Jump to content
The Dark Mod Forums

Domarius

Member
  • Posts

    7519
  • Joined

  • Last visited

Everything posted by Domarius

  1. Ah I thought he was referring to his new one. Yeah I haven't updated in forever, the in-game one I see is still based on the old motionbuilder mo-cap library walk. In fact that's why I'm logging in today, to post about how I can't connect with SVN at the moment... *edit* ahhh... sometimes talking about it causes you to answer yourself. As I was doing up a post with everything I'd tried, I realised - we'd installed a new proxy server and I'd updated everything with the new settings except SVN. I'm back online!
  2. Very cool. I like it better than the current one but maybe I'm just sick of seeing that mo-cap amble At any rate we have 2 walk cycles to choose from now.
  3. This "game" is so obviously bad and cheap - what really intrigues me is what state of mind, or IQ level, a human being would have to be in to put all this time and effort into this thing and the entire time remain convinced that what they're making here is actually going to entertain someone. It's stupifying. And there were 3 of these people all working on it!! Not one of them had a shred of sense...
  4. in this video, click to 7:47 - it's our beloved haunt vocals being abused for this cheap "scarey" scene.
  5. We don't need new features of any kind - just completion of the ones we've already got in the works
  6. Did it really need that much elaboration? the right foot just needs to be moved back a bit while the left is moving forwards, it's two minutes worth of animation work. I'm not fond of this walk either, it's just another tweaked version of the motion capture walk we have (I'm sick of seeing that same amble everywhere) but it will be better to fix this and move onto something more important.
  7. Great Much easier to test animations with the testAnim commands, and this will be important for anims that use the head.
  8. I checked it out in-game - keep in mind I haven't updated in a little while - more on that later... I can tell you that the left foot is fine, it's just the right foot that is slipping, like it's not keeping up with the speed the character is moving. Since it's just the one foot it's kinda obvious it's the animation that has the problem. Easily fixed. Well, easily fixed in theory - in practice my computer is a bit fucked right now, working on it...
  9. The list of game graphics and sounds they've ripped off pretty much make a list of the top selling games over the past few years - how the hell did they think they'd get away with it?? I even recognise the exact places from Thief: Deadly Shadows! The original game from the 1990's appears to have ripped off other games at the time as well! http://img167.imageshack.us/my.php?image=l...hespyguyls1.png The developer is quoted as saying that the plaigerised stuff came from contract artists. http://au.gamespot.com/news/6192856.html?a...estnews;title;4 Uh huh... but the game credits only list one artist (one of the 3 guys who made this game). http://uk.youtube.com/watch?v=O1cRUEjpQbI&NR=1 They're fucked.
  10. Sounds really awesome, I have high hopes for us
  11. Domarius

    Cool fun ap!

    Dying to try it but it said the download was corrupt. I tried to download it again but it seems like the corrupt file is now cached on our proxy or something.
  12. I think there are some debugging info you can enable that shows you areas of complexity or something... One of the programmers will be able to help. Not only do you have the regular Doom 3 pathfinding, but yeah in addition to that - the searching behaviour thats in our mod.
  13. Spring, you kick a variety of types of arse The most obvious improvement is the parts between the fingers, it looks very hard edged and ugly in the old one. Well the old one only has one to compare to, being a mitten hand
  14. In the game I'm working on in the office right now, I can safely say it's extremely beneficial to have just ONE rig for all human characters, and any exceptions are worked around so that you can still use the same rig. I can't see a reason for a seperate rig for any of our human characters. If the builders (for example) put their weapon away differently than the city watch (put hammer on back instead of putting sword in shieth) then the rig should be updated to have an extra attatchment point on the back to acommodate the builder characters, not make a new rig for the builder characters.
  15. The other test is throwing AI in. The pathfinding will bog the system down depending on how complex or large the area to navigate is, and how many AI are trying to find their way about at once.
  16. Without a technical artist like ascottk to bring everything together, we may as well continue on as normal. squill seems to be our next best technical artist. So this is only a problem with the builder or is the builder the only one you tried? Probably the new rig is weighted slightly differently than the old one?
  17. Hm too bad - I think it is a good idea otherwise. Children might not be convincing using this method, but slight changes in height would be great.
  18. DarkMod Forever, lol 2009 is fair... I'm as insane about it being delayed as anyone else, but it'll be worth it.
  19. Yeah... maybe as placeholder. The problem with just shrinking adults is they look just like shrunken adults. They don't scamper around or have the proportions that children do.
  20. It could have other problems, but this specific example, have you factored in the decompressed size of a bitmap? (Resolution multiplied by colour bit-depth)
  21. Don't forget about looking at doing more traditional solutions - tweaking the texture to remove any parts that stand out too much to avoid too noticible patterns (fairly common practice), placing objects and architecture to break up flat areas, use different coloured lighting, and ... usually the other thing you do is another texture layer with an alpha map, or vertex transparency, that only shows parts of it through, for like dirt paths and things, but I think all attempts at getting this working in our mod failed horribly. Your idea sounds interesting, just don't know about putting code time into a feature like this, open areas of any sort are not a huge focus in this kind of game, maybe a game like FarCry or Crysis ...
  22. Hey when this is all sorted out, if there's anything new that I need to do when I start animating again, could you make a new thread that describes what to do? I haven't tried the Maya layers plugin yet, but if it works I'm definetly dropping motion builder from my workflow, that would remove exporting from motion builder then importing into maya - when making tweaks, especially after checking in game and going back again, this will save a lot of time.
×
×
  • Create New...