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  1. I've done a lot of modelling for Thief II, and I couldn't do what you've done in two days in two months... Great work, looks awesome!
  2. See? Now he's green. On the plus side, I've eliminated the obnoxious, squatty-looking style of the old version - now he's appropriately tall and muscular (arms are a good place to look to see the difference). The back is sculpted nicely, compared to before, and the armor has a bit more mass as well. Torso needs a bit of thickening, to match the armor on the legs, and he needs, you know, a head and hands as well - but you can see the progress. Please remember that this is less than two days of work, from scratch.
  3. I think it's important that the texture artists try to work with a certain colour palette - it seems they already have the warm fire feel for the indoors lit with torches. Now out doors should be decided on soon, like strong blues and purples or greens maybe (and yellows, for the lights), or something, like the Thief 3 concept artwork. All good artists know that less is more. By that I mean, if the scene is filled with all sorts of colours, it loses its identity, but if there is a specific theme going on, it shows and it really has its own character. People were saying "This is what Thief 3 SHOULD have looked like!" about Renzatic's screen shots, and I beleive the colour palette is why. We (well, the artists) should strive for a unique, and unified feel for this Thief world. You can see good examples of this in a lot of 2D games. I think 3D games are only just catching up there, as the tools let artists express themselves more easily - a lot of older 3D game all sort of look alike, but now, with some of the nicer looking games, you can take a screen shot of it, and it is so easy to tell straight away that it is from that game, and not another game of that type. I think a good example is Need For Speed Underground. All the neon colours glowing in the dark, and the motion blurring. It's not the most realistic racing game out there (check out some of those new rally games), but it is certainly one of the prettiest, and best looking racing games out there. (If I have people disagree with me about NFSU, then maybe I chose a bad example, but I hope my point gets across all the same)
  4. Which means that pakmannen should probably be credited/register here and join the fun. Unless he disagrees, in which case I'll copy his work & have done with that.
  5. Right. That was my firs thought when I looked at this screenshots. They look exactly as I expect it from a room in the Thief universe. Not something like T3 but something REALLY Thief like. Great work.
  6. Yikes. I wouldn't let people in, out of priciple, either. I really don't have much much to show for my previous efforts - a couple of hard drive deaths and a habit for giving away paintings to friends and the like, have made sure of that. I've got some illustrations I did for Local government and some of the Wildlife Trusts (a UK charity) knocking about. I could scan something in. Better than that, I'll produce some generic Thiefy content over the next few evenings - That way you can assess my work and get something usefull done at the same time
  7. Apologies, but from your post... ...It didn't sound like you're quite as sure as you need to be. The SDK is not open source (GTK Radiant is not open source, only the GTK bit is) and GPL is the wrong license to use because of the reasons I have outlined above, and also because you can not link to closed source libraries (such as the Doom 3 engine) under the terms of the GPL. GPL is a wonderfull thing, but is is not the appropriate license for a Doom 3 mod (I mean that in a legal - you will open your self to cease and dessist notices from ID and the free software foundation if you do - kind of way). Sparhawk is on to a good thing to request clarification of copyright issues, but choosing the right license license requires a little care and attention. Good work so far, by the way. I'm looking forward to contributing some stuff to the project
  8. Pakmannen: yes. Mr Pettitt: any samples? In practice I'd say sure, but I don't want to just let anyone in, on principle. Everyone should produce samples before acceptance really. PS. I have heard pakmannen's work, just so you know.
  9. ...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.
  10. 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".
  11. 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).
  12. 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.
  13. 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.
  14. 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.
  15. 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:
  16. well, here you are - 30min Photoshop work it doesn't really look good it was just an attempt.
  17. 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
  18. 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!)
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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).
  24. 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.
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