Jump to content
The Dark Mod Forums

Springheel

Admin
  • Posts

    37683
  • Joined

  • Last visited

  • Days Won

    357

Everything posted by Springheel

  1. Pak, I dled that file, but I get nothing when I try to play it.
  2. Just curious about people's favourite missions from T1/2. I think you can tell a lot about what somone's vision of Thief is by their favourite moments from those games. Personally, I loved the Bonehoard and the first Underground citadel maps. I liked the idea of exploring ancient ruins, with old traps and zombies running around. I loved the Ramirez mission where you had to follow the assassins through the city. Stalking someone through the shadows was a great feeling. And I loved the Thieves' Highway in T2. The idea of being able to go where other people couldn't was very appealing. I also loved the idea of the quarrantined section of town (can't think of the name). That was a beautiful concept, and I hope we can work something similar into our own campaign. I generally did NOT like the mechanist stuff from T2, particularly the grenade launchers and surveillance cameras. Too high-tech for my taste. The boiler bots were not quite as bad, but still far from my favourite.
  3. I don't generally care for the bots, but this looks pretty damn cool. Since you asked for suggestions, I would do something to break up the body a bit, even if it is just adding some seams and rivets. A smokestack or two would also be good, as pak mentioned.
  4. One other thing about the Builder models, oDDity. One visual 'theme' applied to that group is the widow's peak on their helmets (which I'm pretty sure comes from T1/2). Would it be possible to make his a little more prominent, more like what you did for the priest? Spar: I don't think they should be uploaded before they are done being modelled, but they can be uploaded after that without worrying about being 'in-game' ready.
  5. That's basic policy now for ALL work. Once it is in a completed state, it should be sent to the ftp site. For character models, we certainly don't need them to be animated before they are stored.
  6. I have no problem with an animated movie as part of the menu. It just means we would have to change the design again. Perhaps I'm misunderstanding, but I thought pak was talking about having a 'live' shot of a map behind the interface...AI wandering around just as they would in a game. Not a pre-recorded movie. Actually, the new design I'm considering DOES include a brief animated movie, kind of like the planet coming into view in the original D3 menu. I'll post more about the idea this weekend, once I get this GUI tutorial under my belt. It's on the Doom3World forums under scripting. Damn, can't remember the title offhand...something like GUI Tutorial #3. I'll post the url later when I can find it. Edit: here it is, NH: http://www.doom3world.org/phpbb2/viewtopic.php?t=3241
  7. Well, people will return to the main menu fairly regularly, so it needs to be something that will load quickly. And when your text is directly over top of the image, you want to be aware of what colour is going to be behind it. You have less control over how readable things are with a moving in-game shot. I don't hate the idea...I just don't know the benefit is worth the cost. But I'll take a look at that .AVI tonight. Maybe I'll be blown away.
  8. Sure, I'll take a look at it. But I don't see the point of having an actual level (unless you mean a screenshot, which was the idea all along).
  9. True, that one was the quickest piece I whipped up and it didn't have much to it. I really like what you've done with it though. The boots are great. When you redo the textures, could you darken them a bit? The red is showing a little too pink for my tastes...the builder colours I used were as close to blood-red and dark iron as I could get. I see you've got a banner of some sort in the background...we have yet to agree on a Builder emblam...have you come up with one?
  10. Welcome back oDDity! We definitely were starting to get worried, mostly because all of our modellers seemed to disappear at the same time. Good to have you back.
  11. Well, I think I now understand the resolution issue...or at least what it is, if not why. I've gotten ahold of a pretty good gui tutorial, so I'll see if I can design a main title screen...it's very easy to substitute different graphics later, as long as the interactive parts don't move.
  12. I haven't seen the HL2 menu, but I'm not sure I like the idea of an in-game shot...it could wind up just distracting from the interface. A few pre-chosen animations (like flickering torches or something) should suffice. Actually, as I'm reading up on GUI coding, I'm starting to get some new ideas. I'll have to see if I have time this weekend to put any together.
  13. Sounds good in principle. I'm still not 100% married to the above concept (and by that I mean mine, not yours) if someone could come up with something better.
  14. I remember this being brought up before, NH, and I think it's a good idea. I don't know that each crystal should be *dark* at first, but they should look like a normal coloured crystal until drawn. As it is drawn, the following animations might be appropriate: Water: As drawn, a material shader is added to the crystal so that it actually becomes transparent, as if it were now *made* of water. A few drops of water fall from it before it is fired. If we could make this effect seem to be spreading *up the shaft of the arrow* it would help deal with the troublesome problem of why guards never notice the arrow shaft lying beside a put-out light. Gas: As drawn, swirling green gas can be seen moving inside the crystal. Moss: As drawn, small plant tendrils spiral up from the crystal. Fire: As drawn, a heat-haze effect is added, and perhaps a bit of smoke. Flames can be seen moving inside the crystal. These are definitely neat ideas, but I think they should be put at the very end of the list of Things To Do. We could easily release the mod to the public without this, and then add it later as part of an expansion.
  15. Springheel

    Goblet

    Looks great! We should probably have at least one loot texture and non-loot texture for each one.
  16. We discussed and approved the original crystal designs back in the end of September and they've been posted in the Approved Concept Thread since October 9th. I think there were some people talking about changing them during the panic about the T3editor, but that never went anywhere. Nor should it, since both the art and models were already done at that point.
  17. I don't think we reopened the discussion on the arrow design...the concept art and models have been done for them for at least two months now. Going back and rediscussing things we've already made is probably the worst way we could possibly spend our time.
  18. My main interest was wondering whether or not we might be able to pick up disgruntled team members who don't want to switch to HL2. But it seems like Fingernail is already working on that.
  19. Thanks, Deep. Any chance of doing the same for the shortsword?
  20. Interesting...our only 'similar mod' on moddb has switched to the HL2 SDK for its production.
  21. I know it did in T2, but we don't want that in the mod...otherwise when you are looking straight ahead you won't be able to see where north is. We are basically following the T3 model, where the compass only rotates, not tilts. I'm not arguing the model shouldn't be finished though.
  22. I don't understand this comment...the lightgem should never move in any way other than rotating around the center gem.
  23. It doesn't matter if they are the same size, as long as the seat is at the same height. Otherwise, when the AI sits down, they won't be in contact with the chair (or they will clip it). So dining chairs, medieval chairs, sofas, tree stumps, and anything else we want AI to be able to sit on should be the same height. Same thing if we want animations of AI touching things on top of tables. The tables will all have to be the same height for it to look right. And I'm sure there are other examples.
  24. One thing we should be aware of with the chairs is making sure they are all of the same height. If we are going to have animations that allow AI to sit in them, that would be necessary, right? Or is it done with collision physics? This is an issue for any objects that will be usable by AI.
  25. Yeah, it's only 768x768. I think I would need to make it much larger. But I just want to get the basics about how to do one before I go all out.
×
×
  • Create New...