Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/win7 hard drive failure/' or tags 'forums/win7 hard drive failure/q=/tags/forums/win7 hard drive failure/&'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. Thanks. What format should I upload these to the ftp site with? Zipped? How difficult would it be to put this on a wall in the editor to look at? Can you draw a brush inside another brush easily? I guess I'll experiment. Edit: Well, that wasn't so hard...I'm catching on! (a bit) Here's the painting in game:
  2. http://www.3dtotal.com/ I've stumbled across these during one of my little internet searches and practically fell in love with them at first sight. What we have in these individual texture packs are the perfect raw materials for just about any type of texture we could ever need. As I said to Fingernail, it'd be like the modellers having some basic undetailed human shapes to start with and detail as they please, and could get us to the mapping process in almost a 3rd of the time. But (there's always a but) it does make us reliant on another persons product, and it does take away a bit of the creative process that we all enjoy. While we still be styling and detailing it to our specifications it's still someone elses hard work we're using. That and the issue of even if we CAN use them in our mod is something we'll have to ask about. There are pros and cons to using them. The pros being quick, easy, high quality textures that can be bent to our specification with minimal effort (the things even come with bump and specular maps). The cons are...well...it's not our own work, it costs money, and there's the chance that they won't allow us to use their textures in a mod no matter how different they are from the original textures. So what do you think? Speed and quality or slow and homebrewed quality?
  3. That's what the colour and symbol is for. Not to mention the hammer. I don't think anyone would fail to see the resemblance. (of course it would help if they both had the same symbol...still experimenting with that.) My view of the elite guards is that they would be Builders who had been with the church for many, many years, doing great work and training hard. They are now second only to the high priests in their piety and power. Their armour serves both a practical AND ceremonial purpose. It should be more ornate than the regular temple guards. Keep in mind that the colouring job is a little comic-bookish at the moment...they probably shouldn't be that bright.
  4. Taking some feedback from Alexius and Blackthief, I have made some changes to the Builder Guard concept. I have gotten rid of the chain mail...since Builders are so fond of metal, I decided their armour should be heavy plates, not flexible mail. I'll save mail for the city guards. I added shoulder plates so they can heft their hammers, and replaced the helmet with a skullcap. I also think all Builders should have goatees, giving them a slight spanish look. I have always thought of the Spanish Inquisition when I think of them. Hard, dogmatic, etc.
  5. Thanks! Some of the perspectives are off, and some things don't appear as I'd like them to, but that was mainly a result of using a mouse to draw it, rather than a Wacom tablet. It's sometimes hard to make a mouse follow the lines you need it to (e.g., the marble stands). The paintings used brings up a good point. Are old paintings (e.g., from the 1700s, 1800s) 'public domain'? That is, can we get copies of famous paintings from the internet and put them in DarkMod?
  6. VERY VERY NICE! You're doing an amazing job DeepOmega. It inspires me to get back into art. With the crap I draw now it's hard to believe that twelve years ago I could have gotten a job in the comics industry with a bit more honing of my craft. I really miss it.
  7. Well I agree the face needs a lot of work yet, but I know how hard they are, and I'm assuming his face is a work in progress. (He does look a bit monkey-ish.)
  8. And considering how much of that they used it in Doom 3, it really shouldn't be hard to do that.
  9. Wow, it's amazing how you can concentrate so hard on something and you don't notice things like that until someone tells you! Thanks!
  10. It wouldn't be so hard to do if you set it up right. A simple hand motion animation and a bit of extra code is all it would take in the end. The only consideration you'll have to make is that all frobbable drawers are at the same height.
  11. I'm sure there's no rush for it, but definately something worth mentioning. If it's not too hard to do that is and if it is, leave it be.
  12. Make the drawers. So that they're there for implementation. But don't count on it. I think that something like this shouldn't be too hard to implement, but it would be nice to be able to fall back onto a 'simple' model.
  13. Hmmm, I"m not a programmer...just the sound guy, but it sure would be cool if you could open drawers and find loot or letters inside. Something I was expecting for Thief 3 but it never happened. Not sure how hard it would be.
  14. Looking good! It's hard to tell without a human model for comparison, but the chairs look like they may be on the small side, I don't really know. But damn that wood floor looks great!
  15. It's hard to tell how far the hood pokes out without seeing it from a different angle. My assumption is that from the side we won't be able to see his face at all.
  16. 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.
  17. (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.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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
  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
×
×
  • Create New...