out how to get 3DS Max cheap. There is some good advice on emule, for instance.
  6. Here's a crapload of more stuff. Most of this is from high school, I do better stuff now. Mechanical Designs Various Creatures These are concepts for a film script I'm writing that IS NOT set in the thief world, but has been influenced by the steampunk style of Thief 2. These exact designs would not be what i would use, I would do others specifically for this mod. Mecha Creatures And some new random stuff- http://img.photobucket.com/albums/v140/god...sh/100_4464.jpg http://img.photobucket.com/albums/v140/god...sh/100_4463.jpg Will draw new things tonight and tomorrow for this mod specifically.
  7. I spent the night in an abandoned sanitarium this past weekend and took plenty of pictures. Here's some low res samples of some stuff I got on digital, I also took some with 800 speed film but haven't developed them yet. wv6 wv5 wv4 wv3 wv2 wv1 I can upload high res versions if you guys want to use them.
  8. examples. You want examples. This evening I make the low poly chair so you got to let me in. on principle. woot. Ok, so its not as good as the other guy's, but its my first go with blender, which as anyone will tell you is a wierd arse program. And its low poly, ready to export to md5 or whatever the file format is and ready to use in an untextured kind of way. so there you go. Subdivided gargoyle is next...
  9. You've got some nice credentials, and your register model is fairly slick looking...lets see what ole Fingernail has to say, cuz we really could use a good prop artist at the moment.
  10. I don't remember that model being in the game...are there models in the editor that weren't used? Anything that we can use? Should we be designing our models so that they have swappable heads?
  11. Guest

    I Just Gotta Help

    hey, really REALLY nice work on the mod so far, I can't wait to see how this is gonna be. I've mapped for halflife a lot and I've mapped just a bit for doom3. (although doom3 = ez to use as well) If there is going to be a map like cradle, I would love to have the opportunity to make the map. I am good with lighting and ambient sounds, and I think I would be able to create a great atmosphere that would startle the player. However I havent mapped for doom3 in about a month because the mapping program has so many errors and glitches in it. So this leads me to my second question. Are you guys waiting for the Doom3 SDK before going wild? I know many other mods are and I am personally excited about their "improved" editor they will be releasing with it. Thanks
  12. Here it is. Use it well, young one. I hope you don't need it UV mapped, because you are not getting it UV mapped. ThiefMedium.ASE
  13. I couldn't live without my Wacom. Most of the art you see on my website has been done with Photoshop. I use a 5x8 tablet now, but my first one was a 4x5 I got off the internet for about $70, and it was a great way to get started. In fact, I still have some art on my site that I did with that early tablet. Examples: http://www.mindplaces.com/evighe.htm http://www.mindplaces.com/raeghin.htm
  14. Springheel - Do you use a tablet? If so, is it 4x5 and do you find that to be sufficient area to draw in?
  15. :lol:!!!! Renzatic ~ You sound like a seasoned veteran at this. Is there something we should all know?? PS: Fingernail - It might be worth a shot, eh? More seriously, of course. We could put links up in this forum and the DarkMod home page. And not just to go toward digital tablets or whatever, but the project in general. I'm sure we could all use a something, whether it be a video card, RAM, speakers, art books, digital camera, or whatever. No matter how big or small the donations, if any were to come, it'd be helpful for the project, I'm sure. Don't expect anything to come, though -- these things usually don't work. Do you think it would alienate our fans?
  16. Use www.imageshack.us or photobucket for hosting images...that is all. But I'm encouraged muchly by your enthusiasm.
  17. Yes, I can, but the more you copy armor, the obviouser it'll be. What's better is to use the same body shape to start, so I can build armor off of that - makes it much easier. For the record, I'm taking a little break today to do my comp sci project. Will work more tonight.
  18. Maus

    Pick! Me!

    I have more art examples then what you can see at my VCL archive, the problem is I have no place to up load work at this time! Yes I like the Japanese styles of art but if you look at: http://vcl.ctrl-c.liu.se/vcl/Artists/Maus/...ptsSketches.jpg I think you will see I can do just about any stile that is needed. The problem with the VCL archive is they have content restrictions on the types of art that can be uploaded: only Furry Art. This stuff is more of my hobby art it’s like my favorite pastime (other then being a pervert, lol). If you don’t think I can pleas test my skills and ask me to drawl something for your project. As fare as modeling and animating go I am not as experienced but I assure you I am very good with sculpture: http://vcl.ctrl-c.liu.se/vcl/Artists/Maus/...01-by-date.html and 3D modeling. As I have mentioned I have no place to up load this stuff. I could send an email with some other art and 3D models if you want to see what I am capable of. I will have to spend some time at home scanning and prepping my other work to show you. Because I cant really use office time and equipment on personal projects. But they do let us getaway with some surfing and non company emails. But I am going to spend the money and get an ISP so I can up load more of my work to show you better what I can do. I have been trying to save money so I could up grade my computers (I need to get a MS SQL server to test/develop my database code for my personal project). Most of what I am working on now in my free time is managing large dynamic persistent environments, which can be streamed over the web, searched, ext... Well at any rate if you would like me to prove my self by just jumping rite in to the modeling or art asset generation pleas feel free to test me! I see working with your teem as a chance to diversify my portfolio and grow more skilled as an artist! But if my willingness to work for free isn’t enough I will be glad to take the time to get my portfolio site back together and pay to host it online so to compel or prove to you that I am a talented and creative artist. that would like to help with your Thief style project. Regards, Maus
  19. Black cat have their own site, you don't need to go to the Thievery site. Check it: http://www.blackcatgames.com/ I think it is a better pointer than Thievery as TUT is one side of the Black Cat triad, and Alien Swarm did win Phase3 of the MSUR contest! In other news from my brain: I'm glad you guys have taking the line you have regarding copyright elements. The whole debacle with the Sapphire Scar is just disgusting. I can't believe they said it was disrespectful to use the SS2 name. Surely it is in homage. Twits. Beware the suits. Good luck.
  20. I don't really use the ftp, DF, but thanks. Alexius, I disagree about the Hammerites having Roman influence. In the concept art the armour is decidedly late medieval, with full breastplates on both figures, and metal greaves and skirt on the other. Other than the colour and the presence of a tunic, I see nothing Roman about them. Since the Builders are metal workers, and technologically the most advanced group, it seems to make sense to me that their armour should be both advanced and full of heavy metal plates, rivets and the like. I was wavering back and forth about the shoulder plates. I thought adding them might be a little TOO much armour for basic temple guards. I will probably do a more heavily armoured version for the elite guards, however. This concept isn't set in stone. The logos are very helpful, thanks. I particularly like the idea of a hammer with a flame background, like the middle one. Fire would be right up there in Builder symbolism.
  21. Wow, a man of many talents. Coming up with concepts for furniture by doing some research into the relevent time periods is something that needs to be done. I like the museum stand for that reason. The concept art for T3 involved a lot of dynamic sceans and good use of colour, that gave designers a lot to work from. In comparison, that shot of the room with the light on the wall is really bland, in terms of colours, archetecture, and overall feel. When the concept art was drawn with the camera at a really dramatic angle, you might think "well, the camera angle itself isnt' saying much - your viewpoint moves around all the time in the game", but what you really should be getting out of the image, is looking at it at a whole, and it gives you a feeling, and then you say "well, how can I somehow translate that feeling into the game, and give the player that feeling when they play the game?" I think that is the true power of concept art. We need something that says something new. Well not real new - we know what the Thief world is like - dark and moody, with brooding shadows and atmospheric lights, and ominous sillhouettes. But see how the concept art took that "theme" and gave it its own character? It's not easy but that's what I think we should aim for. A unique style of our own. I can see these sketches are just drafts, but they're a good start.
  22. Heh, yeah, I don't normally use crappy speakers for my sound and music needs. I'm getting a new computer soon, and I wont bother to rig my things up again before I get it. I could post the sfx I've made for Thief2D though. Thief2D Music This is a little almost-done music thing for a movie or something. I'll put the sound effects on the FTP once I get a chance.
  23. The artwork is pretty damn good, great for concept drawings. As for mapping it seems you've got a good grasp of how to design levels and looks like you're comfortable with the editor. The map itself seems pretty good overall, but it could do with some throwaway details and some subtle lighting to liven things up a bit, and it couldn't hurt to do some more work on the walls here and there to break up some monotony... I'd say you gots da skizills. I'll ask Fingernail if he thinks we could use another mapper at this point and see what he says.
  24. Phil

    Irc Server

    I've setup an IRC server at 69.200.100.162 for all of us to use. If you want nick reservation e-mail me your nick and a password for it so there are no imposters. Enjoy and have fun. -Phil
  25. Thanks guys! I think it has potential also!! I need to play through Thief 1 and 2 again soon to try and re-capture the feel of some of the aural delights they had. I'm sure you already did this, but while listening to my tracks, close your eyes and try to envision differen't scenes/moods/situations that could be happening. There are a few bits of sounds in there I've noticed, for example, that might work well for machinery -- especially when looped. The piano & strings music sound used in the 'Darkness_Falls-1.mp3' file (about :45 seconds into it) is very similar to the one used in the mansion level of TDS (the level where you could see lightning flashes from inside.) That's the only reason I did that. And, no! Honestly, I've never played Silent Hill. Does it use similar ambience? I watched a friend play a little bit of SH2 on the PlayStation2 many years ago, but I seriously don't remember what the music/ambience was like. I love working with audio, so I'd love to try and help out with the audio portion of things. PS: I've edited my original post to now have the revised URLs. Thanks Renzatic!!!!
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