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  1. Well I read in another post o the forums here that 7500-8k polys is the target for characters. I'll have no problem whatsoever getting to that level from the current 30k It's never a good idea to have large details like the belt buckle just a flat plain with a normal map, it's always best to have some basic geometry there as well that more or less follows the high res shape. That's not a problem though, there's a plugin for Lightwave call qemLOSS which does just that job. I'll have to get this textured and normal/spec mapped and into Doom to see what the final effect will be. I currently have no idea how god/bad/average it will look inside the game.
  2. Fair enough, but where should I put this info then? The design document board? Does anyone even read that? The info is also availible on the wiki (still somewhat unorganized): http://www.evilarmyfilms.com/darkwiki/index.php/Sound
  3. If you find something out then you should probably download this http://forums.thedarkmod.com/index.php?showtopic=255 and incorporate it there to test it out. My next plans are to figure out how to change the buttons, and how to let the SDK do something for me.
  4. Not really related in line with what we were talking about here....but I just mocked this up for fun. Someone at the ionstorm forums asked if we were going to change the name or just leave it as "The Dark Mod". Thinking of how Eidos and Ionstorm may take to us creating a mod inspired by one of their intellectual properties, I felt it would only be fitting to call the game THIS. On a half serious note...*L* I think I might even like that name. HA. @ pakmannen: Wow, I love that mock up. @ Springheel: I see where your coming from. The inspiration for that idea came from the idea that the fans will be creating prophecies in a sense. Fan Missions are essentially adding to the story. Kind of mystical and fantasy oriented I suppose, but it's also in line with the Thief universe, just approaching if from a different and I think more cerebral direction. Kind of quiet and reflective, like the game itself. As more fan missions are written, it would be like the prophecies unfolding. Just some thoughts to ponder. Anyway, enjoy my silly mockup.
  5. Do you have windows scripting host swicthed on? One thing you can try is to edit GLs shortcut to have the cmd argument /debug at the end. Then start GL up. You will see the debug console which will ask you questions (you can only continue though) and you will either get an error in the database connection or when GL trys to access windows scripting host (it uses this to do the regex checks on readmes as VB itself does nto have a regex engine, but vbscript does). more info is available http://www.ttlg.com/wiki/wikka.php?wakka=GarrettLoaderIssues
  6. Yes. You should talk to Fingernail about that. He can give you access to the teams forums where we have the concepts and everything.
  7. NH: I think the wiki info is just a result of a testing error: they thought that it had corrected it, when the reality is that it corrects itself once a real bak file exists. At least, that's what's happening for me locally. Bukary: look in pak000.pk4 for originals
  8. file->project settings I know I have mentioned this before.. Suppose this is something for the wiki..? Macsen & SubjectiveEffect?
  9. Also, Mod Wiki is a great resource for doom 3 info. Fix for .bak file error. Go into your base folder and open the doom.qe4 file. You will see something like this. For some reason, the patch changed all the lines beginning with W. Change them all to reflect the correct install path of doom3. In my case, it now looks like this. That should get rid of the error as long as you type everything correctly.
  10. I think I remember seeing you around on the ISA forums back before Thief 3 was released, that render of the Thief jumping the wall looks really familiar (and absolutely completely amazingly awesome). I'm impressed, everyone else is impressed, and you're already a member of the team as I write this. Welcome to the team, man..hope you have fun.
  11. I did this for Phantom a few weeks back, it'll tell you everything you need to know getting textures into the game...along with links to an indepth normalmapping tut. http://forums.thedarkmod.com/index.php?showtopic=101 It sounds like you've already found the proper way to add a light, you just didn't switch to the renderer so you could check it out in realtime. To do that just hit F3 to switch from the cam to the renderer, and then F4 to enable realtime updating so it'll apply all your lighting information. When you say premade room do you mean one of Id's maps? For that you'd have to find the name of the texture you wanna replace, open pak001.pk4, track it down in there, and replace the 3 dds textures with your custom one. But that could lead to some really funkified results cuz their texture could've been applied to the wall in some weird way which might stretch and distort yours out of proportions if it isn't the right size, it'd be better just to make your own simple room in the editor for testing purposes. To do that all you'd need to do is make a texture set and use a generic name like Wall_Test01 or something like that. Plop it in a certain folder for easy access like base/textures/darkmod/test, make the appropriate .mtr file, then build your room using it. If you like it you can just rename the 3 textures and move it somewhere else, if not you can just make another set with the same name and overwrite the ones you have in the test folder. The next time you reopen the editor it'll have the new textures already in place to check out. I do something somewhat similar to that. If I find something about the texture I don't like while I'm working in the editor, I'll close it and zip up the current files, change it to fix what needs fixing, then just overwrite the files with the new texture and fire up the editor again to check it out.
  12. Greetings Everyone! I wanted to start this thread on behalf of the DarkMod team to help keep our guests informed on our progress; to let them know there's DarkMod life in the project even when it may seem there is none -- and to keep them updated as such. There won't be a set schedule as to when this thread will be updated, but maybe check back from time to time. Anyone can post here and I'm sure you'll hear from other team members here in the future. Although many visitors might already have http://www.mindplaces.com/darkmod/index.htm bookmarked to see updates on screenshots and concept artwork, etc., some don't have it bookmarked and may not know about it. Other forums actually point to our site here and I figured there might be some benefit to providing occasional updates here via this forum, too. As an update for our guests out there, I can say that I've seen a LOT of activity from our team members behind-the-scenes on this DarkMod project. There are many discussions going on and a lot of concepts being worked on. As a team member with a primary focus on artwork, I've personally created a few concept drawings and have seen fellow artists showcase some very nice concepts. Our programmers, 3-D modellers, audio experts, etc. are also very active in these early stages of the project. I want to assure our guests that there's a lot of DarkMod life behind-the-scenes that you might not otherwise see from the outside. We have a long road ahead of us, but we have an enthusiastic group working on this and I'm confident you'll be happy with our DarkMod work once complete. Stay tuned, as I'm sure there will be many more updates in the future! Until then, may shadows continue to guide your journeys. Darkness_Falls
  13. Or register here at the forums, so you can see the rest of the boards.
  14. http://forums.thedarkmod.com/index.php?showtopic=159 The second post in this thread is the important one. The aim of this thread is to collect all information about what we want to do on a more detailed level but not TO detailed. So discussion about conecpt art should be here, but the information that this beast should be done shouild be posted there as well. You should also look through the document and add items in the lists, if you think that they should be included and I forgot them. For example: I listed a number texture themes and what each theme must provide for. If you notice that a theme, or a texture for a theme is missing, the list it, there so we can keep track of it. You don't need to be specific, but specific enough that we know what you are talking about. Of course even if you are an artist, that doesn't mean that you may not look through the other sections to check if we forgot something. If you decide here that you want to do a belcher but the coders don't know about this, you can not animate your model afterwards.
  15. If you agree or decide something like that, then you should post it in my project definition thread, so we can include/remove it there. Not everybody is following all the threads, but we should all know about these things. That's why I started this thread. http://forums.thedarkmod.com/index.php?showtopic=159 Usually I don't look much into the Art threads, because I'm not an artist and can not contribute much there. So most of the time, when I look at these threads, I just look at the pictures and hope that the first mod is appearing fast because of the great graphics. But I don't read all the postings here. I guess there are others as well and we shouldn't rely on this when deciding what we want and what not. Especially since a thread has only a limited time and after that only few remeber it and what has been decided. Don't forget. If you decide something here, then the coders will also have to know about it, to give it life.
  16. I'll work on these. PS: I just posted a sample environmental scene in the Art section: http://forums.thedarkmod.com/index.php?showt...findpost&p=1795
  17. LOL, ummmmmmm.......someone has my login I think -- or the forum's trippin'. I didn't write this. Considering this other thread that's going on (http://forums.thedarkmod.com/index.php?showt...st=0entry1247), I'd say something's amiss with the forum.. or someone's playin' gamez.
  18. We've had this discussion already. Check out: http://forums.thedarkmod.com/index.php?showt...%20dagger&st=50
  19. Whoa, can we shrink that image down a bit? Images should be kept at a reasonable size on the forums...if they absolutely need to be bigger than 800x600, then we should use a link. The cathedral doesn't look bad, but that tower really looks familiar. Is it based on something? I originally thought of Orthanc, but I know it isn't the movie version.
  20. Shouldn't this be put on the WIKI? It would make more sense there.
  21. Fingernail

    Programs

    If you want to stay free, use Blender (someone wrote an exporter for D3).... You could learn Lightwave and I'm sure it's great, but I think there has been an exporter written for 3DSMax also. Not sure though...check the D3W forums.
  22. I think perhaps I'll have to pick up Blender to carry us over our lack of 3D team....that is, only one modeller. Adverts have gone on D3W, ttlg & polycount: any of you advertise on any other suitable forums too.
  23. The face sketch is here: http://forums.thedarkmod.com/index.php?act=S...3&st=0#entry796 I wasn't sure whether a side view was necessary...if you'd like one just let me know.
  24. I placed a few sound samples from my keyboard over in the Art > Sound > Sound Effects/Music > "Sound Effects, Ambience, Music" thread. Please check out that post: http://forums.thedarkmod.com/index.php?act=S...=findpost&p=779
  25. Hmm, something does look familiar about it to me. Maybe it was only used in certain books or certain notes lying around? Here's the post I got it from: http://forums.ionstorm.com/index.php?showt...ndpost&p=355674
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