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  1. I've been using dark radiant long enough that I wanted to start a thread about my experience with the program. I still don't know everything it takes to complete creating a basic level butt I haven't approached the editor in a way that I was creating levels as an end result. I found that approaching the editor as if it was a game itself and just having fun with it and building and trying out things was the most rewarding way to use the program myself. I'm very familiar on a professional level with an audio recording and mixing software and radian is very much similar in a creation process of making a song or a similar work of art with the building of layers and the project going through infant stages to maturity. Another thing that has helped me greatly is learning shortcut keys for saving time. I pretty much check every new piece of brushwork or change and dmap and explore it in game. Sometimes I will look at an issue for a couple minutes deciding the best scenario of Hell 2 ad the floor or a roof or a ceiling or a wall with minimum selecting brushes to save time because there are endless possibilities to fix and change the grid butt obviously the fastest and most efficient way allows for the most progress to be made. I also have a knack 4 building all the brushwork by hand and using clipper religiously. It's extremely important to have a blueprint in mind or drawn out on paper 2 use as a guide and I've also found completing a rough version of the entire map with just walls and Floors and then adding detail to each section. I enjoy the instant results as well with being able to make changes end it also reminds me of when I was coding HTML for a web page is a little bit as well. Also making half of an object copy paste and flipping the brush work is another good short cut copying and pasting are integral for the success of good usage of time mapping. My biggest problem is I need to create Less open spaces and confined areas because visual portals n the engine gets put under a lot of tax with such large open areas. Alberic's curse is a good example of a nation that has a large outdoor area where the player can navigate all around yet still it is open space. So I'll be filling in my thoughts on the program and keep up with this thread as a journal to interesting experiences I can share with the community.
  2. Back to work, feels good making stuff for TDM once again.

    1. Sotha

      Sotha

      Welcome back!

    2. SeriousToni

      SeriousToni

      Nice to hear! Good luck! :)

  3. Sign out of TDM forums, close browser, re-open later, "Huh...I'm still signed in?"

    1. Show previous comments  1 more
    2. Bikerdude

      Bikerdude

      Its a cookie thats keeping you logged in.

    3. Sotha

      Sotha

      Another visitor! Stay a while; stay forever!

    4. Tarhiel

      Tarhiel

      We´re like a Shalebridge Cradle: what comes in must never leave :)

  4. Having finished up a number of voices for LarryG, Gort, and Goldwell, I am open for any other voice work that may be needed. I have gotten great reviews as a Lord, Guard, Scientist, Drunk and Ferrymaster, and would love to put my voice to work for YOU! I’m pretty good at mimicry, having done lines to match one of the Lord voice sets, and could probably match others...pick one and let me try for you. Contact me here, and listen to Dark Mod and other demos at http://www.everybodyandme.com/demos.htm! Also, on the advice of one of the developers, I took a look at the Cynic voice set, and think I can do a pretty good job mimicking that one.
  5. I figure I'd put my videos of one of the best stealth games ever made with no sense of shame. There aren't enough minimalist runs of Metal Gear Solid 3: Snake Eater in my opinion.
  6. I just downloaded The Dark Mod (10/10 would dark again) and I'm running into two persistent bugs. One is annoying, the other is game breaking. 1. This bug is signaled by buggy character models, and more or less prevents me from quick saving or finishing a mission. This has been here since the beginning. 2. This one is far more annoying. After trying to download a mission (The Rift) the game has been freezing on me, and I almost always have to restart my computer. I tried uninstalling it, but nope. It seems to happen randomly. Help? P.S. I admit, I'm mildly afraid I may have flat-out installed the thing wrong. But both the TM and St. Lucia worked perfectly fine, except for the first glitch. EDIT : The forum glitched while posting this, and I seem to have three copies of this. ~_~ Apologies.
  7. This morning I got a cold call from an agency, then emailed me the job spec and as I had a read through alarm bells starting going off. In a nutshell the client wanted skills they weren't willing to pay for or that I even had and the pay for the hours was atrocious bordering on illegal. So before I made a form decision, I thought I would try and find some reviews on the company and found this little gem - - https://www.glassdoor.co.uk/index.htm In the end I ultimately declined and I'm glad I did -
  8. So for long time now I've been working on a map, and lately I got really enthused lol. So it's almost done now. Here's a sneak peek. I turned the gamma way up on the vid so it can be seen in the video. https://www.youtube.com/watch?v=zjemP2LfzXw&feature=youtu.be
  9. How do you embed a video in a thread? Not the link, but have the vid show in the forum? Thx Neon
  10. I have taken a couple of seminars, and am a vocal D&D DM and deep admirer of THIEF in its many variations. I'd like to volunteer some voice work. If you visit www.everybodyandme.com you can hear my two mini-reel demos from the seminars, and a variety of faux-mercials I've done in my home studio. No hum and clear sound, but I have gotten better with my presentation. Still this early stuff represents me well, and I would love to do a spec reading for you. I also did two web-commerials for LORE, an up and coming pdf/paper/dice RPG, and was one of many voices in the Borg demo for System 47, the LCARS software. All these are linked on my Demo page at the site. I am just getting started in this but have done voices all my life in British, Irish, Scottish and other genres. Please stop in and check them out...I would love to be able to contribute to this great project. I played hundreds of the fan missions for Thief back in the day, and was really thrilled to find The Dark Mod, because it has all the wonderful adventuring flavor of the old days! My booth is running a Spark mike with windscreen, and an AVID Mbox Mini interface. I am on ProTools Lite right now, but trying to install and upgrade to First. I've also done a variety of YouTube stuff; search on "Andre Bartmes".BARTMESS_Lore30_The Voyage_full.mp3
  11. It's like a scrapbook, but for mapping! Hello, personal threads are all the rage so it's time I made one! I plan to be posting my forays and experiments in mapping, level design, scripting and whatever else in here. Here's to many, many pages! OK, let's start it off. You may remember that back in November I posted some screenshots of a cubemap slapped on some materials. Now that I'm at least a tad more educated on how materials work, I wanted to go back and see if I can improve on what I wanted to do. Firstly, here is a clip of a default material without a cubemap reflection on. Now here's the same material with a cubemap stage. The stage was just something I found and copied off a shiny tile and it's really simple - it goes like this: { blend gl_dst_alpha, gl_one cubeMap env/blueroom texgen reflect } As you can see, the result looks pretty unrealistic. The odd thing here is "gl_dst_alpha". It tells the stage to take the alpha value of the destination, which would be what's on screen I suppose. For a texture like our wood there, this is useless, since it's not transparent, the alpha is always going to be constant. In this particular case "blend gl_dst_alpha, gl_one" might as well be "blend add". Replace gl_dst_alpha with gl_dst_color, however, and you get this. It's quite subtle, but I like it a lot. It's still not ideal, from far off it's almost invisible, I would like some way to make it a bit more pronounced but none of the other blend modes achieve the same effect. If anyone has any ideas, shoot. Another thing I was wondering about while looking into the materials is this portion: { if (global5 == 2) blend add program ambientEnvironment.vfp ... } It's supposed to only work when Ambient Rendering is set to Enhanced, but there's no difference if you delete this. The ambientEnvironment program only seems to work when Ambient Rendering is set to Simple as a matter of fact, set if (global5 == 1) and you can see the actual effect. Putting a cubemap in this stage makes it looks pretty nice, actually, that would be a nice look to achieve but again, I can't get it working with Ambient Rendering Enhanced. There's another program, the bumpyEnvironment program, but it seems to just do what the envmap/texgen reflect stage does. edit: here's how the cubemap looks under the ambientEnvironment stage: Note that you don't get that Fresnel effect with the dst_color, gl_one blending stage.
  12. The Black Parade is coming! http://www.ttlg.com/forums/showthread.php?t=146501 Woo-hoo!

    1. Show previous comments  8 more
    2. demagogue

      demagogue

      I suppose making a campaign as an individual and building for Thief Gold go hand & hand. You need to be pretty obsessed to do either. XD

    3. Epifire

      Epifire

      I'm just very happy to see how much work still goes on with the original Thief games. Good mods = long life after release!

    4. lowenz
  13. Finding out some good methods and ideas as I continue some work on the Castle Lab tonight! Pretty excited to think what the final version is gonna look like. Did I say your guys' soundscapes are also wonderful?

    1. SeriousToni

      SeriousToni

      What? The mysterious saviour is back to make our Thief lives happier again after such a long absence? I can't believe it's true! Wow thanks so much!

    2. demagogue

      demagogue

      He's like our own Game of Thones mystery crow that leads us to secret treasures.

    3. SeriousToni

      SeriousToni

      Or to an old tree with lots of zombies around.. xD

  14. I wish I could just work on games and not have to make money at Walmart to survive. Someday... someday...

    1. Show previous comments  6 more
    2. Epifire

      Epifire

      @MonroseTroll. I actually have been working a lot with Unreal 4 and doing some side projects with it. Great toolset and it's what has defined my current, "model everything" workflow. I have a buddy who worked on Wolf(2009) who kinda gave me a rundown on the studio. I'm not a CoD fan but it would be a way to get my foot in the door basically.

       

      @VanishedOne. I feel this pain a lot, and I did for my whole time when I was trying to learn Hammer back in my Half-Life 2 mod...

    3. Epifire

      Epifire

      .. Gotta love the page limit xD

    4. MoroseTroll
  15. All work and no play makes Melan a dull boy.

    1. Show previous comments  2 more
    2. VanishedOne

      VanishedOne

      That depends on which planet you're on, so it's a hardware problem.

    3. Sotha

      Sotha

      Indeed! Now we just need a bunch of engineers and an array of globally positioned super-efficient rocket engines to slow down the spin of the Earth. I'm sure the kickstarter crowd funding will be a great success when we tell the masses they will get more hours to their days.

    4. VanishedOne
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