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pakmannen

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Posts posted by pakmannen

  1. Moved this over here to avoid the fury of Sparhawk..

     

    Tjena! Än så länge är det bara jag själv i teamet, men det finns nog ett par svennar bland civilbefolkningen. Plus modetwo, serverkillen, är norsk, så det räknas ju nästan. :)

  2. Napalm said it might be possible, but often they seem use kind of a stillimage slide-show between tga's to animate certain simple things. But the thing is, you can rotate and transform and change opacity of tgas with GUI scripting, so I'm hoping it will be possible to do as many things as possible like that.

  3. Thanks Spring! I'll see if I can work with that. (Though it just struck me that I could have patched together four copies of my parchment into a big one.. bah)

     

    I'm starting to doubt if it is at all possible to get a prerendered animation into the GUIs. They only seem to have options for adding TGAs and LWO models.

     

    Odd: I thought about using that text effect actually. I would be a good option if the "burn/smoke" thing doesn't work out.

  4. Spring: That link wont work, even if I replace ftp with http. And I can't access the FTP to search for it so could you fix the link?

     

    Odd: I told you I suck at video compression :) I just compiled it with the cinepak or whatever.

     

    I like the fade out/in effect in the edges of Odds video, but I still think I prefer my version of the clock. About the title: I think it should be there when you boot Doom3. Not nessecarily when you load a mission, but I haven't really thought about that screen yet. I'm doing the bootup first and we'll try to get it ingame and figure that part out.

  5. I'm really starting to like this new combo. I think it would be perfect for normal mission loading as well.

     

    It's the picture on this site: http://www.doom3.com/

     

    But it is only like 400x200 pixels in size. It appears for a few seconds after you first start D3, before the main loading screen kicks in.

    Weird, I don't get that.

     

    Spar: About the placement, I prefer it in the center since the composition is more balanced that way, and I think it looks better overall, but I can do a version with the title higher up if you want to.

  6. I thought the same :)

    thingyclock.jpg

    I couldn't open it with AE, otherwise I could have animated it. What codec is it saved with Odd?

     

    Oh, and this is intended to be the splash/startup/load screen, hence the "initializing menus" text which appears when you fire up Doom 3

     

    Edit - Oh, you mean the splashscreen when you pop in the CD? Otherwise I'm not quite sure what you mean.

  7. Wow! I'm gonna have to try this out! :)

     

    About the sheathe sounds, I think it would be a good thing to add enough of a delay (1 sec) so that the sound can finish. Even when we switch that sound to a better one it's still not going to be longer than about one second.

  8. The loading screen doesn't really fit with the other screens since it is done in a slightly different style, and was made much later etc. It might be possible to tweak it around a bit. I'll try adding the city in the background as suggested.

     

    Spring: Do you have a high-res copy of the gear in the logo? And also, do you have a high-res picture of a parchment/paper. The one I have been using for the background looks like this:

    papyrus.jpg

    Res: a whopping 461x346! Doesn't look very good when stretched to 1024x768...

     

    I tried some different things with the text here (another "gear" as well since the other was so low-res):

    thingy.jpg

    (another version here)

  9. I'm not sure we want to have the entire backgrounds as movie files. They would be huge since we're doing them in 1024x768.

     

    Spring: I meant all the screens, including the loading, startup, restart etc. I don't think we ever did any concepts for them. And then we have the mod-specific screens such as view objectives, purchase screens etc.

     

    You can grab the psd's here:

    Main menu

    Settings

    Loading

     

    I would suggest starting with the loadingscreen, since it's the easiest to (re)do (in high-res), and we can try out some stuff with animating the background and maybe the clock and stuff. And when we know how to create these effects and get them into Doom 3, we can start working on the more complicated main menu screens. (burning smokin text sounds cool!)

  10. According to Napalm there are several ways to animate things in a GUI and before we decide how to do it, I'm guessing we want to create pretty detailed/high-res concepts (animated) first, and then figure out how to best get them into Doom 3.

     

    Also, a complete set of which screens we need would be good.

     

    Edit - Oh, and is it maybe possible to use blendmodes from within the GUI editor? I noticed you could do fadeins and such, and if you could do different blendmodes that would solve a lot of problems

  11. Odd: That aint smoke. Just a copy of the background rotating with another blendmode set. Is evolution/fractal noise something you can do with 3d anims?

     

    Goldfish: Not sure. I guess we should talk about it. Me and napalm talked a little on IRC last night. Maybe we could have a short meeting there someday? I'm guessing you will need the assets etc if you want to experiment a little yourself.

     

    Spring: Yes, I have all three saved as psd files. Saved in CS and about 3-4 megs each. Want me to upload them?

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