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  1. Any particular opposition to me posting this as Work In Progress on CGTalk.com? I don't have too much hope for any real crits, as I have bad luck with those, but it'd be nice to get some feedback on it as I'm doing the real hard work. But if you want to keep this in-house till it's done, that's cool. Edit: Whoops - re: Springheel's concern about visibility, the model will be the same for other thieves in-game (there were a few in T2), so it'll still be usable for that. Plus, a nice, superawesome thief model should generate some buzz/interest.
  2. (Ignore the blue thing) This just about the final "medium poly" version - it needs two belt buckles, and then it's done. The next step will be bumping it up to high poly - this is where I make the clothing look less painted on, give the mask thing some volume so it looks less like a hospital mask, make the hood look like wool instead of plastic, and so forth, as well as adding wrinkles, creases, and a lot more detail all over the place. In other words, this is the hard part. So, vote time. Do you guys want me to keep working on this, or should I pause on it, work on the "Honestly it's not a Hammerite" guy? Either is fine for me, so it's your preference that will guide my decision.
  3. 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.
  4. ...I can remember when 1.5 gigs was a big hard drive... (Who am I kidding, I can remember when 40mb was a big hard drive. I'm old.)
  5. 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.
  6. 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.
  7. 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
  8. Here are a few quick sample files I just created to give you a small feel for what my Roland keyboard is capable of. Nothing polished or final here, just a quick sampling of different effects and atmospheres. There are hundreds of sounds in this keyboard and considering each can be manipulated (slowed down, sped up, layered, pitch altered, fade ins/outs, etc.) through software, I thought it might provide some help to this DarkMod endeavor. Each of these files are around 3 to 5 MB in size. Let me know if anything here makes it sound like my keyboard has potential: Probably best just to 'right-click/save as' to your hard drive... http://208.49.149.118/TheDarkMod/audio/unf...ess_Falls-1.mp3 http://208.49.149.118/TheDarkMod/audio/unf...ess_Falls-2.mp3 http://208.49.149.118/TheDarkMod/audio/unf...ess_Falls-3.mp3 Edited URLs because file locations were moved...
  9. 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
  10. Doom 3 comes packaged with the level editor in the executable. All you have to do to access it is rightclick on the Doom 3 shortcut, click on properties, and add "com_allowConsole 1 +set r_fullscreen 0 +editor" in the target box after the quotation marks. But if you mean how we've made all the test maps, well...we've got lots of stuff down in the (currently?) hidden sections of the forums that go through it all step by step. It's a long process that'll probably bore the hell out of everyone not interested in the technical side of the mod. And yeah, the SDK will be free. As for the Garrett model...I think DeepOmega has been doing it in 3DSMax, not too sure though.
  11. Hello, I offered my help on the coding side on the old forums. Until the SDK comes out, a lot of the stuff I'd like to get started on will have to wait. As a result, I was only periodically checking the old boards, and only just now saw the message regarding this move. I'm still more than willing to offer my help on the coding side. I'm mostly interested in helping with AI, and movement code (Mantling, run/walk/sneak/crouch modifications). I'm also willing to help anywhere else that requires it. Even Art. Sorry for not posting anything for a while, but until the SDK comes out, a large number of things are simply speculation at this point. -oofnish
  12. You could probably cheat the translucent effect by using light materials but still keep the windows completely opaque. Say you were to make a small picture of a few silhouetted buildings and have it cast really faintly by a light onto a window. If you were tweak it just right you'd get a similar effect...not as good, of course, but it'd save on performance if you're hard up for it.
  13. It's not too late to start. If you wanna go ahead and help BT and I out I can tell you everything you need to know to get a basic working texture in place. I had never done any texturework before I started this mod, so it's not really a hard thing to get into. All it takes is patience, trial and error work (I went through 7 specular maps before I got one I was happy with for instance), and a good idea of how to apply depth with heightmaps and you're ready to go. And another test using the new trim is up. Still looks a little plain, need more detailing textures.
  14. xpnsve

    Hello!

    Hi there guys! This is Jim from DoomCast.com. I've been talking to Fingernail and offered him hosting and some space on our forums! Just wanted to say hello and meet the people who are going to bring out this awsome thief mod! I still remember the first time I played thief, lol, getting chased around the first manor and scrambling up a rope to hide hahaha Hopefully this mod turns out great! Anyway, gtg Jim Doomcast
  15. I'm not a part of the Dark Mod team actually, I can't code, do models or textures anyway. Kinda dedicated to Black Cat Games aswell... I'm just hosting the forums for Fingernail and the crew.
  16. lol...so it does. Alright, I'll keep it as is for now. But like I said before, these'll be hard as all get out to normalmap, so I'm probably gonna hold off on doing it til later...or until I can find someone that can trace better.
  17. Yikes. I wouldn't let people in, out of priciple, either. I really don't have much much to show for my previous efforts - a couple of hard drive deaths and a habit for giving away paintings to friends and the like, have made sure of that. I've got some illustrations I did for Local government and some of the Wildlife Trusts (a UK charity) knocking about. I could scan something in. Better than that, I'll produce some generic Thiefy content over the next few evenings - That way you can assess my work and get something usefull done at the same time
  18. Candles are already modelled in D3 so that shouldn't be hard. I wonder what other D3 objects we could use if we retextured them? We could put a wood texture on the boxes, for starters.
  19. I suggested this on the old forum, and gave an example or two (not very good ones mind you). Problem is, it is hard to have a working compass around a rectangular gem.
  20. great work man I hope I get D3 tomorrow in the computer store, where I buy my new computer components. If everything works fine I'll be able to play D3 on highest-details in 2 days BTW: as soon as you've got your ceiling we should post this screen in the ttlg-forums, I think people will be really impressed.
  21. I would suggest you make the normal texture (with lattice) transparent and translucent and then put the lattice on it. of course everything must fit exactly, but I think this will look best. I tried to make a no lattice version, but it looks like crap, cauze of the dirt and some other things on the glass, that is dependent to the lattice. I hope you understand, what I mean - sometimes it's hard to explain in english edit: a new wallpaper
  22. There's nothing wrong with the window, looks perfectly thiefy to me. A moon? Never! No time to modify. Springwheel's stuff's perfect anyway. (Runs away with the artwork to the Imperium forums.)
  23. Guest

    I Want To Help

    Arg. Sorry forgot to include contact info. God_is_my_goldfish@yahoo.com Or PM me in ttlg or ionstorm forums.
  24. well I don't think, that I'd be able to teach you anything about PS - first of all, cauze I'm German and so I'm using a german version of Photoshop. I'd be really hard for me to explain anything technical in english... It would be great if you can upload the building in the background, too
  25. WOOHOO! I CAN POST AGAIN! lol, anyway...I have a few wallpaper textures of my own to contribute. None of them are quite as Thiefy as Blackthief's, but I'm sure they'll have their place in the game somewhere. This one turned out great ingame, but alas...it's sort of a funky hell of an ugly wallpaper. Could fit for bathrooms, though. This one is more intheme, but it looks more like a carpet than a wallpaper. They're not bad, but I like the ones posted above a helluva lot better. So far I have about 27 textures from various sources ingame with about 5 or 6 of them refusing to show up properly. Originally I thought tweaking the color levels confused the editor, but after some tweaked textures showed up I'm starting to believe it has more to do with either the directory structure or just plain randomness . Since some of the default Id textures refused to show up even before I started modding it's hard to say. Edit: Once again I have to bring up how much better it is to do normalmaps by hand... In the end it makes it far cleaner and looks a good deal better. It's not that hard to do either, I've never done any texturework before I started this project so I'm sure some of you photoshop pros won't have any problems at all.
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