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Noisycricket

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Posts posted by Noisycricket

  1. I was thinking about posting this in its own thread awhile ago, but decided not to, but i'll do it here. Heres some texture inspiration. These textures in the game "The Witcher" are very impressively done, mainly because there are so many differing textures blended into each other. Anyway, it somewhat similar to what im seeing in those pics.

     

    http://www.youtube.c...B/2/PG2Nc4A_wYE

     

    Edit:

     

    Actually this video is a little better, hes starts exploring more of the interior of that castle.

     

    http://www.youtube.c...B/4/qHUwWkKRhpE

  2. It's intensity varies so you can use it for many things, like getting hit with a large projectile. I tried to add it to the run footstep sounds to mimic that split second jolt in vision you get when sprinting, it was so low that you could only detect it 1 out of 3 steps, which was exactly what i wanted. Some bug or error came about so i would jerk the screen around no matter what it was set at, so i took it out.

  3. I like the idea choosing things in 3d the most (as long as its done well), but I also sort of like the idea of holding down a key to bring up a large inventory grid so you could quickly select an item. You could do a number of different things with that, like have separate categories, browse objectives and view maps. This is coming from someone who always downloads minimalist Huds.

  4. The magical/mystical side of the original Thief was one of the details I really enjoyed. I know some folks don't want us to go overboard with it, but I sure hope we don't see it shoved completely out of the way. TDM is already more mechanical than magical, and I think it could stand to have some of that magical/mystical charm.

     

    Totally agree, I like magic if its fitting and not overboard and not made to be a frivolous afterthought, like in The Force Unleashed or Bioshock (IMO).

     

    I have a couple ideas for an animation to throw the fireball or whatever its going to be.

     

    EDiT:Heres nice fireball side effect effect if any of you programmers want to add something interesting to the game.

     

    @3:17

  5. I noticed this guy was off balance a little bit so i played with him for a few minutes. Heres what just a little more x rotation and z translation on the hip controls will do to make it look more balanced over the feet. I put the feet closer together just to get a quick idea too.

     

  6. Also, player-footsteps are affected. I´m currently converting Glenham Tower and with the outside-area from the beginning the grass-footsteps are sounding affected, also for the mid-room and small-room sets you can hear the effect when jumping. For just walking around it´s not that clear, but the effects are more subtle and more effective for sounds 'not so close' for my understanding.

     

    If you are talking about eax effects, the walk footsteps in my "tappier" set are .ogg's, which don't allow for the reverb for some reason AFAIK. They need to be converted to .wav. I didn't bother with converting them because all the other surfaces are still .ogg anyway and Serpentine says he is going to look into to the best way to handle this. He doesn't seem to have much time though, so maybe someone should just go ahead and convert them all to .wav's for those that want them.

  7.  

    The commoner wench's dress looks good. There's a tiny flip, but it looks natural.

     

    I haven't seen the wench at all, but if she uses the same run and walk animation that the noblewoman does, there there could be a problem, since my tweaked noblewomen animations are so completely custom.

  8. Interesting. A lot of games are very cinematic these days and i find myself watching quite a few walkthroughs or "lets plays" on Youtube. That sounds a lot like Mass Effect, but much shorter if you can believe that. I'm 40 hours into Mass Effect 2 according to Steam, and it is frickin amazing, ive been blown away at the shear depth and scale of pretty much the entire experience thus far. I didn't even bother checking it out at first because the commercials sort of made it look superficial and generic, but I incorrectly judged a book by its cover. The story is amazing, the amount of background lore is mind boggling, the ambient graphical backgrounds in the cities are really good looking, immersive and hugely varied, the amount of dialogue just blows me away. Highly recommend.

  9. Hey Noisycricket, I just want to tell you that I tested your tappier steps again and now I stick to them. They are more realistic after all, though now the other steps sound a little bit out of place... ^_^;)

     

    I'd be tempted to make some more sounds, but given the feedback this thread has gotten thus far, I think im done for the time being. I need to get a better type of microphone for this anyway, my current mic isn't sensitive enough. Glad you like the tappier sounds though.;)

  10. I thought about guard-behaviour, if your steps are quieter, then guards should have a harder time hearing you too.

     

    Your spending a hell of a lot of time analyzing sounds you don't like, lol. Anyway, as i hear them through my speaker setup (headphones at %15 volume), they sound closer to what would get a real guards attention in real life at those distances. The volume of the previous steps ive heard would get a guards attention from a mile away. I've been having sound issues, so who knows, but i tried to get them to around the same as the current. I plan on making my own even lower when we get the music volume slider working. They're harder to hear over loud ambient music and completely smothered by machines sounds i've tested with, but it is supposedly planned to code the guards so they cannot hear your steps as well around machinery.

  11. Someone else can animate that if they want, but for ambiance, i'd much rather focus on blacksmith and worker animations, dark, dangerous characters, drunks, whatever leads to a darker, scarier, experience.

     

    Assuming theres no problems, some newer combat animations will be in 1.04. At the moment only the upper torso has animations, thats part of the reason they don't look quite right. I already offered to do some full body animations, but Ishtvan would have to rework the entire combat system code.

  12. Can we play with the way the light system treats the normal map as well via a setting? Like increasing the effect or range of the normal map or the amount of lights that effect a texture? I notice in chalice, on the bottom level in the intersection near the library and kitchen doors, some of the walls don't seem be using normal maps effects, unless you put a candle right against the wall. Seems like sometimes they could and should have more or the normal map effect.

  13. This has all reminded me that i made a tappier set of walk footsteps with the same sandal, which i really liked and almost used, so i'll make these available too.

     

    Same set with tappier walk.

    http://www.mediafire.com/?f5v7cwktxy9wvhv

     

     

    EDIT:

    That´s really hard because it really seems that the ogg´s are sounding better in OS than in the game.

    This is something i experience as well, I hear much more detail in the OS than in the game. I'd call that a problem. For example, I put a little dust and a few grains of dirt on the ground that you can hear in my footstep sounds in the OS that can't be heard at all in the game.

  14. Yeah, i know at least some of the footsteps are different, but since i've been testing different stone ones, I've lost track. I'm glad you like the new 1.03's, I believe those are Orbweaver's stone sounds then along with the rest, I like them too and they are part of the reason i don't have to bother with finishing what i tentatively was going to call "The Soft Project", a completely new set of player footstep sounds. But the stone sounds, i still wasn't quiiiiiiiiiiiiite... happy with, but i was never a huge fan of the tap shoes.

     

    I'm checked in my reference recordings, I couldn't find much that could be used for the guards footsteps. I'd have to get some different boots. My knock-off military boots sound very convincing and have a lot of character, but are just too soft.

  15. Hey thanks!! But 1.03 came also with newer and nicer footstep-sounds for some ground-types. For the stone I can´t decide now which ones are better. ^_^

     

    I guess I´ll give some the guards because I can´t stand them...

    I could probably make some of those with the recordings I made. I got up at 3:30 in the morning several times so i could record footsteps just outside my door on real cement with as little ambient noise as possible, so i recorded as much as i could stand with a ton of different steps with 5 different types of footwear. I should probably be able to mash something together from everything i've got.

     

    Also in Fidcal´s Sound/Blackjack-trainer guards do stone-sounds on wood, but I saw now that there are already wood-sounds for the guards and the soundshader-def is correct too, so it must be a bug in the trainer...
    That'd be my guess.

     

    Well, now, when you run the updater you would have to delete the ogg´s again because of the stupid soundshader-handling... <_<
    Yeah, unless the "code wielders" figure out how to prevent whatever that is from happening.

     

    From whom came then the new stone-footsteps that were shipped with v1.03?

    I thought they were the same in the end.
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