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  1. I dunno. It still feels like there's something missing to me. It doesn't have that old lived in look I wanna go for. Maybe once I get some more props to throw in there I'll start feeling better about it.
  2. Yeah, I've been thinking about doing that. But I wanted to finish up with this before I jumped on in. I'm constantly adding and deleting textures on a daily basis, so it's hard to keep steady track of. Since I've been the only one adding the textures into Doom 3 it hasn't been a problem, but once BT gets Doom 3 and you start adding your own textures we'll have to find a better way to organize the workflow.
  3. Would it be possible to do something like I've done in the Approved Concept art thread? It might be handy to have all the textures that have been fully rendered posted in one spot for easy access. I was about to start work on some different wall textures, but then I realized I might be duplicating what has already been done.
  4. 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?
  5. Must...have...more....good....textures! This makes me wanna start on more of BT's stuff and get it in game.
  6. Same here. Please post such things in the Project definition thread as well. We need this information so we can start thinking about properties of the AI.
  7. Round one of texturing for the face. Will probably leave it like this for now, while I start on the armor and such. Comments welcome, but keep in mind that this is a loooong process. Things to change: is too ruddy, eyebrows are way wrong, nose has a bit of a shading issue, eyelids and eyes need detail, may add a hairline just in case, lips need to have their detail brought out more.
  8. Okey, I uploaded the soundeffects I've made so far for the Thief2D project on the FTP. I'm going to be able to start making some new ones next week (hopefully).
  9. Sounds good, i'll work on concepts for the following, to be used at the team's discretion- A good mine concept Some elemental crystal concepts A simple broadhead concept. A gas mine Lockpicks (though we should probably clear up how lockpicking should be first, I'll start a thread on it if there isn't one already) The short sword Some simple enemies (Quick question, are we bringin back burricks or something burrick-like?) And,... um, yeah.
  10. Now, in TECHNICOLOR. Gonna start the unwrapping process. This'll take a while.
  11. I figured I'd go ahead and start doing some props. Already have a bed and a chair done with patches in Radiant (which I'm calling the Rgun props since they look alot like his stuff), and now I've started doing some stuff in Max. And this is it. It's the first time I've used Max in almost a year and a half, so I'm still a little rusty. I know the meshsmooth is a little overkill, but comeon...I wanted it to look cool for everybody. As far as models go it's simple as all getout. But it'll look fine ingame, which is what counts. Now I just need to skin it...
  12. Really nice work. Very Thiefy, I'm extremely impressed. I can't wait to get back from my trip and start working on learning the editor myself.
  13. When you rightclick on the grid he'll be under the char subset...char_marine_asian_chair1. Most of the models have swappable heads, and since I haven't figured out how to plant one on yet I had to leave him headless. And it'll still take awhile to do all the props, everything you're seeing here is fairly simple stuff. I won't be nearly as quick once I start getting into really high detailed victorian furniture
  14. Great job Ren. This is exactly the kind of thing I was talking about in IRC today. Did you do all these today? Hey, while I'm thinking about it, when we start getting to the point of needing paintings and tapestries, I'll gladly donate some art to the cause so we don't have to rely on clipart or anything.
  15. If there is anything I'd comment on it'd be the orchestra hit sample you use in the first track, I think something that sounds a bit more lonely and eerie might fit better. Everything else sounds great, and I'd probably use it in a map or two. One thing you'll need to keep in mind is that with Thief you rarely ever have true single tracks, instead you have individual pieces that play at certain points and can mix together easily and produce something that sounds great. Like if you were to start a mission you'd only hear a bassy rumble, but as you approach the mansion you intend on breaking into you'd eventually have a weird warble sound come in on top of the rumble that'd go away if you were to back off and go return to the starting point. It's all locational...if that makes sense.
  16. We could start sending out chain letters. "Dear Sir or Madam Today is your lucky day! When you woke up this morning I bet you didn't expect to recieve a GOOD LUCK LETTER in the mail today, did you? Oh, I'm sure you didn't. Most don't. But if you have belief in your heart and follow the 4 easy steps below then you can have all the FAME and FORTUNE you can handle. Here's what you need to do: 1. Make 10 copies of this letter 2. Insert a crisp 50 dollar bill into an envelope and forward it to The Dark Mod 2114 Mack Smith Street Seattle, Wahington 37404 3. Send the 10 copies of this letter to your closest friends and family 4. Wait for FAME and FORTUNE Those that followed these simple steps were repaid beyond their wildest dreams! A man in Texas sent this out to his 10 closest friends and recieved a BAR of GOLD from the SKY which was worth 10,000 DOLLARS! How easy could it be? Yes, friend, it truly is that easy. But the price of failure is equally as great. A stupid kid like you from West Virginia decided that chain letters were for chumps...CHUMPS...and threw it away without forwarding the letter OR the money! 2 days later he fell into a combine harvester and got his legs chewed off. Now his friends call him stumps....STUMPS! If he had just sent his letters he would be running through amber fields of grain holding on to his SKY GOLD! So what will it be, friend? Will you send your letter? Better decide soon, time is running out Sincerely -Fingernail" I think it could work.
  17. hi again ! thank you for the warm welcome. i'm glad to be a part of this and hope my contributions to the team will make a difference. well, i'm just here anxiously waiting to get my hands on some work or some more info to start off! thanks again.
  18. Maus

    Pick! Me!

    The reason I am so excited about helping out with this project is because I love the Thief series its one of my favorite, I have played the first 2 several times! But I haven’t kept up with the series since then, just haven’t had the time to play many games, all work and studying to get in to the game industry. I would prefer not to post to some free art archives, like deviantart after carefully reading there user agarments, they can retain the rights to uploaded works. AKA it now belongs to them! I will have a host soon, and will try to display as much of my work there as is possible. Till then I would like to start on some Concept Sketches of Environments. Then after you approve of my ideas I will Model, Texture & Normal Map all the recourses needed for sed environment. (design before you implement right?) Then with the peaces of a map in hand I could design a level or 2 or 3 using the assets. To help me better understand what your project needs: Are adventurer(the Thief)’s desire for wealth leads him to loot Ancient Ruins and raid Dens of Evil Creatures. Or duss the hero have other motivations? Have areas already been decided on, or should I just make a place up? Do you have a story I should try to follow with my concepts? What creatures have an influence on this environment? Hum built it and why? Ext… If there is already a design in place pleas give me what information you think would be helpful in making concept for you as a test to prove my self. Thanks for giving me a chance to help with this project. Regards, Maus
  19. Yes, I can, but the more you copy armor, the obviouser it'll be. What's better is to use the same body shape to start, so I can build armor off of that - makes it much easier. For the record, I'm taking a little break today to do my comp sci project. Will work more tonight.
  20. As soon as I'm up and running again I'm gonna start playing around with those concept drawings.
  21. Wow, a man of many talents. Coming up with concepts for furniture by doing some research into the relevent time periods is something that needs to be done. I like the museum stand for that reason. The concept art for T3 involved a lot of dynamic sceans and good use of colour, that gave designers a lot to work from. In comparison, that shot of the room with the light on the wall is really bland, in terms of colours, archetecture, and overall feel. When the concept art was drawn with the camera at a really dramatic angle, you might think "well, the camera angle itself isnt' saying much - your viewpoint moves around all the time in the game", but what you really should be getting out of the image, is looking at it at a whole, and it gives you a feeling, and then you say "well, how can I somehow translate that feeling into the game, and give the player that feeling when they play the game?" I think that is the true power of concept art. We need something that says something new. Well not real new - we know what the Thief world is like - dark and moody, with brooding shadows and atmospheric lights, and ominous sillhouettes. But see how the concept art took that "theme" and gave it its own character? It's not easy but that's what I think we should aim for. A unique style of our own. I can see these sketches are just drafts, but they're a good start.
  22. Presumably you're making a sort of mid-poly version, which can be scaled up for the highpoly bumpmap reference, and down for the low-poly ingame mesh, right? Because the highpoly one can afford to have veins, seams, threads, buttons, creases, the whole caboodle of detail. So it's probably best to start in the middle, which is what is looks like you've done. Good work.
  23. Rather than just making what comes to your inspiration, I'm going to start defining targets. Right now, we'll be working on a texture set for a Thief2/Overlook Manse feel - a house with wood, wallpaper, metal, stone, books etc. We are already a fair way there, but we need more flooring especially (wooden & shiny marble a requirement, as well as thick carpet). So carry on, but don't go crazy with some woodsie theme stuff. Next up, I reckon will be more city themed. But first: house textures.
  24. 3DS Max R6, using only Editable Polys. The only primitive I've used is a box to start off from. Hell yes for EPoly's cut and slice plane functionality.
  25. Now he has a Bling Purse. Oh yeah. Added lotsa belt detail and so forth. About to start working on the face - wish me luck, friends.
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