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Domarius

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Posts posted by Domarius

  1. Yeah I know that's what you meant. I'm very careful about who I look up to in art. When I do, I think I learn the most out of really looking hard at their artwork, and working out for myself - what made them chose this colour here, how did they go about creating this shape here, and try to copy it and see if I can pick up something in the process. Copying people better than yourself as a way to pick up new ways of doing things, not as "trying to be as good as them".

     

    In the end, you put all your little lessons together and it improves your artwork in general.

  2. I know what you're saying oDDity - don't worry. This guy is just one of a certain number of people I look to for ... direction. Leonardo DaVinci is another one.

     

    And as I sort of half mentioned before, "composition, tone and colour" is what I really want to learn more about, and I'm getting that kind of info from Craig's tutorials.

  3. I'm interested in learning techniques though. I'm finding the tutorial that spring posted VERY helpful...

    You see I need to learn a few things about what colours to pick, and the concept I just got from that tutorial about working from the midtones out, makes so much sense. And the technique how he does a gradient on the character and uses that to pick the shading colours from... I just need to know all this stuff so badly.

  4. CHECK OUT THIS GUY'S SITE NOW!

    http://www.goodbrush.com

     

    I don't know how he does it, but this stuff looks like real painting!!! Except better, because it's crisp and CG! You'll just have to check it out.

     

    Mainly for his style and to wonder what techniques he uses.

     

    Looks like the colour dodge effect is there somewhere :)

     

    Here is a direct link to his short sample gallery - you can view ALL his files elsewhere on his site if you want though.

    http://www.goodbrush.com/mainpage/index2.htm

     

    Look at the themes!!! They practically scream "Thief"!

  5. I hope I'm not out of line, but;

     

    Show us another Thief mod at all, let alone one that aims to give the community what Thief 3 didn't (a much more improved version, with the ability to make your own fan missions), and THEN start calling us a XEROX mod...

     

    Plus we have stacks of new features planned, but the interview never mentioned, I would think because its not a good idea if we mention them now because it could welcome undue critisism.

     

    Maybe this wasn't made clear in the interview either, but the first step is to just fill in the void that T3 didn't fill, and THEN go crazy with the new features. You gotta walk before you can fly.

     

    And BTW; <_<

  6. Actually I like the level of bloom in the screenshots there.

     

    The first one hardly has any "blurring", only the brightest lights seem to. Since Thief is so dark, it'll probably mostly look like that screen shot.

     

    The 2nd one really looks blown out, but I really think it SHOULD. That is right next to the huge window that overlooks the mars landscape. So of course the sun would be really bright coming in that window.

  7. THere's no way you can rely on just having something installed... you NEED the install disks, or whatever (inthis case, its the Steam servers as well).

     

    People with Windows need to re-format at LEAST once every 6 months, give or take depending on what you do with your computer of course.

  8. Fixing up variable names is NOT cleaning up. This is rather important for maintenance, so please consider this with the same priority as the task itself before doing the next thing.

    It's okay, I know. I had 2 years formal education in OOP. I'd never intend someone else to be able to make sense of what's in those files.

     

    But I have been moving on to other things such as the rope arrow, because waiting a day or more for feedback on little things like arrow timing is a waste of time, when I could be doing other things.

  9. Just saw your post there oDDity - the script and def files aren't really cleaned up, and some of the variable names are still using the same names as the original weapons - for example, arrow_FUSE should be arrow_tiredtime or something.

     

    All I did was get it working, optimisation is the last step. But now that everyone seems to be happy with it and ready to tweak things, I'm more than happy to clean it up.

     

    (I just wish CVS upload would work for me, it would make this whole bloody thing easier)

  10. Darkness_Falls suggestion is a bit controversial (like me talking about Deus Ex), but that's the kind of innovation I really hoped to see on this topic :) I think the original T2 interface is really... dodgy.

     

    I too, forget which number key is what weapon in T2, and just cycle around till I get what I want.

     

    In fact, Darkness_Falls suggestion is sort of implemented in Giants, and works well there. You hold a key and a pointer appears in the HUD where you can click on what you want. Except Darkness goes one better and hides the HUD when you let go of the button.

  11. Hey that's another cool thing about Thievery - Human players can hear EVERY sound another person makes. Even getting out the blackjack, if you strain your ears enough. :) :)

     

    As a guard, it makes that bow string drawing sound, very very ominous, hearing it come out from the darkness. The "OMG I'm gonna die" feeling. :)

  12. What I really liked about T2 interface is, that it fits in with the minimal approach of a medivial setting. This HUD looks much more technical and modern. So I could see it working perfectly in an RPG or in a more modern game.
    Well I'm not talking about the graphics; I'm talking about the interface - a row of 10 objects of your choosing, they are the ones you cycle through with "item up/down" keys, and press "fire" to use.

     

    The HUD reflects the interface, so I want to throw in my suggestions for the interface.

     

    And I'm not saying we should do this, I'm just showing how things can be done differently. (And better.)

     

    I feel that the only reason there is a distinction between weapons and items in T2 is just to lower the clutter of cycling through too many things. Since it means two seperate pairs of keys for cycling through things (whereas Deus Ex just has the one pair), I think it could be refined.

     

    The other thing that annoys me about the T2 interface is that they've mushed the usage of the "use item" key with the "action" key.

    In T2, the same key is used for using your items, as well as using game objects (switches, doors etc.) Then you have another key for firing weapons.

     

    But in Deus Ex, you have the fire key that always uses whatever your holding, and the use key always uses game objects.

    Makes much more sense. No more throwing flashbombs instead of opening doors.

  13. Isn't that far more visually distracting than the other two options?
    I know what I posted is a lot to read - but all it is is a belt, and that could be turned off, so you'd have nothing on screen at all. After configuring the belt in the inventory screen of course.

     

    That is fine for an RPG, but not for an FPS style game. i think we should stick to the original style because that worked well

    ...

    And I never heard a complaint that to many keybinding were required to usefully play the game.

     

    I handle just as many items and weapons in T2 as I do in Deus Ex (probably MORE in T2 in some missions, since there is no limit), and I much preffer Deus Ex's way of doing it.

     

    I'm just showing how things can be done differently. The interface is simpler in Deus Ex. It's more complex to program though.

  14. Awesome... :)

     

    One thing I really missed from the original games was the rich diversity of good voices. The 20-something young male guard voices in Thievery, and Thief fan missions, just dont' cut it when compared to voices like the original Hammerites, that sounded something like ageing shakespearian actors. You can't immitate that with a few people, you really need access to people who actually have the voice types you want.

     

    And proper english accents too :) I miss those.

  15. I like your drawing style too. I saw a similar style somewhere else, and really liked it, can't remember where. I'm glad to be seeing that sort of thing again. Very expressive, in a carachature sort of way.

  16. Thievery UT works really well as a REAL multiplayer Thief game. The only problem we found (at home on our LAN) is that guards tend to get bored - but to counter that, I always play the guard, and I am the only human guard in the entire level, the rest of the humans are thieves, and I use all the NPC guards to my advantage...

     

    Being the expert thief player, I know all the tricks... and I really give those thieves a run for their money! They've only won 1 game over me so far!! We have a blast. And it's NOT combat oriented! It plays JUST like T2! Except I'm the role of the general, doing my patrols, checking up on all the other guards, making sure everything is in order, setting up traps and choke points, setting patrol routes, etc. etc.

     

    It totally rocks. It really is "multiplayer Thief".

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