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Domarius

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Posts posted by Domarius

  1. But it affects how it will look! That's another good reason why I think we should do it a little bit at least. You come up with something that looks kind of practical and believeable and original, instead of something that just "looks cool" which you can tell has been designed to just "look cool".

  2. Good idea, Goldfish!! That way you don't need some key sticking out of it, that would screw up the trajectory! Excellent thinking :)

     

    Springheel, I personally really appreciate the amount of thought Darkness_Falls is putting into this. If someone wants to know, they can look it up. And then they would be more immersed in the world. We can use it as a document in some mechanics shop or something, that you could find and read as a point of interest.

     

    Darkness_falls, I think you meant to say "broadhead" arrows, everytime you said "broadband" arrows.

    Unless they are connecting to the internet to find out information about their attacker during flight so they can target their weak point. Heheh.

  3. Hey guys, feel free to use stuff from our "official response" (thread hidden to the public) and let me know if it needs changing.

    http://forums.thedarkmod.com/index.php?showt...indpost&p=11426

     

    One of the major selling points for me, is this;

    http://www.doom3world.org/phpbb2/viewtopic...=asc&highlight=

     

    This tutorial shows how any texture can be used just like "stained glass windows", to project a colour image the same way an overhead projector does. This can be used for many dark moody effects, such as dappled moonlight coming through tree branches or windows, and obviously stained glass windows in churches.

    The effect will fall onto static geometry and moving objects the same, because of Doom 3's dynamic lighting. Try and imagine what someone walking under the coloured image cast by a stained glass window in a church, or under the dappled moonlight through the leaves of a thick tree.

     

    Also, the Doom 3 renderer excels at dynamic lighting and lighting quality. The shadows and lighting effects look much better than Half Life 2. The downside is that having many intersecting lights can slow down the renderer more than it's worth, hence, the Doom 3 engine is suited to really cool dark looking levels. Guess what Thief has always been about?

  4. NewHorizon, TYROT, I finally downloaded and watched the trailer. Very cool. I like the feel. It left me feeling all excited. I can see with more time and more stuff to work with, you could make something that will really blow people away.

     

    I love the Hell effect at the end to say "Made with Doom 3"... so cool :) And kinda freaky, cause it reminds you of how Doom 3 felt all of a sudden...

     

    What I want to know is, how did you get that "light beam" effect on the edges of text? Where it looks like light is shooting out from behind the text. Like the Deadly Shadows logo. I really want to know. What software is that?

     

    On a similar note, I REALLY REALLY want to know what software those guys used to make the T1, T2 and T3 cutsceans, where its 2D artwork, but it bends and twists and morphs any way you want it, to make it look like 3D. Especially during the T1 or T2 intro (can't remember which) where the skin splits open to reveal an eye. They morph the artwork there in a very organic way. How is it done??

  5. Well, the Sleepy hollow tree doesen't really look like a tree one would actually see:

    number80.jpg

    No, but some artist put a lot of effort into designing it, and it looks good. So its still good as a reference.

     

    ...Hopefully thats enough proof.

    Oh I didn't mean it as in "if you really did it and you're not lying", I meant it as in "if you really did it without starting from, say, a poser model" :) I beleive you if you tell me you did it from scratch :). People in those situations can't really lie because they'll still have to prove themselves later when they get asked to do more work.

  6. But since a lot of you seemed to think they shouldn't be re-usable at all, this could be a good compromise.

    Yes but "a lot of you" don't use the noise arrow at all, so I don't think that's very fair, as I said before. You should follow that noise arrow link I posted, and from there, look at the link to the actual discussion, where I gave reasons on why they HAVE to be re-usable.

     

    I'm not in any way opposed to its actual sticking into walls or not at the moment, just the "a lot of you think it shouldn't be re-usable" statement.

    If some of you have experimented, and think they're too powerful if they're re-usable, then I'm willing to listen. A comprimise could easily be made where the noise arrow only works once or twice on each guard, but you can keep re-using the same one on other guards.

     

    I liked the sticking into walls idea at first, because it means it doesn't have to be different than the other arrows, but when it hits a hard surface, it's going to have to either; die (which I won't like at all), or bounce, which means I'll have to program it differently anyway.

     

    But at least, if it stuck into something, it'd be easier to find, which is a problem I have with them at the moment in T2.

  7. Lets discuss it here, though. I don't want each of us talking to him individually. That would be messy.

     

    Also, sorry about not replying to your message earlier Ishtvan. I registered with a hotmail address that has exclusive spam filtering on. I've since changed it to a gmail address, so I should get notifications from the forum like that now.

  8. Got to love yahoo and its FREE 30 MB of image space :) (I think its more now)

     

    Don't worry about them being dark - I think any of us that are serious about viewing Thief screenshots would, by now, know that the only way to view them is full screen, at night. I saved them to desktop purely for that purpose (my ACDSee viewer is set to automatically fit the image to fill my screen), and I do most of my computer stuff at night.

     

    Well, they look pretty Thiefy to me. Actually, they look like (good) Thievery UT levels. It'd be good to see what you can do with other tools (such as D3). Let the other guys see what they think of these screenshots.

     

    I have Thievery. You should be able to upload the file as a zip to briefcase.yahoo.com (using your existing yahoo ID) and add "Domarius" as one of the allowed viewers. (Briefcase isn't as freely acessable as photos unfortunately, you have to explicitly add other yahoo IDs if you want those people to see it. As I have a yahoo account, he can add me as a viewer)

  9. TYROT's mention of studying anatomy to produce better characters is particulary pertinant to anyone doing any sort of artwork really.

     

    3D modelling is no different. :) The same thing applies to making a tree.

     

    For example, your zombie model shows you have a good understanding of anatomy, if you really did model the proportions, bones, tendons etc. yourself.

     

    Maybe I don't understand your workflow and your tree is far to early in progress. I just know that when I model, my inital model has the proportions and general shape of what it's going to be, and that tree just didn't look like any kind of tree I've seen before.

    But like I said, maybe you did have a certain tree in mind and the clay-like look is part of your process.

     

    I still think someone should throw him a sketch :) That's what we will be having our modelers do anyway isn't it? Making stuff that suits our mood art.

  10. BUT!!! Why not just have it like a wind-up toy, and the impact just triggers the release?? That's the way I was proposing!

     

    I just wanted to say that first. Because I think your concept art is f***ing awesome and you've put so much work into the concept and the concept art.

     

    It seems like you put so much effort into this when a more believable concept existed.

     

    Your self-energising idea is pretty cool.

     

    However it would make so much more sense to wind up the device manually when you aquire the arrow, then when the head makes an impact, it pushes a trigger which releases the wound up coil (just like any old fashioned wind-up toy does) and the thing starts to unwind and click.

  11. oDDity was very blunt. I personally think he could have been more diplomatic. That kind of tone would offend anyone. <_<

     

    What I was thinking when looking at your recent tree, is that you haven't paid enough attention to how a tree really forms. It looks like it's been modled out of clay the way the branches all smoothly blend into the trunk. It also looks like you've gone for what you think is "generic tree" instead of finding a suitable spooky tree reference pic and using that as a guide.

     

    Perhaps one of our artists (Springheel himself if he has time) could actually draw him a quick sketch, that fits the theme of our mod, and see if he can take a shot at replicating it in 3D.

     

    oDDity, he might show promise, and if we end up being happy with how he develops, he could take the load off your hands with some of the less harder stuff. Don't be too quick to dismiss people offering to help. Help is good.

  12. Would it be easier for a mod to move them? For me it involves editing each post, copying the contents, making a new post, and pasting the contents in, and submitting, for each one. Not fast on a 56k.

     

    I was just following Springs "grand desicion thread". Have you had a look? It's not the "idea's thread" that you made earlier. It's for concluded discussions.

  13. If we really want to, we can just throw in some winding up "click-click-click...etc." sound effect somewhere, either when he picks it up, or before he puts it into the bow.

     

    (That's the best thing about not having 3rd person. Way less anims)

     

    I think it's really a case of "if it 'aint broke, don't fix it." Maybe it's just because no one ever used them much and never noticed the actual clockwork sound effects.

  14. That might eat too many CPU cycles though, since you'd have to propagate both the Thief's 'suspicious' sounds and all nearby ambient sounds to all nearby guards, then run the signal to noise test on each guard (some might be better at picking out noises than others.. combat bot vs drunk Benny :) ). Maybe that would be feasible if you're already propagating all the sounds to the guards, and the signal/noise test is fast CPU-wise. I'm guessing that right now (and in previous Thiefs), only suspicious sounds are propagated to the guards?

    So true. That is why I feel that a per-area method is better (a way of giving an area a "noisyness" value). No extra propagation to do, just lower the "loudness" of the player sounds.

     

    I'm glad you mentioned something about having it dynamic, such as all the party guests leaving. It shouldn't be hard to modify the "noisyness" value of the area in real time.

  15. It was clockwork? All it did was get fired and go waaaoooo waaaoooo. I assumed the arrow was shaped so that it caused sound waves to come off it.

    Don't know what version of Thief you were playing, but in T2, it makes clicking noises and some obviously clockwork wirr-ing noises.

     

    The stuff that comes off of it in the air is hardly the thing that makes the AI interested, since it spends most of its time sitting on the ground wirr-ing and clicking, and THAT'S where the AI heads.

     

    The circles that come off of it in the air are just some special effects for the player's benifit. If it was sound, it'd give your position away. If it was visible, it'd give your position away even more.

     

    Yes, there's going to be some disbeleif, but I still feel this is the most "beleivable" idea.

  16. AND THE OUTCOME AND REASONS WHY ARE ALREADY DOCUMENTED!! READ IT, PEOPLE!!

     

    :blink:

     

    BTW, in case you missed it, this IS a direct link to the Noise Arrow Outcome post.

     

    And here it is again, just in case.

     

    I think "The Grand Desicion Thread" is the best kept secret on the entire forum.

     

     

     

    This thread is called "Noise Maker Concepts". Any discussion as to the usefulness or workings of the noise arrow should be started in a new thread, AFTER reading this policy first.

     

    Back onto Noise Maker Concepts, HOPEFULLY...

     

    As much as I appreciate the thought (and illustration time) that has gone into Springheel's ball bearing one, I really think that the original clockwork concept from T2 is great, and doesn't need to be changed.

     

    It could be loud, it's re-usable (we can assume it's wound up when retrieved or before firing), and it's beleivable.

     

    The only valid question raised against this concept, that I can remember, was by sparhawk, that it wasn't confusing enough to warrant the guards attention for so long. (Ball bearings wouldn't be any different.)

    But with the recent idea of elite guards not paying so much attention to them, and the fact they worked so well in T2, I don't see why the concept should be changed.

  17. (Go the burricks thread!)

     

    Desicions made, with summaries of the discussion, are different than design documents, which have explicit instructions on how things are done, right?

     

    What I'll do for now, is seperate each idea into posts. That'll make way more sense.

    I can't edit Springs and do the same with his, so unless I re-post his, I'll have to let him do it himself.

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