-
Posts
7368 -
Joined
-
Last visited
-
Days Won
10
Posts posted by Dram
-
-
I've had this one on my local drive for over a year now, but I've just update it a little and thought I may as well release it in case others would like to use it. Basically it replaces the current angled bow with an upright one with aimer, similar to that seen in T1/2.
Any comments/bugs etc, please post or PM me.
Here is the file: MOD_UprightBowAimer.pk4 (use right-click Save Link As)
Here is the readme.txt:
======================================
===== Upright Bow with Aimer MOD =====
======================================
Description: This small modification changes the ingame angled bow to one similar to that in Thief 1 & 2, that is, upright and with an aimer.
Author: Dram - (animation set, as well as the aimer on the bow itself)
Release Date: 6th February, 2011
TDM Version: 1.04 (backwards compatible with all versions)
Installation: Place in your root TDM directory (eg: C:/Doom3/darkmod/)
Known Issues: None, as it only modifies the viewmodel definition, thus no functionality is changed
-
That's really nice Atti, just one minor commentary - the torch outside is too white and bright. Try moving the light radius away from the wall, but move the light center back to the torch, that should give it a much more pleasant appearance.
-
Don't forget to set its intensity with shaderParm7. I created it ages ago so that it is modifyable and could be faded in/out with triggers and a script. If you leave the material at default (which is shaderParm7 at 0) then it will be invisible.
EDIT: Nevermind, just noticed you already knew that
-
I guess I'd better hold my tongue about Blackheart, as the mansion is quite steampunk in several parts
-
Hi JC
I like looking at the screen shot of my map
Yep, the HDR really comes out in that shot. Really nice stuff
-
The only thing to watch out for with putting climbable material on normally non-climbable things is that the player may not guess that that particular (let's just say) part of wall is climbable or not etc. Though I doubt FM makers would make a mistake such as this.
Nice website Dram...
Thanks Glad you like it
-
Hmm, it might be better and more efficient (also more organic) if you make the roads out of patches, and beneath then place a solid material (nodrawsolid should do). That way you avoid the possibility of BSP holes popping up from fine brush incisions. There are many ways that this can be achieved, also having the road bend to the left nicely can be done by creating a straight patch across a brush section of road, copy the material and UV to the patch, and then manipulate the patch into a turn. This is what I did in the caves of BM. Overall it gives you more freedom, because the patch can be edited to even grid sizes of below 1 and will not cause errors.
Apart from my pendantic note, it looks awesome Good stuff Spring.
-
Most red-eye removal programs/plugins I've encountered usually replace the red with a neutral grey, which is fine for the most part but a person with dark eye colour will unfortunately have gone albino. Nonetheless, it is certainly better then having evil red eyes
-
Tad late to the thread, but yeah you can add my name as well please - Martin "Dram" Melicharek
Wish I had completed Blackheart so it could be released, but alas it will have to wait till a later release. I was hoping to see some footage in the credits but that's my fault I didn't get more maps done. Gah..
-
Looks really nice graphically, though unsure about the gameplay...seems it may be simple. Well I guess we shall see.
-
Ahh! Forgot to remove it It was a year and a half ago or so, feel free to delete.
-
Done now.
LOL...that is pro
Works correctly etc right? In which case we have a mage?
-
Awesome. Then that is another char to the list
-
Thanks for the kind words Always good to know our work is being appreciated.
-
Wow...one day to implement from start to finish I'm impressed
-
The site runs fine for me, it just takes some time to load.
Same here, just a pain in the ass to wait for it to load, with the initial load being upward of 5 minutes, and this is at BI studio, where the net connection is very fast. Then only to load at each section. It would be nice to just download the whole thing to HDD and run it from there.
It is impressive though, how the sounds fade in when you get close to them with the view etc.
The game has me intrigued, just the site is a bit of a pain to investigate.
-
A prototype mission and city plus writing documentation on the ArmA 2 system of objectives, and also testing have prevented me from looking into this much. I doubt tonight I'll get a chance but tomorrow evening I hopefully will.
-
That problem already exists, as your hand starts out very close to the center of the screen already.
In the example above, the problem is significantly reduced. Your hand is significantly lower than the 'target' (the blue dot). You would have to be lobbing the arrow really far to have to raise the hand high enough to block the target.
Oh right. Admittedly I have been using my upright bow + aimer for a very long time now, so I have not seen the problem for a long time now I'll take a look at it most likely tomorrow.
-
Hmm, that angle will still cause problems with aiming imo. Imagine that there is a guard you wish to aim at with a gas arrow (rare and expensive arrows), and he is positioned behind the left fist. It would be difficult to track him correctly with the fist there.
Well in any case, I can provide my animations if desired, those can be adjusted to be angled ala T3 or whatever we are going by. I animated to be like T1/2, so only an angle change is needed really. I can try to pull it off myself, though I remember fiddling around with it before was a pain.
Even in my upright bow anims, as the arrow leaves the bow I make it move to the center of the aimer to make it work like in T1/2, and you don't notice it leaving from there either. This might be a good idea to do for the angled anims as well.
Anyway, I will upload my anims to SVN but under a subfolder /upright. In that I will place my upright bow + the bow with aimer. You can take a look at it.
-
As far as I am aware, we did not need new bow animations? I still have my upright T1/2 bow on my local copy - complete with the bow sight (which is not wanted by most I know). I can upload it somewhere if you wish.
As for a slightly angled version, might be possible to adjust the anims, but I doubt I'll get much time in the next few weeks to be fiddling with it again.
If someone else wishes to angle it then I can upload it.
The anims I spent a lot of time on to be pretty much like T1/2 bow, so all it really requires is angling it.
-
This time I searched, and with the results showing I created a folder column. Then I cleared that and repeated and this time it showed the folder column again in the search.
Then I went to a different drive and repeated the above. This time I got Date taken, tags, ratings, other crap plus LARGE icons so it didn't use those columns anyway! I give up.
Easily fixed, just install XP
-
Looks mildly interesting. Unfortunately the theme has been tormentented, rinsed and repeated many times. I do expect, however, that ID will come out with something a little more then average here.
On a related note, the website loads longer then the game itself probably will...mildly ironic.
-
If possible there are a couple of lines I wish to use in Blackheart Manor, if it is ok I will provide a script of said lines. I would really appreciate the professional talent of your voice actors
-
Dram, are you working on Arma 2 by chance?
Yeah actually Recently hired as a level designer (1.5 months ago). Which is why I haven't had much time for TDM the past few months, as I was sorting my portfolio, then website, then applications, and then air tickets from Sydney to Czech Republic, as well as sorting out leaving Australia for good.
Why do you ask?
[MOD] - Upright bow with aimer
in TDM Editors Guild
Posted
Thanks, I thought it would be a waste not to share it.
Speaking of which, forgot to add that to un-install it you simply remove the PK4, but I think that is self-explanatory.