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  1. The glare effect bleeds out a bit, but for the most part the lights that make up the windows only work on the windows themselves. I wanted it that way so they'd stand out and I could check and see how they looked. Once I tone it down it'll be a good moonlight effect. Similar to the shafts of light in Thief 3, but more vague and hazy.
  2. I'd have to play with it myself too, but one thing I've done in the past to achieve a ripped up edge is playing around with some of the distortion filters along the edge. I can't remember which ones at the moment. Custom brushes can also work.
  3. If I had a whole suite of textures like this door I'd be able to whip up an awesome map in no time. But as it is, this is what I have done so far...as you can see I'm taking my time with it. The normalmapping process begins...slowly. I can also add in any other type of background so we can make multiple doors using this overlay. And yeah...I know...I took the handle out...I suck. Didn't wanna have to deal with it. Fingernail: It's not bad so far, but your scale is off. Your windows should be about the same size as the door, if not smaller. I have a fairly good roof texture in the package you could use in place of that brick floor...it was one of the few I couldn't get to work so you'll have to screw with it to get it ingame. Edit: Oh yeah! How could I forget my...GLOWY WINDOWS!!! I'm beginning to think that fireplace looks like crap, too.
  4. Hey there, I see you already have a few artists signed up for the "DarkMod," but please let me know if you'd like me to assist in any way. I'd like to help out with the artwork, if possible. Here's my website, showcasing some of my artwork: <link removed> All the artwork is done free-hand (not tracing). Even though I was referencing original artwork on most of the examples, I can create my own stuff, too. To help explain the 1st drawing, that one was done with colored pencils. To help explain the 2nd picture, the following original drawing was provided to me first. I went into PhotoShop and enhanced it to create that 2nd pic on my site: <link removed> To help explain the 3rd picture shown, the following photo is where I got the original Mickey: <link removed> (I made the CGI-looking background free-hand with PhotoShop.) Also, I did the Flash animation at the top of my site completely on my own. All the graphics used in the animation are my own, created in PhotoShop CS. The sounds, on the other hand, actually came from the Tron 2.0 video game; ones that I particulary liked and wanted to use for my animation. I can help create any concept artwork or finalized artwork, such as for maps, characters, weapons or anything like that. I don't have any 3-D computer modeling experience, but I have PhotoShop CS which I'm very familiar with using. I've also worked quite a bit with "dEdit" (editing tool for Tron 2.0 game) and messed around in Blender a little, but not much. Here are a couple Thief "funnies" I did: "Deadly Shadows": <link removed> For the "Blue Arrows" Controversy: <link removed> I also have a Roland XP-50 keyboard that I might be able to help produce sound effects with, if needed. I think I'd be great at voice work, as well, but I don't have any special audio equipment so am not sure how that would be accomplished. Regardless, I just wanted to let you know I'm out here if you need any help. Thanks for your consideration! - Darkness_Falls
  5. 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.
  6. 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!
  7. 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.
  8. 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)
  9. 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.
  10. 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.
  11. 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
  12. 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
  13. 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.
  14. ...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.
  15. 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".
  16. 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).
  17. 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.
  18. 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.
  19. 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.
  20. 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:
  21. well, here you are - 30min Photoshop work it doesn't really look good it was just an attempt.
  22. 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
  23. 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!)
  24. 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.
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