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Springheel

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Everything posted by Springheel

  1. This may be applicable to this idea, I don't know: If you want to trigger the built-in animations just add a "target_ai_followalternatepath1" and Ctrl-k it with the character you want to animate. Then add a "path_anim" and give it a Key "anim" with a value of whatever anim you want like "cower" or "run" or whatever anims that character has. Select the character and give him a Key of "alt_path_1" with a Val of "path_anim_1" or whatever you named your path_anim. When you trigger the target_ai_followalternatepath1 with a trigger_once or you trigger it in a script, your character will perform that animation. If you're using this animation in a cinematic make sure you give all entities the Key/Val Cinematic/1. I was going to add this to my cinematic tutorial, but I'm too lazy.
  2. Hell, do we even NEED to skin it? The metal parts look pretty good just like that. And the gem is going to be done by a 2d texture anyway, isn't it?
  3. Yeah, otherwise this is going to be a serious pain in the ass. If there isn't a generic measurement we can use between programs, then at the very least we should get someone with each program to import a couple D3 models and measure them. All we would need is three measurements of the Marine: Head (6'), Waist (3') and knees (1.5'). That would give us a better sense of how big to make things.
  4. Sparhawk would really like to get the lightgem into the game so he can begin coding it. Now that we have the model, can I get someone to volunteer to UV map and/or skin it? I don't think the skin needs to be very complex...it almost looks good enough without one, frankly.
  5. I'll add you. And anyone who has a spare moment should register on the site...we can't list anyone who isn't registered, and it would be nice to be able to say we have more than 5 members (Sapphire Scar lists 27). edit: It says there is no user named 'lightweave' .
  6. I was going to post this in the news forum, but apparently it's locked? Anyway, our Moddb profile and gallery have been updated, and we're nearing 1000 hits! Be sure to drop in and vote for our Mod as most anticipated mod. http://mods.moddb.com/4000/
  7. The image in the banner was from a high-res portfolio piece that has has about six or seven hours put into it so far. This pic is a low res piece that I spent about 1.5 hours on. That's the difference (although I cringe at the word 'cartoonish').
  8. That's Ren's map with some textures added by BT. I don't know if it's game-ready, but it should be!
  9. Just a note to tell you I've cleaned up the gallery and screenshot sections, and have added some more to both.
  10. Springheel

    Mood Art

    Ok, here's the first in a series of concept art I plan on producing. The goal with these pictures is not to provide modelling information, but to show our characters in action, and to use in promoting the mod in public.
  11. Either way we will need a handless version, to use in the inventory screen. Could also be used as a loot item with a fancy texture.
  12. There are probably some objects that we will need to have at a uniform size or height so that animations work properly. Chairs, as an example.
  13. Wow, this whole scaling thing really seems to be a pain. Giant lamps and miniature tables. Hopefully it isn't hard to rescale it.
  14. One possibility is to use a version of the animation used for the PDA. A hand (or two) is visible raising it up to the eye, and then the screen switches to the looking glass viewscreen.
  15. Cool! Keep me posted, so I can update our 'requests' thread. This is more like it!
  16. We can add all the normal shaders we could add to regular textures, right? So a specular map should probably be added to make it gleam in the light?
  17. DO, good to have you back. The timing sucks, as BT spent hours learning how to make those coins.... Anyway, are you back in business for the time being?
  18. Slow down, NH. See above post. We should be very careful about not letting our own enthusiasm dictate what we show the public. We could post something like this in our own public forums, but I wouldn't make it a public release, UNLESS it was combined with some other things, like mentioned above. In all seriousness, if we had the following: The bedroom map (in-game, with fire going), The ability for objects to vanish when frobbed At the very least, removing the D3 HUD and crosshairs THEN, I think it might be worth releasing a new video. But not until then. IMO, it's better to have people wondering what we're up to than it is to release things that make people (who know nothing about how hard things are) say, "THAT's all you've got so far??"
  19. I was only half-serious, Spar. The bedroom map is the one that's the backdrop of our website. I don't think it's finished enough to go in-game though. I just tend to think about what kinds of things would be impressive to show the outside. What we're excited about doesn't always impress people not involved. I have a pretty good sense about what appeals to outsiders, having been one on most mods.
  20. BT, that kicks ass! Now, if we made a short video of frobbing a door, entering the bedroom map, and collecting a couple of these off the top of the fireplace, now THAT would be a good bit of PR.
  21. I agree...once it lines up, it will be great! Good job!
  22. Here are some new paintings I've been working on (not the best lighting to show them off...) And look, a tapestry!
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