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  1. Yeah. So you r system crashed, and you need to reinstall. What happens? Steam is no longer available, or you have to pay a fee for it. Or another scenario. You start to play HL2 with the latest service pack. Unfortunately HL2 crashes all the time, and after some investigation you learn that the latest service pack has a problem with HL2 but there is already a patch for it. Hmmm. Steam is now feeebased. Quite a problem. You either have to pay or you can't play anymore. You upgrade to a new machine. Up till now I never needed to reinstall a game in usch a case. I keep all games on a seperate partition. When I upgrade my machine or reinstall I never needed to reinstall any game, because they ALL work without any installation (as long as I didn't delete them from my HD). HL2 is the first game where this is no longer true. Because of Steam I already needed to reinstall because my machine crashed and I had to put my backup back. I don't put Steam inot my backup on purpose. I rather have a clean unpolluted backup so I will not have it on the machine once I finished HL2 and deleted it. Uninstalling is not enough because this usually doesn't clear out everything. And that is IMO quite realistic. Because that Valve shuts down is not really a realistic scenario, though that can not be known. But there are many other scenrarios which are much more realistic.
  2. Don't use weapons WILL work if it is not a phrase, but actively supported by the engine.
  3. dear Diego i loved them all..very stylish...and perfect for normal mapping great work...mate:) BEST
  4. Guest

    *sigh*

    My favourite mod in development closed down today (Or I found out today...) Anyway, for those of you that dont know.. D3:HOE (Hell on Earth) Closed down today. I was so fucking sure that they would pull through to finish the mod, i mean they had some really high quality models, like id quality models. Anyway, that means that Dark Mod is now my favourite doom 3 mod, and I just hope you guys dont close down like D3:HOE, cuz then I'll be REALLY sad. I just want to say how awesome your guys mod is looking, really professional and everything. Yeah. But please do not cancel this mod! Please, for fucks sake, dont close down this mod, this mod looks so freakin awesome!! Everything about it is insane! The new textures, and models look so professional and great, and I hear that theres a new gemstone thing working which is friggin great!!! (I used it alot in theif games, not saying that this is a theif game) All in all I just want to say what great work it looks like you guys are producing and I really hope you can finish this mod.
  5. Guest

    About Choice

    I want the option to remove my EQ for any mission. I'm more tempted to be unstealthy if I have the means to kill. (Simply saying 'Don't use the weapons' doesn't work... I always seem to forget and start killing things.)
  6. Hey everyone, I visit this place alot and have recently started wanting to mod. I use maya and photoshop. I know how to create normal maps, I can layout UV's (without a fuss!) I'm pretty much just interested in characters, though I can create the UV maps for the objects if need be. I can work on texture maps as well, but their not my strong point. My msn is sanguine_fate@hotmail.com here's some pics from my site (Coronach.org) there's also some texture examples, and photoshop pictures there too. high poly head highpoly hands normal mapped head I kept reading on this forum that you guys had all the modelers you need right now, and then I read on moddb that you were still looking, so I figured I'd sign up here and see if my services would be welcomed.
  7. I think we're looking for texturers. Just wait till some of the leads answer Very nice work btw --Dram
  8. I'm more concerned about those cutout shapes on the furniture - they look like they have very sharp corners, which simply will not normal map. If you could curve those down a bit - make them look sculpted - it'll work way better.
  9. I was thinking of getting some more characters game ready anyway, then we won't have to lie) Not looking forward to it though, this part is all tedious hard work and no fun. Reducing polygons... *yawns*.... Uvmapping..... *stretches*.... rigging and weighting....*lapses into a coma*
  10. work in progress...
  11. w00t! oh hell yeah - they really rock! awesome work
  12. I know, I know. I'm still working to get the commode ingame properly and texturing atti's windows oDDity - if you've got some spare time (bad joke he?) can you take a look at it? I'm really desperate I asked at d3world.org for help, but everything I tried yet didn't work.
  13. Hey, if you want some work, there's a whole batch of unskinned models....
  14. I think oDDity is doing the compass now and he's got the metal-texture of the classic-lightgem anyway, so I guess there's no work for me.
  15. Looks very nice! Great work
  16. Here's an idea on how to achieve a similar thing to steam: Instead of using software, use hardware. Basically, when you buy the game, a small usb thingy comes with the game, which you need to insert in order to "Activate" the game, or if you wanted to be a bit more strict, you could make it that it has to be in whenever you play the game. However, this would'nt work for Valve as they are sick of publishers (just as much as Bush is sick of the UN) and would rather sell the game over the internet - nowhere to return it. Either way, my suggestion was but an idea on how to keep the gaming at least a bit fun, prevent piracy (which i do believe is justified in certain circumstances, ie: HL2) and not have to go updating steam every 5 minutes. But that would (OMG!!!!) raise the production price from $3 to $4 OMG!!! NO! WE WANT YO PAY VERY LITTLE AND MAKE SO MUCH!!!!! - F****n Valve
  17. My suggestion would be to incorporate the style that BT has used into the minimized Gem oDD. Essentially it's just a trimmed down version of the full compass. We had settled on that style in an earlier light gem thread, best to keep it simple at this stage. We're hoping to get the rotating compass in ASAP. The angle of the gem you presented is pretty much bang on with the angle I demonstrated earlier. From this angle the tip of the compass is visible, but does not point too high in the air. If you would be willing to incorporate BT's design into your existing gem oDD, I think we would be able to put this to bed. Finally. I'm not sure that we need to have more amber in the light though, the color you have used is softer...I like it. If you do add more amber, perhaps only just a smidge. I also don't think we should add more specular to the gem, ingame it draws attention to the fact that the gem isn't affected by lights, in my opinion. Once that is done, we just need a reduced poly version of the compass with the texture. Right now it's at something like 4000 faces I think. I'll get that packaged up once it's finished and send it to Spar so he can get the compass ingame. If you have any trouble with the FTP, just send it to my gmail address, tgormley@gmail.com The work that both of you have done to get this finished is greatly apprecated. I can't thank you enough.
  18. Checking it out now. I think this one will work best for the Lightgem + Compass Combo and BT's for the Stand Alone Gem. Have to see what the ingame result looks like. Thanks.
  19. Yikes. They both look really nice. I'm still unsure about the remnants of the housing on the ring. I don't want to see anyone to end up wasting an excessive amount of time on this, but it is important that it look right. I suppose we could somehow make it that when you toggle the compass off, the gem image is replaced with the one having part of the housing still intact. At any rate, I would like to test both ingame. BT, if you use the citytest2 map and just run down the middle of the street, you will get a very smooth transition on the gem. That's how I've been testing it with yours and it works beautifully. Transitions are very smooth. Great work. oDD. I would also like to test your version ingame as well, to see if it looks good without the additional housing.
  20. It's not hard at all for me to do different versions, but each one would be a separate graphics file. We might be able to use decals and alpha maps to create some kind of randomness, but that would be more work. Something to look into later.
  21. curiouser and curiouser...yeah rename Ground to ground. Forgot that, but it does work for me
  22. oDDity

    Prelates

    Well Tyrot knows the morph map UV ,mapping techniqe in Lw, it's not quite magic, but pretty close. I'm very adept at it now, so it doesn't take long at all. As far as which way up the hammer should be, I think it should be head down for two reasons. First, the christian cross symbol derives from the practice of crucifiction, so obviously there is only one way up for a cross, and it's this way because of human anatomy. THe hammer is not so easy, there is no 'right way up' for a hammer, but if I had to choose one, it would be head down, since the weight is all in the head, it's more natural for a hammer of any sort whether for work or war to be head down. If you were putting a hammer down, you'd put its head on the ground and rest the handle against a wall. WHen you carry a long handled hammer the head is down. And secondly, they had them 'head up' in Thief, so it's an easy way for us to be different:P As SH says, as long as we're consistent it's not problem.
  23. _Atti_

    Prelates

    fantastic work howver i aggree with spring about the hammer design btw how much time does it take you to Uwv that?
  24. pakmannen

    Prelates

    Yup, great work once again.
  25. TYROT

    Prelates

    dear oDDity you dont need anymore big words... It s just super cool...textures colors...one of the best work you have done.... but... He has a jennifer lopez ass .. I know you wanna give me some hints ...but i told you..i m hetero.... do not make your character twistedly attractive...especially the male ones... BEST (i have feelings for you but keeping inside
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