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pakmannen

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Posts posted by pakmannen

  1. Here's a quick and rather horrible mockup of how that would look: Two books

    As I feared it doesn't look very nice with two books like that, but you can see how it would work. You flip the page to see more items you either currently have or wants to purchase.

     

    Not sure how that can be done with a single book..

  2. I'm not sure how to make pageflips with that layout.. Tricky. Unless you have two books, one for purchasable items and a combined one for starting gear + purchased items. Both shown at the same time. It could easily become cluttered, and I'm not sure how good it would look.

     

    But it will be nessacary unless we scale down the text when more items get listed. Actually I think Thief did that for objectives, and it might just work. Not sure if that is possible to do.

  3. Yeah, that's a nice start, and proves that it can be done :) A few technical questions come to mind:

     

    1. What will happen if there are too many items in the starting/purchased/forsale lists? A scrollbar? That would look a bit out of place, but I'm not sure how else to do it.

     

    2. The objectimage, are we gonna add the actual 3D-model here? It would be unwise to create separate images, since new objects (made by us, or by a FM author) would need a new image created. Maybe it's possible to add a sepia-filter on the models texture somehow.

  4. I thought SteveHandwriting was the font used in Thief1/2? Are you sure about that? (Also, link to the J.D font please! :) ) And I added one sharpening filter too much on the background, which makes the text a little harder to read. But personally, I have no trouble doing it.

     

    And when a player has a small screen like 640x480?

    Uh, I hope you're kidding, right? :) The font will of course be scaled depending on resolution. The browsers scaling function does not involve any anti-aliasing and thus makes any picture less clear.

  5. I like it. That's a nice touch actually with the little houses, fits in great and gives it a lot more character. Also a good idea to add that glow behind the clock to define it more (not sure if it should be toned down a little, possibly).

     

    It looks nice I must say. Sorta like the city is trying to fight back the scary forest-with-it's-claw-like-trees.. :)

  6. Yeah, if we want some motion on a "realistic" version, it should go in the background. Unless the Thief has some kind of magical animated paper.

     

    We also need to figure out what objective states we're going to have. Thief had quite a few: standard, completed, failed and inactive. Each with it's own graphical representation.

     

    Edit - Slightly OT, but something I just thought of: is it possible to do a "notes" screen like in Thief 2 with Doom 3's GUI? That is, the player can type things onto the screen, to keep notes. If it's very hard to do I guess it's no big deal.

  7. I'm not sure if we discussed the objectives screen anywhere, but I guess it's time we do so. Here's a very simple take on it: Objectives (Complete with a crappy page-curl!)

     

    I suppose we want to stay with the same basic style (sepia/parchment) but we might want something a bit more fancy. On the other hand this is more "realistic", like a list the Thief wrote and then brought along. You could maybe flip between objectives/map/(briefing?) like you would with a regular scroll/book (instead of with buttons, like in Thief).

     

    (I'm not gonna bother uploading the PSD, it's just the same background as in the Loading concept, with Springheels parchment picture on top and the text is SteveHandwriting)

     

    Edit - If you prefer to have all this in the same topic, say so and I'll merge 'em

  8. Okey, I managed to create a high-res (1024x768) version of the parchment background image: Background

    You can compare the old and the new one here: Compare

     

    However, there seems to be a problem. When importing it into the GUI editor, it seems it shrinks it down to 640x468 and the image looks pretty crappy. Can you take a look at this Napalm? I thought you said it would scale depending on resolution?

     

    Here's a high-res version with the clock: Loading

     

    Next I tried to add a few things to the sides, as Spring suggested. I thought it would be nice to have the nature versus technology/civilization portrayed, here's an example: Nature/Tech

    The trees are okey (and kinda creepy :) ), but the building is not that good, and it might be better to have the city instead (like Spring said) but I couldn't find any good pictures.

     

    And here's the PSD file (20 megs)

  9. For footsteps on floor surfaces, the surfaces that we added that weren't in D3 aren't going to work yet. It wasn't as easy to add them as I thought it would be. I'm emailing Brian about some solutions for that but it looks like we might have to write our own material file parser similar to what Sparhawk did that parses comments in the material files into new surface types.

    It doesn't work even if we just replace the existing doom 3 surfaces? Because if it does then I say go for it. Compability with the original levels will probably break sooner or later anyway, right?

  10. Old hat! :D

     

    Anyway, I tried to add no_dups to some shaders (footsteps, swings, crashes etc) and I think it works. It doesn't work when you play the shader from the soundeditor (editSounds) but it seems to work within the game (I tried it with the sword swing). It's on CVS if you want to check it out.

     

    Are the footsteps ingame yet? Are the textures etc updated with the correct surface?

  11. How is that related to languages?

    Newsflash for you: This thread aint about languages.

     

    ...

     

    It's about Sweden's struggle for world domination!

     

    ScrotzaN: Yeah, now with the 1.3 patch we've gotten a few new effects added to the engine I think. Like reverb, which is downright awsome. :)

  12. Ish: Yes, the "underwater" ambient is meant to play when the player is underwater. I still haven't uploaded the ambients since the beta-mappers didn't really say anything about the layout, but I'm gonna go dictator here soon (tomorrow probably) and just go with ambience/environmental.

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