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  1. I would like to start off by saying "you guys had a great idea and from the looks of things so far.....The Dark Mod is meeting my expectations on beeing the Theif 3 that should have been...i when i first saw this mod i thought youd bee like the rest and drop out during the first month or so, but youv proved me wrong and now i cant wait for the first playable version. PS. good work on the player models and KEEP UP THE GOOD WORK!!!!!!!!
  2. Okey, whenever I commit new sounds to CVS, I'll post them here. sfx/world frob_instrument_harp1 - darkness_falls frob_instrument_harp2 - darkness_falls frob_instrument_harp3 - darkness_falls ambient/underground cave_ambient1a - darkness_falls cave_ambient1b - darkness_falls water_drip1 - saxmeister water_drip2 - saxmeister ambient/ocean underwater - theo (this sound is intended for while the player is underwater) ambient/church church_theme1a - mrd church_theme1b - mrd gregorian_chant1a - muze gregorian_chant1b - muze gregorian_chant1c - muze gregorian_chant2a - saxmeister gregorian_chant2b - saxmeister gregorian_chant2c - saxmeister
  3. Received this email: Welcome to the application thread.
  4. Here are the five amibents -- works in progress -- I've made. Most of you have probably already heard them. If you decide to use them, what would you like me to do with them, ie separate out the SFX, make them a certain length, save them as a 44k, 160 kbps .ogg file.... Just let me know. http://home.comcast.net/~ablockno/ambient01.mp3 (castle/cathedral theme) http://home.comcast.net/~ablockno/ambient02.mp3 (general theme) http://home.comcast.net/~ablockno/undead.mp3 http://home.comcast.net/~ablockno/outside.mp3 http://home.comcast.net/~ablockno/mechanists.mp3 I read through the list of needed SFX. I'd be happy to start on some of those as well. -Andy
  5. First off I'd like to say great work all around, the screenshots and models look top notch. The new architecture sketches by KFMcCall are absolutely god-like. Now the real question is, why the doom 3 engine? I understand that its dark, which suits the theify mood, but why not use the superior source engine from hl2? The editor seems more user friendly for makign FMs and the physics seem better tuned in general for picking up bodies, distractions etc. Anyways its probably too late now, i just wanted to know. As a suggestion, why not try to allow FM authors to enable co-op of some sort? If it's at all possible i beleive it would make an awesome addition to gameplay.
  6. Hi, i'd like to start by saying this is the most promising Doom 3 mod i've seen and i'm a HUGE fan of Thief 1 and 2 and the less said about Thief 3, Ion Storm and Warren Spector, the better IMO . I'd like to get back into modding and do some animation for a promising mod in my spare time (was looking into HL2 modding, then discovered how terrible it's tools are), so if you're in need of animation i'd like to lend a hand. Here is a page with my work (hasn't been updated in a while, though). I live in Melbourne, Australia. I work for a local game developer as an Animator. I use Maya and have been getting into MEL scripting recently. My first script was an auto rigging system (similar to XSI's rig from guide). Now working on a Skin Weight exporting/importing script.
  7. Hi Corth, this is your application thread. You can introduce yourself to the team in complete privacy here. This is not viewable by the public.
  8. I just wanted to say I never knew about this mod, but after playing the thievery for ut, and waiting for NB, its cool to see this one too, never been a doom fan, but I might buy the game just for this mod! Keep up the good work, can't wait to play it!
  9. UglyEd got in touch with us through BlackThief and I've been conversing with him. He doesn't have time to be a full member but I suggested to him that he could be a part time contributor and that we can tell him what types of textures we need and he can hand them in as he finishes them. Some samples of Ed's work are on the ftp under the Textures folder in a zip called ED_textures.zip. Take a look at them and then post here if there are any objections to making Ed a part time contributor. N.H.
  10. This is my first post here, and I just wanted to encourage you guys on the Dark Mod team to keep going and hang in there! You are *definitely* filling a need here, the Thief 3 engine is just inadaquete in so many ways... them releasing the editor is not going to really be any kind of end all be all solution to anything. It's nice, and I'll be interested to try some of the FMs made with it... but I'm much more excited for your project. Personally I think Doom 3 is a great game, and there's no doubt it's a great engine. I simply cannot wait to play this mod. The screenshots and models look fantastic.
  11. I wanted to upgrade my bandwitdh to a 3000/384 kbit line so my server is better suited for the work on the darkmod. So far my ISP accepted this and it should have been done on 15. December. Of course I didn't really believe this, and as I thought it didn't happen. After calling several times when this will happen they now finally managed to switch my line. But not to the requested bandwith. Instead they switched me to a new tarif where I have exactly the same speed as I had all the time. Great! And the best to come. The managed to disable my phone in the process. My ISP is very reliable when the connection works. In four years I had only two three outages and only one them took about a day. All others were already solved when I got through to the hotline (meaning less then 15 minutes usually). But when it comes to changing some configuration my ISP sucks really big. So it seems I won't even have a phone over christmas. Nice! At least thy didn't switch off my DSL, so I can still be online. Which is more important anway.
  12. These are pretty basic sound bits. Not much layering going on. I wanted them to remain in a raw format for now; they can always be layered later. It's hard to 'unlayer' once you've layered Other sound guys can also layer these on their files, if desired. I'm having troubles recording loudly with my setup. Not sure why. Thus, HumAmb1 is pretty quiet. Here are some new files, in .OGG format. Note: If you're not on the sound team, you may need to instead listen to the identical .MP3 counterparts at the bottom of this post: MachineHum1 HumAmb1 BellAmb1 CutsceneAmb1.ogg Harp-Soft Harp-Loud If you can't hear the above, you probably don't have the right software. Try these MP3s instead: MachineHum1 - Loop it. Some sort of weird machine hum. Could also be layered with other ticks, drones and hums to make an interesting machine sound. HumAmb1 - Loop it. Background hum. I wish this was a bit louder; you may have to crank your speakers. Intro/End can be chopped off for a continuous hum. BellAmb1 - Loop it. CutsceneAmb1 - Might work well as some background ambience in a FM slideshow cutscene, as 'Garrett' talks. Harp-Soft - I loved plucking the strings of that harp in T2! I think we should try to have different music instruments, so when touched they produce a sound. Harp-Loud - A louder version of the above. I didn't like that it was so loud the first time you plucked the harp in T2. I think this louder version could be used for if the player repeatedly plucks the harp. Maybe have soft/loud versions of other instruments for the same reason. Let me know what feedback/suggestions you have.
  13. Im a huge fan of Thief and Doom, i did one of my game level assignments after the bathroom in doom3 when i was in college. Only had 2 and a half weeks to model and texture the room but its the best i could do in the alotted timeframe. Seeing as how there much more time and my skills have gotten better since then, id like to help out in any way possible. Lemme know what ya think. http://img37.echo.cx/img37/3475/gamelevel7jj.jpg http://img37.echo.cx/img37/8151/realistic9pt.jpg http://img37.echo.cx/img37/6452/walker6gi.jpg http://img37.echo.cx/img37/1910/wheel17qn.jpg http://img37.echo.cx/img37/6272/wheel24lr.jpg
  14. Lloyd created the water mod and has generously allowed us to use it in Dark Mod. Welcome Lloyd!
  15. Doortest02 Comment Goes Here (thumbnails will eventually link to fullsized TGA texture) Doortest01 Comment Goes Here (thumbnails will eventually link to fullsized TGA texture) Gratetest01 Commet Goes Here (thumbnails will eventually link to fullsized TGA texture)
  16. My name is Cory Vogel and I am quite interested in your Doom III modification. I have experience with C++ and DirectX as well as a growing knowledge of the Doom III engine. It has been mentioned that coders with AI experience are needed. I have created a "mercenary" in Doom III that follows the player around, keeps track of it's health which regenerates at different rates depending on it's current action, keeps close to the player, and attacks enemies. Though I enjoy working with AI, I will happily script weapons or whatever is desired by the team. I have time each week to work on the project and being dedicated won't be a problem. If you would like me to send any code just tell me. I don't mind constructing some type of "test your skills" project with the team either. Thanks, Cory cvogel@nmsu.edu
  17. So, at Renzatic's request, I'm going through and making models to match up with some of the textures we have - these models will then be used to generate normal maps. Technology is sexy. Left: flat rectangle Middle: Untextured model Right: Textured model Since I'm running Max R6, I haven't generated the normal map yet, but this is two minutes of work once I have my copy of 7 again. More to come later.
  18. Hello Team, I am a hopeful mapper and voice actor wanting to join a great team. I originally was working on a DOOM3 mod called Hell on Earth which has now died and was hoping to continue to my DOOM3 work by joining your team. I also briefly worked on the D3 Phobos MOD. I am an avid Thief player and have them all and could probably tell you far to much about the universe! Here are some samples of my mapping which were going to form the basis for the for the first level of my mod: Download Here An audio sample for voices (which I would really love to do as well!) these are my own voice based upon certain speeches made throughout the Thief series. Download Here The mod seems a great idea especially considering the great lighting system and the obvious parallel with Thief. I await your response with great anticipation! Cheers, Kingers
  19. Before I go any further on this, let me know if you think I'm on the right track with the design of this machine. I stopped adding details to it and gave it some quick color. I haven't done very much on this yet, as I don't want to waste time doing something nobody likes. I know the coloring and everything is pretty crude here; just focus on the shape, design and functionality of it. The final will look more polished. Do you think I'm going the right direction with this? Keep in mind we'll likely need to have many different machines, so let me at least know if you think this would be usable in our Thief universe. There will always be more time to do other machine concepts/shapes/etc. PS: That's an energy beam going between the power thingys. I remembered Thief 2 had an energy beam between two lamp posts or something on one of the levels. I liked it. This is "in the spirit" of that. EDIT: Please also make any suggestions you have for this endeavor. PS: I know there's no depth to the drawing; I wasn't gonna go there yet.
  20. Shadowspawn from TTLG has offered to help us out without becoming a full member. I think this would call for contributor status, much like UglyEd's. Sounds like a great offer.
  21. ... but anyway here´s my current portfolio: keeper haunt enforcer profile badass mofo head detail zombie I´m also at the Hammerite Imperium team, but my artworks are mostly useless there (but that doesn´t mean I want to leave, there´s enough other work). That´s why I want to join also the DM team, where my concepts actually can be made into models. I could also eventually skin AIs and maybe objects, I did some retexturing for the HI. No experience with Doom 3 specs yet. These artworks are the latest ones and at this time I prefer BW, which you might not like as concept art, but that can be easily changed. If you´re interested in more various stuff, just have a look at my folder at the Imperium FTP. Oh and there´s one more thing: I have some major exams in may and june and at that time I probably won´t be able to do much. So that you know.
  22. Hum! I admit I was more than a little tipsy when Renz was asking para?noid for musical/ambient support on IRC, so I promptly jumped on the train, too. Ah, well. I'd love to make some ambience for a Thief-Like, since my own efforts in DromEd were rather pathetic and I never released my own FM. Also, it does fit my style. I've made some examples (e-x-a-m-p-l-e-s), please keep in mind they're desinged for use on a AmbientSoundObject like one would use in DromEd. amb_caveloop.ogg (739.730) amb_darkwood.ogg (1.690.357) amb_defiledchurch.ogg (1.192.855) (kindly hosted by OnionBob) Tada!
  23. encomium was looking to help out with UV mapping. Got this email. Welcome to the applicant forum econium.
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