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  1. sparhawk

    Skinning

    This post is specically intended for BlackThief, but also to others with that expertise, but BT is the only one whom I found as being registered as skinner. BT: I know that you are busy with textures, but I think for now we have at least enough textures to make simple rooms (the gallery is a wonderfull example of this) and so I wondered if you could start on skinning some of the models that are already available. I know that the AI models are not ready, but there are some items that should be ready. Flashbomb, stack of coins and the lamplight. It would be very helpfull if these three could be already imported in-game as they represent three different set of objects I could use pretty soon (or even already).
  2. well first I need a "texture template" and the 3ds file from the modeller, otherwise I can't start.
  3. I think the one thing holding you back is that you don't have enough actual game experience just yet. Doing some mod and map work, not just for ours but for a number of other projects down the line, could help bolster your resume and draw some more attention to it. Doing stuff like this is how a number of people got their start. If a company sees that you understand how to make game enviroments, something that plays as good as it looks, then they'll be more willing to look your way. Edited for teh grahm...graim...good wordin.
  4. can I get a copy of your templates oddity? I am going to start modeling the noble man. How many triangles are in your main characters so far ..how many should I use for the noble man ? I checked out your work when I signed up …very nice indeed , especially the builder priest. I take it this particular model is a high res static mesh mainly for concept ‘ing’ .
  5. I will start on the noble man if that’s ok with you springheal. what is my triangle limit for this particular character? I will use a 512 by 512 texture size and can I use the unwrap uv's in max for the texture projection ...or do you use a different method for the game engine ?
  6. Whoops - good call, Springheel. Will start a thread.
  7. Thanks, I'll try some of that out. I'll probably start out with a fairly basic brick texture, set it to 30x30 lines on the width and height and edit the vertices and do extrudes to get the depth and shape right. I'll post it when I have something interesting to show. Oh yeah, I tried the cut tool right fast and it seems fairly chaotic..I might have to track down a good tut for it.
  8. That's perfect. Great work! EDIT: i'll start working on loot objects unless you want me to work on something else
  9. Add moi to the list. I'll start drawing more when my mid-term exam week is over.
  10. Ok. I would need a lightgem model so that I can start working on some code. Doesn't need to be anything fancy yet, just something to dump on the screen that might remotely look like a lightgem of some sort.. While I'm waiting for this I'll have a go with a default object of some sort so there shouldn't be much of a hurry.
  11. I replied to your PM....model textures might be more the modellers domain than it is ours, we'll see what we can work out and how best to organize it. That is a good question...when should we consider a theme "done". I'd say that once we get a nice variety in each specific catagory we'll move on to the next, but we need to know exactly what we're missing before we can even begin to close things up. I'd suggest starting it off with some architectural ideas..similar to the inspiration thread, but more focused. Everyone from all over the boards can come in, throw down a few pictures or ideas, say that they'd think it'd look cool, and we could build from there. We'll want to get at least 3 architectural themes in place so all our mansions don't look alike... Edit: Oh...we're eventually gonna have to start doing DDS textures so all the low end peeps can have fun with the mod, too. I'm gonna go to doom3world.com and ask around about what quality and how many versions we'll need for each video setting. I think it goes like: Ultra High: No compression, thus no DDS textures used. High: Uses the specular DDS in place of the TGA Medium: Uses the specular and normal DDS Low: Uses all DDS textures.
  12. thx. I'll upload it. Maybe I should start organizing my new textures. So I'll put it into a Mansion/Walls/Stone folder, alright ? edit: everything is on the ftp, including the normal- and specular map
  13. Actually, Oofnish, would you be up for modelling the lightgem? We need something to texture so we can start looking at it in game. The thread with the reference material is already created. If you'd rather not let me know and I'll assign it to someone else.
  14. I quite like that concept. Very stylish. I have another suggestion on how a shop might be implemented that I would like to discuss. I wouldn't want to even suggest the shops of T3, they were very repetetive. The idea I had was to make the shops interactive, like a regular building. The fan mission maker could make it part of the map if they wished to have an ingame shop. So, our Thief walks in, shopkeeper mutters a welcome and goes about his business. You pick up a few items, walk over to the shop keeper and maybe hilight the cash register or whatever he has...kaching, your money is taken...."Thank you sir. Have a marvelous day." You leave. Now, there are some other fun elements to be had...as the shop keeper can be like any other AI and can freak out if you try to steal something. If you run out without paying, the dude is going to start screaming and run after you alerting anyone nearby, unless he has his back turned of course. Heh heh. there is also the option of needing the storekeeper to unlock higher priced items that are held in display cases...if money is tight, wait for the shop keeper to go unpack something out back and then pick the lock, steal the goods and run. Anyway, just a lot of loose ideas. I'm sure there could be a lot of gameplay ups and downs. I'm not saying we shouldn't have the loading screen T1 and 2 style shop though...that could be another option for the fan mission makers as i know lots of people have tried to have ingame interactive shops with dromed. I don't know how successful they were though.
  15. oDDity

    Zombie Wip

    This is one I had already modeled months ago. It needs a lot of working up, but it's a start.
  16. DeepOmega

    Zombie Wip

    Do you use procedural textures for all of these? I noticed this plastic-y look to a lot of the textures on your site, and I think it's because they're mostly procedural and tiled maps. Good start, but it definitely could use a lot of work, especially since I know you can do such ridiculously awesome work.
  17. Yeah, the vote idea is definately the way to go on this one...get it decided once and for all. The reason I'm kinda driving it so hard is cuz the hud is quite literally the gateway to our mod. It doesn't set the tone for the rest of our work on it, but it'll set the impression that someone gets when they first fire it up. You do something really cool and they'll be more likely to show a bit more interest in what comes later. But anyway, I've got one last idea I wanna try before we start the voting. If you could hold it off for a day or so I'd really appreciate it.
  18. hey fingernail, renz, and everyone else. i'm back and going to start working on the builder which was assigned to me, sorry for the wait.
  19. I agree that the arrow swoosh sounds should be played low. It was too loud in T3. Also, those are some pretty rough cuts, all the sounds can be tweaked a little imo. I'm going to start doing the filestructure and filenames, then we decide on a format, and then we're on our way!
  20. On a side note my tablet came today, i put this amazing peice of work together. I'll get better as i practice more, but hey, everyone has to start somewhere, right?
  21. lol, we really need to quit reediting our posts and just start making new ones...I keep waiting for new responses and don't look up at the previous replies til later. I'm all for Spar's idea. It's easy to do and adds has a nice style to it. But the actual menu options itself still needs the most work...something beyond the font to flesh it out a bit and give it some more character. Like we could make it look somewhat like an old Victorian scientific journal. Leave the text where it's at but have a nice little diagram drawn next to it that's somewhat connected to the option itself. Like a diagram of an eye with a few very tiny lines of text drawn underneath it (that can't be read, but look cool) next to the resolution settings. Something like that, and maybe a few little notes dashed in the corners of the pages to make it look like someone was using it for research... Oh, and maybe assign page numbers next to the options to make it look more like a table of contents. For the FM's we could do a simple script that assigns random page numbers to them in ascending order..like... The Seventh Crystal Pg. 104 The Inverse Manse Pg. 206 Or even simpler, just make the numbers static and have the first FM on the list placed next to it.
  22. Yeah, all Eidos offered me for your eventual asskicking was a shilling and a free lobster dinner at Captain D's. Pretty damn cheap if you ask me, specially considering that I don't even what what the hell a shilling is....it looked kinda like a penny. The hardest part of doing the new frontend, regardless of which theme we decide to go for, will be rerigging the hud. I hear it's not an easy venture, but once we (or anyone else on Doom3World) figure out how to do it, we'll start speeding along.
  23. Yup, if we can do it. The way I have it planned in my head is that you'll click an option, you'll start to see the page turn, then a gust of wind will cause the flare to flicker a little more than usual casting the scene in deep shadows, when the light returns to normal you'll see the new options page sitting in front of you. If we do it right the whole little scene will only take a second or 2, about as long as a fade out/fade in on any other menu. As for implementing it, all we have to do is make sure all the appropriate hud listings are in their proper place, the rest can be done with maps and scripts.
  24. We definitely should have some kind of animation going. A flickering light is a good one. I'm not sure I like the idea of having a picture in the background and then another illustration on top of it though...that might be too cluttered. Tell me if this sounds corny or not...I was just imagining this in my head...I saw darkness, then the flickering sound of a flare being lit up. The menu springs into view, with the light flickering and strange shadows dancing across the page. If a sub-menu is selected, we have a page turning sound, or one parchment is put on top of the other. If the start game is selected, there is a "whoof" as the flame is blown out, and the screen goes dark. Then the mission starts loading. What do you think? I think it could be cool. (btw, two things Ren...what filter did you use and can I get that parchment texture from you?)
  25. First of all, those aren't soundeffects, but ambient sounds. Think like this: If the sound is generated by something the player does, ie shoots an arrow, walks around, pushes a button, then it's a soundeffect. If on the other hand, the sound is put in the level by the level-designer to bring some athmosphere to the level, ie crickets, the ocean, factory sounds.. Background sounds if you want, then it's an ambient sound. Second of all, those are some really great sounds! I love the factory. Right on! Third of all, great work.. Fourth of all, I'm gonna start doing an ambient design doc soon. It should hopefully clear up a few things.
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