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New Horizon

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Everything posted by New Horizon

  1. Not sure if this will help us, but I asked Sledge about his problem. Just wanted to see how they did it in T3.
  2. I think you can download that font from a package at http://www.thief-thecircle.com/media/themes/ Should be available at the bottom of the screen Thief Fonts.
  3. Ahhh, indeed. That should help things quite a bit.
  4. I totally get what you're saying, but I have no idea how to do it.
  5. Been working on this for awhile now. I'm not sure if this can be fixed through the .def files completely. I'm going to drop Sledge a line to see if he has any info on how to get the frob centered.
  6. Just playing around with the bounding boxes in the .def files. It definately helps to decrease them here, but for some reason the boxes are not in the center of the object. They are somewhat offset to the left hand side of each object. Same with the doors. If I open a door, I can line up with the edge on one side and frob it from a fair distance away, if I go to the other edge of the door I have to be very close to it before if frobs. I'll try to post a screen shot. Not sure how we can line up the bounding boxes...unless it's one of the settings that we're playing with that determines that.
  7. Hey, it still looks pretty damned Good Springheel. Good job. It will come together I'm sure.
  8. Yeah, it might be that the light is pretty harsh. I also tried having the books hilight at the .50 setting and it was quite visible. Could be a combination of the harshness of the light directly above the books and the frobbability problems I was experiencing. The only thing I found was that the books and coins didn't seem to frob when they were centered on the screen. Sometimes they would be off to the side a little bit. How is the middle of the object determined, is there some kind of box around each item that it has to be centered in?
  9. Oh yes, we did create them,( kudos to BlackThief) but they were based on Thief 2 textures. I should also add that they don't include the texture for the model, just the wireframe. They're very low poly, 90% of the details from those old models were in the texture work. Only reason I suggested them is that the basic shape is what we're looking for and any one of the models could be hacked and carved into an ultra high poly model of what ever we wanted. Just an option that I wanted to present as either a tool, or for testing purposes until we get our own models. We certainly would not present any ingame shots to the public with these models in them. That would be suicide.
  10. Yeah, just a suggestion since I had all 99 characters here in .3ds format. I thought the same thing about copyright issues too, but at the same time there would be nothing left of the original models by the time we're finished with them. When you think about it, it's not so different from what we are doing with some of the textures that are based on Thief 2 textures. Some of those textures are essentially high res versions of the old ones. It would be a much greater difference between the models than the textures. Anyway, I won't edge us into oblivion with that suggestion, but they're here if we would like to play with them. I think copyright issues could only be laid against us if we were to import the exact model...poly for poly...skin for skin. Still, won't hurt to use them internally for testing purposes. I do believe we're aloud to do that.
  11. I don't want to stir up anything controversial here, but seeing since we're in a bit of a tight spot in the modeling department right now. I was wondering if anyone would be upset by the thought of using the Thief 2 character models as a base to work off of? Just a hypothetical question. If I were to have those models in .3ds format and had a plugin that would let them be imported into blender, would anyone be interested? They could be a good starting point and by the time we were finished they would be completely new models anyway. This includes the blackjack, sword, and bow hands. I'm not suggesting cheating, but just building on these as our guides. We really need some Thief like models imported to get development moving along. All hypothetical of course.
  12. I think it's BT's. I haven't made any.
  13. I think as long as junk looks like junk ( drab - no specular) and the fancy stuff is gold and jeweled ( with a nice specular) we can clearly establish what is junk and what is loot. Junk plates in the original games for example were white or a somewhat rough looking metal. With Thief 3, they never really set any specific rules for what was junk and loot. In many cases they just used the same model with a different texture. I think to be successful in this, we would have to vary some of our models a bit. Not so much with plates, but cups perhaps.
  14. Wow, this looks great ingame. I'm cleaning up the drool as we speak. Yeah, sometimes in the original games, the objects would not look overly frobbed if they were directly under a bright light. That's probably it. Would you be able to upload this version so I could try it out to see what it's like? The way fullbright works in D3 .50 is the equivalent of 100% fullbright in the old games so .60 would be like 110%. I think that's why Zylonbane was going on about things looking washed out. It shouldn't be an issue under normal circumstances, but we can get that worked out over time.
  15. Not really. I was really only involved in doing vocal sets, but I'll see what I can do.
  16. It would be a real catch for us if we could get hold of some of the level designers from Thief 2X. They would no doubt put together quite a spectacle with these tools.
  17. Is there any way we can avoid the sizing issues? I'm just wondering if there is some measure of units that we could use that works with all the modeling software out there?
  18. I like the few whisps of hair hanging down. It's a simple yet nice touch.
  19. That's awesome Springheel.
  20. Yes indeed. If we're using the Thief model in the same fashion as T3, implemented better of course , the animations will all have to be handled by our Thief model. While it is going to be first person we still have a full bodied model.
  21. :lol: Don't worry, I wasn't chomping at the bitt. My enthusiam may have been misleading. I'm anxious to do up the video...when it's ready. That includes the little details. I'm on the same page, I don't want to see a repeat either.
  22. Excellent work BT. That's totally awesome! This WILL make great PR. I'll gladly do up the video once everything is ready. Just let me know...I anxiously await!!!
  23. Whoa, what else can I say ....Awesome!
  24. For something like this I can imagine that the FM author would set the player up in the lead in objectives, saying that the Sceptor is in the throne room. Once the player starts making his way to the throne room however he would stumble upon a notice or overhear a conversation that the sceptor was lost, perhaps while Bafford was out for his evening stroll...while the note would only have the facts that it was lost...the player could overhear a conversation that it was lost while Bafford was on his DRUNKEN stroll of the evening. It would then be up to the FM author to not only Spawn the Sceptre in a different place, but also script clues that would be tied into each outcome in order to help the player find the way to the lost item. This could mean that Bafford took a different route in each circumstance. Perhaps he was found passed out in a different location in each instance...this would raise the question of how many routes should there be to each location. Could be very fun and add a LOT of replayability!
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