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Baddcog

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Everything posted by Baddcog

  1. Baddcog

    L.A. Noire

    Well, it's back on sale for a flash sale. 9 hours left. $5 for game, $7.50 with DLC (like 4 add on cases)
  2. it is hard to say, a little more shoulder movement in the new? looks good though.
  3. Baddcog

    L.A. Noire

    Has nobody played this? Or wants too? I know it's not 'thiefy' but it really is a pretty decent game. It's actually got me wanting to try the T2 fm Thief Noir again. At the time that mission was released I guess I didn't have an appreciation for it for what it was (of course it was cool that it had a gun and the vintage look). I'm finding the clue hunts and interrogations pretty fun. ========= Have come across some bugs, nothing too serious. One cut scene after an explosion did lock up the game and made me redo an investigation from the start, slight bummer. One funny bug was running up to a guy and shooting him point blank in a gun fight, at which time he froze standing up. About 20 seconds later he fell back on his ass, laid down, sat up a bit and pointed his gun at me, then fell back and died. Your partner also can have a bit of a time getting in the car. If you pull away before he gets in he'll just stand there fed up with your childish antics. You either have to go to location at which point he'll be with you again, or get out of the car to reset the get in animations.
  4. It's never simple The neck armor does seem to make the same Non-KO case as an extended helmet. And it's easy enough to see visually. I think the problem here is we are starting to tread on breaking FM's. Before we had KO guards with elite helmets so anyone who made a map was going by that alone. Nobody even considered armor as part of the deal. So if we make that Non-KO it will break old maps, or at the very least make things confusing. I assume the No-KO prop is just added to the AI, so old maps won't break, but people won't KO guards they could have which might have effects on old maps game play. Or players will try and ko new guards because of what they are used to.
  5. I honestly think the best distinction would be a helmet that protects the neck (non KO) as opposed to a helmet that sits up on top of the head (KO). Easy to recognize from all angles. One on top of the head wouldn't have a face mask. But most importantly, on top of the head offers less neck protection, and a hard blow to the back of the neck could possibly take someone down.Maybe even knock their helmet off. I've never been a fan of being able to KO helmet guards anyway, but i think full neck coverage gives you a definite NO signal.
  6. Baddcog

    L.A. Noire

    Ah cool article, wasn't paying too much attention to the studio. Which makes the game more impressive imo, being from Australia but really hitting the 50's in America on the head. The game really sucks you into the time period. ------------ Honestly though, I think they may have been influenced a bit by Rockstar, or at least Grand Theft. A lot of similarities (and I played all those on the console A LOT). Anyway, I did find one thing that bugs me in game. You hit M for map, but to get out of map you hit escape which gives you a menu, then you hit esc again to return to game. Annoying when driving, trying to find hidden cars, etc.. and you need to look at the big map often. Still, that's my biggest complaint so that's not too bad. Also I noticed, Cole (the player character) is a REAL DICK. lol. I really don't like the guy. He's like the anti-Garrett which is funny since he is the law.
  7. Don't know if anyone still need it... Doom3/resurrection pack is on sale on Steam today/tomorrow. $3.24
  8. Baddcog

    L.A. Noire

    I know people have played it but i just got it so... It was on sale yesterday for $5, $7.5 with DLC on steam and i've heard good things. Just loaded it up and played for about an hour this morning, wishing I had preloaded on the laptop now as i sit here twiddling thumbs at work. Would be a great game for work, can pause every 3 minutes if i need to, doesn't need super precise mouse controls. Seems like a great storyline driven, mellow gaming experience. Fun to search for clues and interrogate people. Failed one mission learning how to brawl (gotta hold left mouse down the entire time) and almost died in my first shoot-out (again learning controls, getting in and out of cover). But other than that it's pretty smooth. The characters have great facial expressions and it's cool to look at topics in your notepad then look up at them and see if they are sweating or playing it cool. It's definitely a RockStar game. They always had the city driving/car action down pretty well. Also cool that when you start to play an 'inspect' animation on an object you can back out instantly. Too many games lock you into the entire motion which can get very boring and repetitive if you accidentally click on things you didn't mean too. on My i5/5850 the settings were auto at medium/high. i only changed from DX9 to 11. No noticeable stuttering or anything in game, maybe not the best resolution possible but i'm not complaining. Looks pretty nice over all. I think i will end up enjoying it quite a bit.
  9. Loved it, thought it was great, would buy again at $60. But it's cheaper now and you can find a good sale price. The maps have quite a bit of exploring and side quests so it depends how you play. I tried to be really sneaky and search every square inch of game, I spent at least 20 hours playing it first time. Second time i started playing more aggressive but got sidetracked. I've heard people can complete in a few hours, but that would be just rushing through and the game is too awesome to do that imo.
  10. Ah cool, I can wait, but then season 3 is gonna be a LONG wait
  11. Watched the end of season one last night. DAMN!!! But the vid store didn't have season two either rented or they just don't have it, looked at the official HBO site and season 3 is coming this spring so maybe season two isn't on disc yet?
  12. both are darkmod tex. Whats wrong with the bumpmap? I think they look fine. Not that there is strong lighting in that view anyway.
  13. Just rented the first 8 episodes and had a marathon last night. Pretty damn good show. I luv the Imp, lol. Saw one of the discs at the library but it was episodes 3&4 so I just went and rented the run. Looking forward to seeing the rest.
  14. I like the face, just rigging the eyebrows with one bone (probably both on one bone, weighted more towards the center - or one each, still more weight at center) so they can squeeze down during anims could give him a much more fierce look when he is attacking. But I think it looks good now for a relaxed pose.
  15. there are a few bugs i SHOULD fix. I have even had occassional thoughts about expading it somewhat since the contest is long over... time... motivation...
  16. It would make a great texture, someone good at bump mapping could really improve it. I simple bump map might look bad due to where the highs and lows are. I suck at making them so if i was to do it (can't but...) I would probably make a simple 3d model of the basic shape and bake that out.
  17. that quote actually makes me feel like YOU do not understand the goal. yes same engine. But nothing in the dark mod was EVER meant to represent or 'pull' from Doom. Lighting and shading is NOTidentical. Lot's of work has been done in those areas to improve it for TDM. Doom3 just use light sources. We have created a ton of specific light models and heavily tweaked the light attachments for each to be very specific to the TDM atmoshphere and gameplay. Doom 3 had pitch black shadows so monster could jump out and scare you. TDM has a highly evolved ambient light set-up and properly done shadows should never be pitch black so players can see. The point of replacing the, pretty aweful truthfully, skeleton from Doom3 is not to make a more exaggerated awesome wicked skeleton. but to replace ALL DOOM 3 assests. Doom 3 assets were only ever used in the first place because of lack of time/artists. The art is derived more from our personal take on T2, not Doom3. See Springheels thread on replacing the Doom3 heads. They were handy to have for awhile, but once gone the mod will only look that much better. Doom3 over used specular textures, it was pretty bad and that's why we've always gotten comments about the 'plasticy look'. We have also spent a lot of time finely tweaking our specular textures so they have just enough to be realistic and look good.
  18. Yes that skeleton is awesome. But this is TDM not World of Warcraft. And yes I DO understand silhouette. But game designers exaggerate them in games like Wow. not in games like Call of Duty (realistic humans). The skeletons in Castlevania are the work of evil vampires right? The ones in TDM are just undead brought back from some ritual/evil whatever the author determines. However look closely at all of TDM's ai. OK, maybe the people aren't 100% perfect anitomically, but they are pretty darn close. But the attempt was made to make them as realistic as possible. Do they have huge thick 'interesting' metal pauldrons and helmets with 4 foot tall spikes? No, thats Wow. They have very realistic armor. Also, TDM isn't a 'high paced' game, or a massive multi-player. It's not TF2 where you have 32 people battling in quick action and you need to spot a tall skinny sniper, a short lighting quick scout or a giant heavy weapons guy from a distance. A skeleton is easy to spot and distinguish from a guard or a maiden. there are PLENTY of games i have played through the years that have normal skeletons. The evil is in reanimating the dead that is scary/threatening. it's the fact that even if a skeleton big and bulky it is still hard to kill because it is magic that is making it live. because you need special tools (holy water_ to kill it). Skyrim is a great example, I never recall the skeletons in the Elder scrolls series to be exaggerated, they are just skeletons with armor fitting to the race they were. They die easier by fire, are found in crypts, are thought of as evil, etc.. The 'bosses' might be taller or have bigger swords or better magic, but they are realistic. Another example, the zombies (not special infected) in Left 4 Dead are very realistically proportioned. there are mobs of them. TONS of people play the game. it is very high paced. I have done low poly modelling for years and that is ALL about proportions and exaggeration when needed. I have also worked on TDM for years and have tried to make everything very real world proportion. From trees to pot to rats. I understand you want to make something extra special, but sorry the skeleton might not be that. It's might be a 'boring' job. But it is one that needs done and people will appreciate it TONS. you could always make a modified extra skeleton once the realistic base is done and make it extra wicked and demony, I'm sure it would also get used. But for the most part we need just a nice regular human skeleton.
  19. Yeah, i've heard that quite a few people seem to not understand how rope arrows work. i've also heard people want a huge sprwling underground metropolis, but seeing how it was a VERT contest and the horizontal space was limited. Time too, I made a mad dash last two weeks of the concept to make it and turn it in on time. thanks for the positive feedback though
  20. Yeah we could easily have black/brown/grey/white textures made in minutes. The glowing eyes are needed for sure.
  21. Well, I'll try and give complete feedback if you are thinking of doing more work... What I like most. he isn't a typical 'werewolf', aka just a large wolf. He got some very human features which make him look grotesque, he looks like a deformed human that is very wolf like. When a werewolf transforms in a movie they always go too far and it just becomes a wolf. This is much creepier/scary imo. Plus, it's cool to have our own werebeast creature, recognizable yet unique to TDM. that also takes out the glamour of being a werewolf, who would want to become a hideous beast, that makes it a real curse. I think the head, neck, upper body arms and forearms are excellent. It's not that the fur is bad, it's just really flat. I think the only way around that is to add hair planes so he has tufts of hair that stand out from his silhouette. Should be easy enough to just do some zbrush hair on a plane, add alpha and clone planes around his body where needed (basically a small separate cloned mesh). Our original were beast had that going on pretty good. The pic someone posted above had that look too. ------ What i feel could improve. Feet like i said, just seem small. they could have big claws too really. Stretch em, extrude claws. Should be pretty easy. Thighs imo could be beefier, would help taper down the super muscular torso. Some larger quad muscles around the knees and some beefy hamstrings. lower legs are great. (lower two sections) Hands. Yep claws, maybe swell up the knuckles too, maybe hands overall larger. Wouldn't hurt to exaggerate it a bit. Main reason is he is lightning fast, it's hard to see details on him, so somewhat exaggerated hands would help that.
  22. I'd say just a straight up skeleton. TDM is pretty realistic as far as that stuff goes. Giant claws would be fine for a variation, but not everyday variety. Remember these are also pretty common ragdoll props of dead people. Why would they have huge claw fingers? it's really not about an 'interesting silhouette', it's about realism. Of course there could be variations with clothing, helmets, whatever but they still need to resemble the people in the game. I thought the doom ones looked a bit cartoony, weird proprtions and whatnot. I'd really like to see an acurate skeleton myself. I can even take photos of some nice large drawings at my chiropractor's office if you need them.
  23. I hear ya, but I think overall he looks pretty good, just a bit tipsy. Easier to fix before he's rigged but it's your call.
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