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Darkness_Falls

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Everything posted by Darkness_Falls

  1. can image of lantern bot be posted? i have svn issues
  2. Argh! I purposely avoided looking at bot threads to try and avoid duplicate ideas I guess I should go take a deeper dive into them. Thanks for the heads-up!
  3. Darkness_Falls

    Bot

    Saw all the bot fun going on, so wanted to work on bot designs again. Here's a concept for an 'asleep' bot. Will make more drawings of him awakened, etc. If this already doesn't look Dark Mod'ish enough, then feel free to let me know and will just scrap this design and go on to the next one. Even though this bot is 'asleep,' movement in front of him will awaken him (as his cameras would sense motion). The panels in front would slide up to reveal a bot 'face', he would stand up and move around. Not sure if weapons would be him yet, or if he would just be a "run and get help" type of bot. Feedback welcome...
  4. Doesn't the community want some secrets kept with regards to how the behavior works or other gameplay things? If I'm a casual player and not an FM author, I think I'd prefer not knowing exactly what triggers there are and how much enemies will be alerted by various triggers. Seems like knowing every in and out would spoil the experience of exploration and experimentation somewhat when it launches.
  5. They may not be the sharpest tools in the shed, but compared to games before and after, I enjoyed Thief's AI much more than any other game's. In practically every other game in existence, enemies are alerted immediately by either the player (1) opening a door, (2) reaching a certain spot in a level, (3) being within line-of-sight or (4) for some lame arbitrary/random reason. Thief was the first 1st-person game I played where this was not or didn't seem to be the case. All the sudden I was playing a game where the AI reacted more realistically to what I was doing. If I entered a room, it wouldn't spot me unless I made a noise and was heard or entered the light and was spotted. What other first person game did this, let alone did this to the extent Thief did? To this day, I'm fascinated by the sheer number of first-person games that STILL don't do this. Enemies still do not react realistically to what I'm doing and it sucks. Thief was also probably the first game I played where enemies realistically (relatively speaking) searched around and then went back to what they were doing if they were unsuccessful in finding me; and actually made witty comments while doing so to aid in the realism factor. Other games seemed to pale in comparison. It's bad enough an enemy spots me from 200 yards away, but then they also have perfect aim when they shoot? I'd much rather Thief guards acted the way they did then to have them react like every other game out there.
  6. Little does anyone know that we're changing TDM's name to D.A.R.K.M.O.D. (Doors, Alleys, Rooftops, Knockouts, Mansions, Objectives, Dungeons)
  7. I've played so many games, this is tough. I'd probably have a different top 5 tomorrow when I think of other titles that stood out in my life. In no particular order, except Thief 2 is at the top: - Thief 2 - Turok or Goldeneye (N64) - Moebius (C64) - Age of Empires 2 - Faery Tale Adventure (Amiga) - Future Wars (Amiga) Yeah, it's too hard to make a top 5. Others that I want to rotate in due to some interesting sparkle they had: Zyll, Defender of the Crown, Populous, The Last Ninja, etc. Lots from years ago. They all helped provide a foundation that I compare new games to. I can't wait until some game developer figures out you don't need to have the latest/greatest graphics to have a good game. I guess gamers need to figure that out, too. Regardless, developers are always trying to push polys and graphical detail, which destroys framerates for many PCs and leaves little room to do other cool stuff with the game that would otherwise be possible. I think there's a chance if a large game studio took the graphics rung down a notch or two, that an ultra solid, expansive and wonderful game could be made. Instead, we're faced with HL2 and Doom 3 which seem to have the same 2 or 3 enemies fighting you the whole game; very little interaction with environments; etc. I have MotorStorm for the Playstation 3 and I'm seeing the same tracks over and over again. Something tells me that if they spent less time and money on uber cool graphics, that there would be more variety to this game. Yes, it's a gorgeous looking game; but if it means there are only about 5 tracks in it, then I'm not too thrilled with the 'innovation.'
  8. Pretty interesting. Thanks for posting. I like how the Google Sketchup site has: "How would your campus look in 3D? You show us. Announcing the Build Your Campus in 3D Competition." They're probably just looking to have the citizens of the world make campuses in 3D so they don't have to, in order to update Google Earth. (Google Earth has 3-D buildings in it; albeit not very detailed ones.) I just think they're trying to get free labor to do the dirty work of modeling the world's campuses in more detail. Time will tell.
  9. In comparing to Spring's concept, it looks like the apron needs to be a bit longer (I think that would help), and if those boots are as big as the large boots oDDity puts on characters, I'd prefer them to be a bit a bit smaller. Hard to tell from this angle, though, if it's anything to worry about.
  10. I haven't heard them yet, but I see one of T2X's requirements is that nobody outside the mod know we're using them. I have a feeling anyone would be able to know they're from T2X just by hearing them, no? I mean if I heard T2 footstep sounds in a different game, I'd know they were T2. Just seems like an odd request, considering anyone would be able to easily figure out they sound just like T2X's footsteps ... ??
  11. I've never liked the moon boots that oDDity puts on his models. Just looks awkward. PS: Looking good, Ascottk.
  12. I might recommend Trump's hair...
  13. Thanks for the clarification. Assumed you were referring to us, too, considering the frustration you've recently expressed over internal nitpicking.
  14. way to try and destroy mod enthusiasm. if u think proposing slight alternatives in an attempt to make things in the mod better is just done for attention and to 'feel' like a contributor .. whatever. move the pagan village background scene off your name in the concept art section section of the external website like i asked in pm and never heard back from you. i dont care if u dont put it under my name, but dont want u getting credit formy work. you already post like 90 percent of the stuff u do, for attention. sorry for the rant. just seems like springheel either rules with an iron fist or doesnt like any art ideas that arent his own so tries to suppress (unless u can draw buildings, b/c he cant), or all the above. does a good job of making it seem like we're stuck in a 'two roosters in the shed' analogy and only allows himself to prevail every time. .
  15. Figured it was a trap -- assumed you'd watched Lucas interviews or something -- but decided to go for it anyways.
  16. If anyone can give me some pointers on how to apply blur efx, I would like to experiment. I've searched Doom3world and Wiki the past while trying to find answers to no avail. I have blur.vfp and .mtr files from here: Blur.zip. But don't know where to put files, or if I need to make new code to make work? More info on blur: Simple blur shader (doom3world) / See approx. 3/4 down page > I put the .mtr file in materials directory. > The .vfp files in gui/assets/hud. > Not sure what code to write, or where to write it (hud.gui?). Maybe a very light blue fog inside the water brush could instead work, or is that only possible in HL2?
  17. Maybe just slight distortion blur around the very edges as schatten says would be nice touch. If anyone ever gets around to it and wants to do it.
  18. Not really. Considering Lucas started with Episode IV, I'd say he probably always had a backstory and it wasn't just a one-shot deal. And Episodes V and VI were just as good (or bad, depending on how you look at it) as IV. Thief 2 was a sequel to Thief 1, but it wasn't campy. I like T2 better than T1, actually. So T3 wasn't very good... that doesn't mean a Thief 4 or a prequel couldn't be made so well that it rivals the greatness of T1 or T2. There will likely be bumps along the road for any sequels to any movie or game... but spanned out over years, you remove the bad ones and just enjoy the good ones. Batman had lame sequels for a while; but I rather enjoyed Batman Begins (or whatever it was called).
  19. Not knowing how much work goes into one little suggestion, I feel a concept artist should be entitled to propose an artistic thought on something. If the coders, mappers and other departments who are "in the know" say, "no way. too much work," then fine... we'll drop it. From my ignorant viewpoint, though, applying a fisheye or blur effect seems like it would hardly be difficult so it's worth mentioning/proposing. If I were to throw up a retarded moss patch with a simplistic (lame) moss sprouting animation on CVS, does the team have to accept it just because it's "done" and "checked off our To-Do list"? No, I'd hope there would be some conversation in an effort to make it better, especially if it's felt simple tweaks could make it more polished.
  20. Awesome. Thx for posting. Oh wow... there's a song snippet from approx 1:01 thru 1:10 of that 2nd link that I think is music in TDS. The South Quarter track of TDS... ? Isn't that link a cutscene from T2? I like the colorized cutscenes, but I also really liked the character and atmosphere the static sepia image cutscenes gave off. Karras' voice has always bothered me. Sounds like a voice anyone could do. Or maybe it just has a generic Jar Jar feel to it. Either way, wish it had been a different voice.
  21. In case we want to go the route of a slight "fisheye" effect, here are a couple mockups. One just minor; the other more extreme for comparison. I think some fisheye would add a little character to the spyglass...
  22. Okay, yeah, we didn't have the overlay TGA to see the full effect before. Now I see the criss-crosses. I'm afraid that won't address our needs. That type of effect is something that would be better suited for being cast across the pool bottom of any body of water rather than being tied to the HUD. (Though, I'm not suggesting we do it.) It looks kinda like the beautiful patterns created on surfaces from light going through water. However, when it moves in-synch with how the player looks around, it just looks weird. D3 must have some warbly "blur" effect setting that we could kick in when under water. Similar to bloom effects that get applied to objects (rather than it looking like a HUD overlay); I imagine a "blur" setting is somewhere in D3.
  23. The 2nd link is weird. If you click it, it'll go to an error page. But refreshing that browser should show the image. It should work okay. I also like the dirty lense. I also love the lantern animation and hope it can be fixed some day. It's a great touch to see that animation. Spar's right, the color given off by the lantern is off; needs to be warmer color.
  24. Hook us up! --either with more info, or the final product -- unless Springheel already knows how to do this. I'd try, but I'm afraid my programming knowledge is the Sux0rZ. PS: A very similar overlay could be used for telescopes found in-game. Awesome.
  25. I tried experimenting w/ effects earlier today, but they didn't work as I desired. Where do we download your latest attempt, Springheel? Or have you not done any since the "darker screen" one you posted earlier? Sounded like you made a new one, since I don't remember seeing "two particle textures scrolling in opposite directions' in your earlier version. I'd like to see the new (if exists) so I can learn from it in order to maybe help in creating concepts.
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