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PinkDot

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Everything posted by PinkDot

  1. I'm getting error "File materials/potions.mtr, line 213: material "tdm_speed" previously defined at <implicit file> :0" What does it mean? If I change its name to something else then it'll work fine. I also couldn't get to work any material including word "potion"... But "tdm_air" (for airpotion) works... Of course none of those materials were defined anywhere else..
  2. If you take a look at that screen you'll see what I mean: http://www.shadygrovetrainingcenter.com/Wi...mate_003_sm.jpg Spider's surface doesn't have uniform specular intensity - it varies with the spot's colours, which makes surface more interesting.
  3. Skins look very good, although a bit too smooth for me. I'd add there some subtle normal map and/or specular map with diffrent intensity for each colour...
  4. I've just uploaded collision.mtr to SVN. You can find there collision material declarations for all types of materials. Instead of textures/common/collision just give tdm_collision_MATERIALNAME.
  5. I'm going to commit them in a moment, so you can set them up as an inventory items. Now - health and holy water potions looks very similar. Do the rest of potions have to have the same shape of bottle or it doesn't matter? How many bombs and mines do we want to have? All possible variations or only those mentioned above. We could have explosive bomb and mine, gas bomb and mine and flash bomb and mine. It looks like we're going only for two mines and one bomb so far.
  6. @Domarius - no, I was just following Sophisticated Zombie's design (I think that's him) with some suggestions from other team members. Those flaps is Springheels idea, I think. I like them as well I think re-useable flashbombs would work only for city-hub style campaign (like T: DS), which would allow you to replace them in the shop for less than buying new ones. Oh, spar - you would damage everything... While I don't like things looking like new in most cases, this one seems to be kind of precious thing and doesn't need to worn as all other stuff. And especially that it has some dirt/dust already. Let's do some poll if others would like to see it more worn and scratched...
  7. Here's another version - different type of metal and with a bit of dirt on it.
  8. This version of spyglass was dedicated to Crispy I'm working on next one - a bit more worn and scratched, but not too much - that's the thing you have to look after - otherwise it might get damaged easily. And as Ishtvan said in another (separated) thread - it should be less shiny. I haven't thought about shininess being able to give away our thief... BTW: what is the length supposed to be? At this moment it's about 40 cm, not too long.
  9. Well, if you look at some animation, even short, thousands times, than 8 sided cylinder with blurry texture will be noticeable. And it's not a problem to make improved version for that purpose. The other question is - do we really need that animation...? I don't know any game, where you can see player taking binoculars and moving towards his eyes. It's just transition between two view modes, which you can imagine anyway... If it looks good (which mostly means "short enough") than it's OK, but if it's too long it will distract player's attention.
  10. Do you need more detailed model and texture for that anim? Current model was intended to be just a prop and definitely doesn't look good when is fullscreen size.
  11. Before I go to bed - spyglass: you might be dissapointed, cause the view is not that great...
  12. That's true - they look thousands times better than on the first screens. Will you make size variations as well? (children) and maybe male and female?
  13. Sometimes I astonish myself how stupid I can be... Don't mind me... Now they work Here's a version with colour specular and without those scratches. I like that green specular (looks a bit like lit from underneath, but I like it anyway). And I think I miss those scratches... I don't like plain textures...
  14. I didn't want to make that glass too perfect - technology wasn't that advanced at those times.... but on the other hand - there are so many technologically advanced things in thiefy world... All right - I'll try with smooth glass as well, just to see how it looks. I don't know why but colour specular map didn't make any diffrence - does the shader looks the same for colour speculars? It definitely would add some depth to that piece of glass.
  15. Another version - OrbWeaver's suggestions included yeah, I know - it was my dillema as well - it just looks more interesting like that... Besides that, some scratches and rust might appear, cause they doesn't have to be made 5 minutes before Thief goes for the action. As sparhawk said -they might have been lying around here and there for a along time...
  16. the only "glassy" thing at this moment is that round part at the very top of the flashbomb - it's black and glossy at this moment (but not visible very well from this point of view). I didn't know what to do with those other two round things - I'll try putting there glass too.
  17. Flashbombs (312 faces): OK? (please mind that this is 512x512 texture - but it looks ok with 256x256 as well)
  18. Blender is free and quite powerful. Others are 3ds max, Lightwave, Maya and several more... You can find plenty of tutorials for all of them. Doom3 supports Lightwave's format natively (.lwo) and 3dsmax's ascii format (.ase) but the latter doesn't work properly sometimes. I always use Deep Exploration for converting between various formats. For animations Motion Builder is recommended by our team's animators.
  19. Well, it's all about tuning it. Yeah, if you're moving couch with someone.... All I'm trying to say is that it doesn't look good when you spin an object which weighs several dozens kg as it was made of paper... And you really only want (need) to rotate things up to 180 degrees (unless you want to play with that rotating: "oh, how cool feature they implemented... " You reminded me something - when some object collides with geometry and gets stuck (doesn't follow you) you can go to another room and it will still be stuck there. Has anybody thought about automatical dropping as well...?
  20. I wasn't clear, I think - I meant the speed of manipulating the object you are holding (speed of rotating), should depend on its mass. I wasn't thinking about turning player itself - that never bothered me.
  21. Maybe it's not crucial for gameplay purposes and but lack of this is great immersion breaker. The best example are "dancing" rag doll bodies - you can do with them whatever you like, just as if they had no mass at all.
  22. Correct me if I'm wrong, but isn't it on Ishtvan's to-do list? I'd like to have that feature as well.
  23. No, not yet. As I've mentioned - I'm going to synch with SVN in March - I don't want to exceed my download limit. Today is 28th, so expect it soon...
  24. PinkDot

    Fx

    There's a model gallery, you can take a look there: http://www.tjoff.com/jens/darkmod/gallery/...m.php?albumID=5 If you can't find some model (f.e. I don't think there are all doors we have - - it's just texture that makes them diffrent.) you can ask for some photoconcepts if you have to see them first. Besides that, I don't think that super accuracy is necessary for game purposes. While it's good to have several variations of let's say door sounds, you don't have to make separate sounds for each door, if you know what I mean. This looks impossible for me, cause we don't have control over the way models are used by mappers - they can put door in small room, long corridor or even in the middle of desert, if they want. Thus I would suggest making some variatons, if it's possible. Just follow your nose and imagination. And it's better to have more SFX the less, so mappers could have bigger choice.
  25. His legs are bent in the opposite direction on the concept, but I assume you don't care about it much and you're making according to your own concept, aren't you?
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