Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/wont start/' or tags 'forums/wont start/q=/tags/forums/wont start/&'.

  • 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. 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).
  2. 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.
  3. Now, in TECHNICOLOR. Gonna start the unwrapping process. This'll take a while.
  4. 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...
  5. 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.
  6. 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
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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
  12. 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.
  13. As soon as I'm up and running again I'm gonna start playing around with those concept drawings.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  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. K, that's easily done..just gotta add bubbles. Hey Finger...speaking of textures on lights....have you been reading up on that? I haven't even tried looking for any tutorials since I mentioned it awhile back, have you found anything? I wanna start getting into them here soon.
  21. Wow, great start on the house, Fingernail. We need to find a good roof texture. The windows look awesome, but I agree with Ren that they're a bit too big. I love the skyline in the background though, where did you get that? Ren: Your glowy windows look great. Are they supposed to act a light sources though? It looks like they should be casting some blue light around but it doesn't look like they are.
  22. Obviously I've been interested in this mod from the start but since I'm involved in some other issues I've not made any comments. The screens you've show so far are very nice. I don't recognise anyone on the team from other mods or FMs except ModeTwo from TUT and NB. How experienced are you guys? And how are you finding it? My main query is - what will you do if we get the TDS editor? There will be a bit of a software conflict with people making FMs for TDS whilst you guys work on this. Given that you have stated that this will only be out next year at the earliest do you not think that many of your ideas will be overtaken? Don't get me wrong - I'm not trying to bring a negative vibe - I'm just being realistic. I don't have Doom3 and won't get it until XMas at the earliest (as that is probably when I'll get my new gfx card). I have a NB/TDS map/FM in the works. It's really a SP FM but I can adapt it to NB MP. If the TDS editor is released I will make it for that 1st. But now I have an MP version designed I want to take to NB eventually anyway. And if there is no TDS editor then I'd love to make it for The Dark Mod as that is the only way the real atmosphere and plot will come out. Can someone explain the SDK/editor score with Doom3? What comes with it and what can you DL? And what are it's limitiation, what is it's scope?
  23. lol, 1024x1024 is WAY overkill for most of the textures we work with. It'll look great for architectural textures, but really unnecessary for wood, surfaces, and trim. I need to start reading up on .dds files to see how to save some space.
  24. I'd guess that any textures, noises, models and what-not created by these guys would be available to FM authors for T:DS also... Its an interesting prospect. T:DS obviously has quite a head start on the Doomed project. Sensible people might jump ship and focus resources there instead. Here's hoping that Eidos and Ion Storm make some kind of decision one way or the other soonish. Currently a level editor is supplied with Doom 3. Some simple mods are possible by hacking texture, model and other files. I could be wrong, but I think that the format for 3d models is the .md5 file type - which has been used by John Carmack and team for years and is well supported with utilities and file converters. ID have promissed to release the full software development kit shortly - which should allow for some pretty serious modding - similar in scope to the situation with Half Life and the Unreal games.
  25. Wow...we really need to start digging up info on light materials. I just got through playing around with a few of them and, except for the frequency, I've caused it to put on an excellent lightning display. You could do so much with it and use only a minimal amount of resources. Want a shadowy silhouette of some trees swaying slowly in a breeze displayed on your windows ? Use a light material. The same could go for casting the same shadow on a wall opposite of a window during a lightning storm...have a tree cast a shadow when a bolt of lightning lights up the sky. You could even have clouds rolling slowly across your floors. There's so much potential here for awesomeness it's not even funny.
×
×
  • Create New...