Jump to content
The Dark Mod Forums

someTaff

Member
  • Posts

    332
  • Joined

  • Last visited

  • Days Won

    11

Posts posted by someTaff

  1. If there is a nice looking map - great! If not - well maybe story itself dictates that no map is given. So it's up to fm maker IMHO. And a shop, not every fm has a shop. And if it is - why map should be there? What if an old accociate of mine gave me this map? Too many possible options wich adds to overall story, why hardcode map in shop?

     

    Btw, is someone accually draw their own map's?))

  2. If you hit him on the head, instead of KOing him, it makes a bell-like noise with 10s after-harmonics that carries about 2km in open fields, and about 500m..1km in a city depending on the height of where the guard and you where standing :D Afterwards both you and the guard are deaf for 3 minutes :D

    :D that defenetly will blow someone's cover, wich is the point of No-KO helmet use - u can't knock guy in it, and if attempted - prepare to meet it's owner) Wich reminds why the need to diffirentiate helmets better, it has to have some outstanding feature - different shape is the easiest to percept

     

    Here's some good knocking on 0:50, 1:00, and 2:56)

    http://www.youtube.com/watch?v=mjEcj8KpuJw

  3. EDIT: Another option would be to give elites Sallet helms, as they feature a distinct neck protection that's very easy to associate with KO immunity.

     

    It's round, most of the helmets in TMD is round, thats why we need large square helmet - its easy to see it is a different type of helmet

    dep_5318522-Iron-helmet.jpg

  4. I took a break from mapping to work on the last D3 head replacement. This one was very frustrating and there's still a few things I'm not happy with, but I hope I'm just being too picky and it looks fine to everyone else. Here is the comparison below, and then a bunch of the alternate versions--different hairstyles, different facial hair, etc.

     

    That's the last D3 head that needs replacing. Not much more to do as far as regular characters go...there are a few characters using limbs from D3...the noblewoman and the beggar, but they shouldn't be too hard to replace.

     

    The biggest needs right now are the replacement werebeast, a skeleton mesh, and zombie animations.

    this one looks funny, espesially hammer one, like "Whoaa??.."))))

  5. I shortened the stride a little more, by one frame. I want to get rid of that slow motion feel. Arms move slightly more, perhaps still too little? I opened hands a bit more.

     

    http://www.youtube.com/watch?v=uYpBcqol9WM&feature=youtu.be

     

    Compared to the current walk.md5anim, upper part of the body moves a little more, legs are more straight. If you take a look at 00:12

    when idle animation takes control over the upper body, NPCs sway funnily. That's because pelvis bone is animated. I fixed that. Also shorter stride means that less likely NPC will take two steps on stairs which happens sometimes and can look silly.

    Thanks!

    they definitely look more relaxed and natural

    and then they burst into kungfu grip like this

    )) Awesome
  6. Too bad TDM does not have an EAX alternative that would work on all sound cards. The acoustics of such a claustrophobic cellar would be startling and like VENOM said in some other thread: the sound side of the games seldom earn the attention it deserves.

    Valid poind there! I remember first Thief game EAX-trailer did come with Creative! Sound Blaster long ago (some neat Bonehoard gameplay). Sound was just fantactic. Wich reminds me, i have Xonar DXG but no EAX support. How TDM sounds on EAX-soundcards, is cellar sounds like cellar and open street like such?

×
×
  • Create New...