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  1. ...and another victorian wood texture - actually I'm very proud of it, cauze it's a really good looking high-res texture, however I didn't get the right color, so that it doesn't fit to the other wooden stuff I made here are 4 different versions (the 1st is the original) - maybe someone else can do the color-work better, so that it'll fit better to the other stuff... 1. version 2. version 3. version 4. version I think the texture will look good at the upper edge of a wall. I don't know how you call it in english.
  2. Oh god, not the sword vs dagger again. The size argument just doesn't work, since we also have a thief walking around with a longbow and quiver full of arrows, and who can carry a dozen goblets, plates and paintings around with him on missions. No one is talking about having a thief with a five foot broadsword, either. But a short sword makes sense (and is also the classic D&D Thief weapon, btw). Arguments for a (small) sword: 1. Continuity. Two of the three Thief Games have Garrett using a sword. (and interestingly enough, even in T3 the other Thieves in the game had swords) 2. Versatility. Garrett doesn't just break into houses, he also travels through underground ruins, crypts and pagan forests. Any character who risks battling zombies, giant spiders, treebeasts and burricks is going to want something longer than a dagger. 3. Gameplay. Fighting with a dagger comes down to clicking fast and circle-strafing. In terms of gameplay it was not enjoyable at all, at least for me. The sword fighting in T1&2 allowed for parrying and fencing, and was more fun to do. Now, I suppose we could allow for both options...although I can't think of a situation where a dagger would be preferable to either a short sword or a blackjack. But please, if we decide not to use a sword, let's not do it because it's "realistic".
  3. Hi, I would like to work on the background music for some or all of the levels, depending on specification of course. I currently only use a shitty four-track system with various instruments, but I am confident I can create something decent and Thief-like (without ripping off the original games music or Thievery techno-style stuff).
  4. Not yet, no. The specular maps are the one big thing I'm missing at the moment. Based on what I've seen thus far they're not a dire necessity...can't hurt to have em, but everything looks fine without em. The texture package...so far I've kept everything nice and organized, but there are a few textures in there that absolutely refuse to work no matter what I do. Considering that about 1/3rd of Id's textures aren't showing up, I'm starting to believe it's more of a bug with the editor than a problem on my end.
  5. Guest

    I Want To Help

    Well, please conside me as a tester when the Time comes, I also have some Great map ideas, that might work. Thx for your time.
  6. My programming skills are sucky, im stuck in basic. But I think I can be of great help in the concept part. That is, inventing background stories, characters and maybe some level design. EDIT: Forgot to mention this important detail. I can send samples of my work if needed. These include writting and level design.
  7. I've been working on a portfolio piece for a while between other commissions. It's below. We can certainly use it for a webpage or promotional material when its done if you like. I'm working on things for other clients and my Real Job resumes tomorrow, but it would be finished in a couple weeks. work in progress:
  8. well, here you are - 30min Photoshop work it doesn't really look good it was just an attempt.
  9. a new texture: a pavement-texture (<-- is that the right name ?) I wanted to test it in thief 3, however the bumpmap didn't work properly for some reasen. so I just uploaded the texture - somebody else should make the bumpmap for it
  10. Guest

    I Want To Help

    Bugger, sorry, here's most of my work on various things- http://img46.photobucket.com/albums/v140/god_is_my_goldfish/ (Last post, I PROMISE!)
  11. I'm working on one here and there, but I'm quite busy today. I might have something tonight. Edit: Ok, I have a few more minutes to make some comments...The typical banner size is 468x60, which is not a lot of space. The new one by Alexius looks great but is far too busy to be used at banner size. Perhaps it could be used as a website header or something. I'm not entirely sure I like the colour scheme, which is awfully bright and red...it makes me think more of Aladdin than Thief, but that's me. I have two different versions in the works and I'll post one of them tonight for comment. I can't work on it from this computer though.
  12. I object. First of all, it's poorly rendered. I can see the lines of blur. That's not an official thief font. Secondly, I know that the face isn't OUR original work. Where did you steal the face from? Did you get permission from original artist person to use it? You'll all get sued. How's bout me or Springheel make us a better logo? He can do the shape and I can do the colors, or we can submit our ideas.
  13. Since we started with this project I haven't heard anything about which license we will use. This is IMO quite an important decisision, as some memebrs may not want to use one license modell while others may and still others don't care. As we have seen in the case SCO against IBM this issue is NOT so trivial and can potentially affect everybody here. This is also important to protect our project against copyright claims or others ripping off. So I would suggest to discuss this BEFORE we start to create to much content and afterwards being dissatisfied with the decisions. One question: If we code for D3 what resctrictions are there for our mod? As with DromEd we had the restriction that all FMs had to be free and were not allowed to be commercially used without permission. I expect that a similar restriction exists for D3 mods (but then again it may not) so this already might affect the decision on which license model we can use. There are also other considerations, because if we choose i.E. GPL or any other open source compatible license model (there are several of them) we can register for services like webhosting, shell accounts, CVS services and others, which may not be available for closed source developments. I think it is better to use such existing services instead of relaing on private resources, because this gives us a major advantage. If there ever is a break in the private resources we will have to find new resources where to translocate them. If we use public resources, everybody has access and we don't need to worry over uptime or accessability or support. That doesn't mean that we can NOT use private resources as well, but it gives us many advantages for free and serves as a seamless backup. If this is comptable with D3 restrictions therfore I would suggest to use GPL/LGPL or a similar license model and I think there is also an Open Content license for art so we could put this there as well. Since this is a community project and we want to use community resources as well, I think this would be a fair decision. One reason why I also want to have this clarified is, to protect our work (I already have seen such a thing happen). If i.E. somebody writes a good AI code and suddenly decides that the code is so good that he no longer wants to offer it for free, then we are screwed. In this case we woould have to start from scratch and rewrite all this code from new. I don't want something like this to happen, so we really should decide an a license early on, so everybody knows what he can expect or not expect from the project. Of course this is also true for art (images, sound, models, levels, etc.), despite me writing mainly about code because I'm a programmer myself.
  14. GPL mean that EVERYBODY can use it. They are not allowed to seel it or sell derivative work from it, but they can use it in a commercial product. If you don't like this then now is the time to leave the team. That's exactly why I raised this subject NOW instead of when we are finished. If they are using it in a commercial product then they will have to make this also open source. Or at least the part that contains the GPLed stuff.
  15. Update - he has a hood, plus some more buckles. The hood is the big thing. Squinted the eyes a bit, slimmed the cheeks - jaw, upper lip, lower eyelid need work yet. Obviously needs hands, plus probably some more detail on the clothing, seams and suchlike, as well as all his props. The meshsmooth isn't optimized at all, either, so there are some floating elements (the little metal stud kinda things are the obvious examples).
  16. I consider this a small occasion since his woodpanel texture is the first normalmap I've done by hand. It's a great texture overall, but I had to do a few tweaks here and there to get it to work properly ingame...like change the paneling a bit towards the bottom cuz they bent a little towards the right and whatnot. Finishing it up helped me learn alot about Photoshop and MS Paint in the process, so it's all good. I still have a bit to go before it's completed, but this is the 80% complete texture, and the first one of Blackthief's textures I've done properly. Check it out HERE, mangs! P.S: It's dark in the renderer cuz I wanted to show how the light would catch it. I'm particularly proud of this one.
  17. Hey, thanks for the texture. I think I might try and tackle your stained glass windows next and see what I can come up with. Pretty soon, counting both your textures and the ones I've done so far, I might have enough to make a good sized mockup map. But if you can, see if you can make some bumpmaps to help me out with. Photosourced textures usually need to be tweaked alot more than the Blade textures do, so it'd be alot faster if I had an extra hand doing em. Edit: Actually, it'd be a good idea if everyone making textures (which I think is just Blackthief, possibly Alexius, and I) were to get together and started organizing everything. It'll mean alot less work on down the road if we keep everything in order and pack the textures the same way and whatnot.
  18. Texture forged by Blackthief and moi, right now in highest quality of JPG. I'll get to make tga's once i figure out how they work.
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