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Schatten

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Posts posted by Schatten

  1. Point of information: ALL Vorbis files are VBR, there is no such thing as CBR Vorbis (you can approximate it by imposing restrictions on the bandwidth fluctuations, but it is still not truly constant and the quality is much less).

    Aye, you're correct. Somehow I got the nominal BR of oggs mixed up with the CBR of mp3s. Serves me right for posting when my brain is already asleep.

  2. Hello comp, welcome to the den! :)

     

    As Springheel said, we need generic sounds that go well with a number of objects.

    Here are a few guidelines I can think of:

    • Make them generic but good - some of the sounds will be played a lot in the game (especially if you want to make footsteps), so they shouldn't get annoying if often repeated.
    • We need plain sounds. As already mentioned, effects like reverb will be added by the game.
    • Same goes for the stereo effect for most sound fx. To avoid things like a phaser effect, I recommend making mono sounds for object dependent effects.
    • Same for volume. If possible, mix your sounds at maximum amplitude, but avoid overdrive. Volume can be adjusted with the sound shaders of the game. I think you can also manipulate pitch with them.
    • Avoid pauses at beginning and end of the sample, and consider which effects should be able to loop (the rustling chain of a drawbridge for example). To avoid clipping, looping samples should start and end at 0 amplitude.
    • Use 44100 Hz PCM WAVs for small samples. Doom 3 can handle OGG Vorbis files for longer sounds - I think even VBR ones - and we can keep the mod size smaller with them.

  3. I remember seeing a gravity mod for Doom 3 at the forums (forget what they're called... doom3world?) that let characters walk on walls.

     

    Here. I skipped over it because I had an idea for rope swinging with this. Still not sure if you can apply it to individual monsters...

  4. We should start merchandise now, everyone will want a belcher-beast doll!

    buarpnl7.png

    * squeeze'n'breeze *

     

    I think it's the knobby eyes. Who can resist those?

     

    Just in case: I think it's coming along nicely, ascottk! Can't wait to see it bulge it's throat bag whilst gulping up a giant burp!

  5. In the first pic, look at the seam of the dress where it joins the torso. There's a triangular bit that's bright - the specular light on the rest of the seam obfuscates this in this picture, but the triangle looks always like it's fully illuminated, regardless of the surrounding light.

     

    In the third pic, note the black streak directly under her breast. That's a hole, you can look inside the model there. It's especially obvious when you stand below her and look up, but I couldn't get the bitch to hold still, so I had to gas her and give her some yoga lessons. :P

     

    Just load test_walk_ik and observe her for a while, these things a rather obvious when you know where to look.

  6. Hmm, haven't seen her idle yet - she's constantly moving in the map. The hole and the felshy bit seem to be movement related, since they're only appearant when she moves her chest. The thing on her hip doesn't look like it's caused by something sticking out though.

     

    shot00002le6.th.jpgshot00003qv6.th.jpgshot00004mn8.th.jpg

  7. Sorry for the pun.

     

    Ok, so I played around with the outfits of the noblewoman and noticed a few things with the model, and I just wanted to check if it's just me:

     

    - There's a hole under her right breast. Handy for knowing what's going on inside a woman (apparently not much), but not really nice to look at.

     

    - There's fleshy looking stuff sticking out of her left breast.

     

    - On the right side of her hip is a bright triangle. I thought this was a normal/specular/whatever map problem, but when I altered the TGAs in question it didn't do a thing.

     

    For the record, I was checking in test_walk_ik, because I have no modelling app.

  8. Yay, that discussion again. I'm still looking for a good solution to the differently percieved difficulty problem... don't want to drag this discussion in here, but I'm looking forward to BioShock in that regard (I know ZylonBane and I have have a very different opinion about adaptive difficulty, so I won't dwell on the topic).

     

    When I got Doom 3 for the Mod, I played the first few levels on Easy difficulty as well, just to get a look at it. I think by the second level I got bored with the predictable enemy spawns and stopped playing though.

  9. It's the Texas one I'm talking about; the main Texas guy they talk about in that book is the one I mean.

     

    The LoD was Texas based, maybe one of them?

     

    I was just starting getting into computers around '90, I think I still have my C64 BASIC manual around somewhere. The worst thing I ever did was to hack our school computer in 8th grade I think- around that time students were generally more skilled in the field than teachers, and it was fun making them turn to help to us for once.

     

    Oh, and I also wrote one dead simple snoop program to gather uni passwords once, just to see how many I got. It was so terrifyingly effective, I got scared and deleted it right away.

  10. Uh.. while we're on model textures: I was thinking about creating a few alternative outfits for the existing models. My question is: Will alternative skins be supported for AI models? I mean without overwriting the files of the existing ones.

  11. The cathedral looks awesome, but your scale seems to be a bit off. Say the average house in the foreground is 10m high, it would make the cathedral about 400m high!

     

    But jesus, the amount of detail is insane. How long did that pic take you?

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