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  1. Wow! That's fantastic! (Yes, we did have a factory loop already made, but now we have 10! (I need to start organizing the ambients as well, not only the sfx)) But seriously, I really like them. Keep up the great work! (I will have to go through those sounds later, see exactly what we can use, rename them and put them in the correct category etc. And also make some sort of list where we can see what has already been done.)
  2. Yes sparhawk, you can deactivate your own mines in T2 open up T2, drop a mine, sneak close to it and lean forward with your lockpicks until it lights up. Then start lock-picking. Saved me many a wasted mine. Would be really good in Multiplayer. Can't it just be a collision detection between the mine and the AI? TYROT and oDDity's posts make sense. A land mine hardly seems like the tool of a cat-burgler. And yet, what New Horizon and others have been saying is also true - we want to make a game familiar to Thief fans. I agree with TYROT; keep the mine, but make it harder. Here's my suggestion Yes, Guards can see mines, making it useless against guards, period. If they see it, they go into search mode, and will never go near enough to set it off. Even if it means standing on one side of it in a narrow hallway, cursing at you while you are safely on the other side. But It stays useful for the things I found it useful for - non-humans, specifically robots, and undead. Let's assume that those creatures don't have our level of perception, and will never see a mine. Those creatures are very strong and very dangerous (if they're not, we should make them moreso). So even though the mine may wake up everyone in the building, you might find yourself in such a dangerous position that you will want to use one against one of those creatures.
  3. dear oDDity yes i got it.. Goddamn it..it s really turning into a huge number even with 2..Goddamn it.. You are right it s so wise to remodel low rez version. man..I was hoping a miracle.....But at least UV mapping is getting easy.. Actually about UV mapping ..i was seriously thinking buying...Bodypaint version 2. But as far as i can see next update will be revolutionary in terms UV mapping.. I will decide after seeing that 8.2 update.. Actually i believe sometimes is better to make everything in LAYoUT procedurals and normal mapping...then have a nice clean atlas mapping..or other good UV mappin, but not insanely accurate UV mapping....then baking the surface with radiosity - are light combo according to the level.... I was thinking about really if we really little bit reach some certain values about light colors in the levels we can match that texturing in lightwave universe and make the object's surface baking process accordingly.. Without trusting (as you mention before) Doom3's engines.. what do you say...? i hope i was clear enough.. I mean in levels we can have a certain type of light and light colors..different light sources with different kelvin values..as we texturing our model with radiosity in LW we can obey those kelvin numbers in the light, (or color values). And may be it would be so much accurate texturing. I have seen in your computer screen you still have UNREALED shortcut, you know how different looks Lightwave objects in Unreal in terms of getting light from a lightsource..I mean doom3 is definetely so much better but we can improve this.. I mean may be unrealistic but at least while we making our models we should know little bit level too.. What do you say...Other wise it will be imported objects to the every level with same texture...and this texture quality will be (unfortunately) depending on Doom3Engine... Is it so unrealistic to even start to make concept art for some interiors along with the certain light fixtures.. Not just concept art for models but also for levels...We can rebuilt that level in lightwave and use lightwave's breathtaking renderer with surface baking... level designer should also know where this model has to recieve the light and put that model let say to a certain place..Not close to fireplace...for example.. Am i making sense..... If im not it s ok.. best (and little confusion)
  4. Well acxtually, yes, it is normally better to start from scratch, evenm with a complex 40 piece mesh like the builder guard. THat's what I did yesterday, I reduced the 25,000 poly builder to 3800 polys, and it still looks (pretty) good. THe qemLOSS plugin I mentioned takes a high res object, say 1000 polys, you type in how many ploys you want to reduce it to, say 100, and it'll leave you with a 100 triangles pretty much in the shape of the original. I hate using it though, it's really messy. THe only part of the builder guard I used it on was the head, and this was only becasue I had already uv mapped the head and the newest version of qemLOSS (3) keeps near perfect vertex map coords when reducing. Still, I had to spend about 45 minutes tweaking abnd twiddling at the reduced head mesh, merging/deletong polys and points, and add new ones elsewhere to get it looking good. There is no way I can 'explain' how to get a low poly mesh looking it's best with as few polys as possible, you just have to go by eye. Objects like bowls and spheres are particularly difficult to getlooking good in low poly, since you ten to see it edge on (from the top) the whole time, and so you need a certain amout of polys to keep the silhouette looking smooth and stop it looking angular. A normal map can't hide that.
  5. While you are in that good mood of helping us with tutorials you might explain how to reduce polies. Of course I can understand to avoid to much detail in the first place, but how do I reduce polygons when I have a highly detailed mesh without sarcificing detail to much. When I did the bowl I restarted it from scratch several times until I had a version that has less polies and still lookd round. But fo course the bowl is a very simple object and can be done in 1 minute. You wouldn't want to start from scratch with a complex object you spent several days on, just to reduce the polygon count. So I wonder if there is a trick to this to speed up that workflow.
  6. Hi there - I also am from TTLG (same nick: Nethawk). I haven't played TDS the whole way through simply because I felt it was substandard from the start in comparison to T1 and T2. However, upon finding out about this project tonight and viewing the images and reading about the dedication etc that the devs have, I'm officially psyched about what's to come. Looks like I'm on my way to rebecoming a stealth gaming fan again! Good luck you Taffers and keep us posted!
  7. dear ElusiveOutlaw Welcome to Darkest MOD...Somehow im putting my nose everywhere but im newbee too.. I dont know what to say...Im kind of emotional.......again.. the team is getting bigger and wiser... ) These guys are great...Im telling you, i came here last week...And this one week was the most creative and cool week of my life... Everyone is exteremly friendly, even they are giving you personal care when you get sensitive about something... So im saying officially welcome.. WELCOME!.. where the hell you ve been...soldier!!!! GO back to your desk! and start to make us a fully working Lightwave importer...YOU HAVE 48 hours... BEST.... -how many times i told you tyrot...how many times ..haa...you WILL stay in your room...YOu will stay in your ROOM!!!... -But mom...he is a new friend..he's just joined ...ple -GO BACK TO YOUR ROOM little taffer!!! YOu are gonna model your GRANDMOTHER too...without using template!!! -But mom!!............goddamn it.....
  8. You might try wput. It allows for resumable uploads (as wget does for downloads). If your connection breaks, you can just start it again.
  9. Yeah, I suggested earlier that a guard's acuity (visual, auditory, etc) should increase with each state of alertness. So a shadow may be dark enough to hide you from the sight of relaxed guards, but if they start getting alerted, they'll be more likely to spot you. That way, even if he puts his sword away and returns to his route, it isn't business as usual. He will be harder to get past. This gives even non-ghosters a reason not to be spotted.
  10. Good, well let's just plagiarise all the lines from the THiefs then That's a little brainpower saved for a start...
  11. I was just woindering how they can get away with using THief elements in their game? So, as long as you make a game using the Dark engine it's ok to do antything you like, but if you use another engine to make FMs then it's illegal? Has anyone actually contacted Eidos and asked them about this, or are we just assuming they wouldn't allow it? If they said it was ok, would you guys actully want to start using Thief names and laces?
  12. 'The Art of Thievery' One of the best. And it's perfect if you want a BIG mission, but don't quite want to jump into a mission-pack just yet. And if you ARE ready to jump into a pack, why not start with 'Calendra's Cistern'. Other personal favorites that come to mind include 'Equilibrium,' 'Hidden Agenda,' 'Lorgan's Web,' and 'Saturio Returns Home'. And, I (very happily) still have more than 200 yet to play. (Calendra's Legacy included!) There are some real gems out there - prepare to be blown away. And anyone new to FMs, simply must try 'Gathering at the Bar.'
  13. Good Spar, becasue the lockss in the middle of doors was fecking stupid. I thoght I'dn start doing you some pictures to hand on the walls BT, these are easily skinnable, the frame and picture is on one image, snd the mdoel is only 30 polys. Normal maps rule for this sort of job, makes 30 polys look like 1000s. I'm doing some tapestries and other wall adornments as well.
  14. THe first one would be fantastic without the drumkit, it just doesn't fit into the rest of the piece at all. It's like you're in an atmospheric gothic cathedral city, and then suddenly someone start playing a late 20th century drumkit in the background. THe recording or mixing of the drums is not right either, it sounds like it's off in the distance, whereas the rest of the instruments sound full and close. I don't think it needs the drum track at all actually. There's also a bit after midway where it gets loud all at once, like it's suddenly pumped through a distortion filter for a few seconds. Overall it's very moody and thiefy though. THe drums fit in to the second oneo more, but they need to be a little louder in this one and the synth that kicks in with the drum needs to be a little louder as well, but it's mostly sounding great so far
  15. Well, what I read so far sounded quite interesintg. It all depends on how it is execteud in the end, but at least an interesting story is a good start.
  16. When I look at oddities character models they are really looking great, as probably everybody agrees. What I wonder though, is as how they will look in-game. Remember BlackThiefs problems with the Zombie skinning? Because the models are mirrored. So I would suggest to start skinning at least on one character from Oddity to see how they turn out when they are ported into D3. I would really hate to loose that great look of them, but we should get some experience with this.
  17. Hi, It s TYROT. One of my devoted Thief follower friend point me out this MOD. If you guys accept me i can help you on many things. I was searching for a decent mod for years. I think this is the ONE Im using lightwave for years. I will add to latest works i have done. And trust me. I may help you with the musical scores too. you can check some work i have done in www.ivedaproductions.com website. I made many logo animations, architectural renderings. Although the musics over there made many many years ago.. In texturing also you may consider me. Cuz i love Photoshop ..if you want i can even make MATTE painting for you. Just for a present ..i will upload some textures just for you to download ... i ll let you know and yes. Im an old fella .. 31 years old. working in animation and Tv production field..I made game reviewing on TV shows. Im gonna start a new one soon. And im preparing a DOCUMENTARY about THIEF world... so will you let me accept me into Guild. And the friend whose showing me this MOD is a great writer. He graduated from newyork film academy and he is writing feature length movie scripts around the world. Probably he may join you in terms of narrative writing. He knows everyword in whole thief series....think about the obsession:) Im so happy that faithful followers of Looking Glass gathering over here.. Im extremely excited...
  18. Some of those are missing reference pictures at the moment. Before you do the weapons, let me check with another member who is working on getting new weapons into the game...I can't remember if he is doing the models or not. I'll post shortly. edit: Ok, he's working on the programming but is just using placeholder models. If you'd like to start with the blackjack (here's a good picture to work from: http://www.thieveryut.com/weapon/blackjack.jpg ), I'll try to get reference pictures for the bow and holy water flask shortly.
  19. I'm 36. That would be great. I think we can use any kind of artist. That woulkd be really cool. Actually I was thinking of doing one myslef, but I'm programmer and I have not much skill at that, so the trailer might not be as good as I envision it. If you are skilled in this I would really appreciate doing this with you. I don't want to let you in right now as I want the opinions from the other leads as well, but from my point of view I would love to start working with you better now than later.
  20. But it doesn't solve the problem of not being able to see North. In fact, the more spherical you make the gem, the more of a problem this becomes. Let's face it, most of the time you are looking straight ahead, and an edge-on view of the compass is useless. I don't want to have to start looking up, down, and all around to try and get a good glimpse of my compass or lightgem. They should simply be static, as they were in T3. I never had a problem determining whether I was looking up or down in T3, or in any other FPS with modern graphics.
  21. Is there some special hoop I must jump through to actually see the textures in D3Ed? I have the textures (the old archive) expanded onto my drive. I can double click and view them externally just fine. I start up D3Ed with Doom3 +editor +set fs_game darkmod It starts up just fine, and the dark_mod texture branch shows up in the media tab just fine. Now, I've wondered why soooo many stock D3 textures would show up as just black, but I've read that "they are just leftover (somethings) that they left in there and didn't clean up." So I took the guy's word for it. Well, it's probably not correct, because I can't view (actually see) or use any of TDM textures. They're in the tree. They are recognized. And when I use them, I get black walls. What the hell is going on? Is there some crucial step I'm missing? By my estimation, far more than half of the stock D3 textures are empty/black, which means clearly something's bugged or set up wrong. I strongly doubt they left THAT much unused junk behind.......
  22. I managed to redo the legs with the help of sparhawk, who taught me same basics, that I didn't know yet. This way I could reduce the triangle-count to exactly 600 and the chair still looks exactly the same That's 70% less triangles ! Now I can seriously start UV-mapping it.
  23. Hmmm, where to start! The Dark Project: Baffords Cragscleft Prison Assassins The Sword The Lost City Song of the Caverns Return to the Cathedral The Metal Age Life of the party Shipping and Receiving Framed First City Bank and Trust Trail of Blood
  24. Yeah, the game kinda does that. There is a pretty good fix though. Start the game with the console (either activate it in the control menu, which didn't work for me, or type -console in launching options via Steam) and type: "sv_cheats 1" followed by "fov 90". It increases the field of view to 90 degrees instead of the standard 75.
  25. No. I say that companies start to think about ways how to get even more money out of you without additional benefit. You want to listen to that tune twice? Then you have to pay twice. It's only logical isn't it? But actually it is a benefit for you as a customer. You only want to listen to it once, you only pay for it once. Now you pay for several songs on a CD even though you might only listen to this one. What a great benefit this is. I can't wait until musiclables will do this. Oh! You thought of that smart idea putting a link on website? Bad luck! I thought about this one week before you and now pay your fee for my idea. What a good thing patent laws are. You payed for this programm? Well, that was last month. We have a new month now and you must pay again. Oh! you couldn't use it because of the copyprotetion? But that's your problem. You could buy a better CD drive after all. Why should I be bothered with this if you have crappy hardware. Copyprotection is good for you as a customer. It protects you from all kind of things. ... to be continued ...
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