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Everything posted by pakmannen

  1. You know, a general rule, which applies to all materials.
  2. The mage as in his avatar? If so, yeah, I liked it. The other thief pose looks good as well. Also, I dont want the images to change that often. Every 30-45-60s or something like that would be fine. Then you wouldn't get much repitition even if we only have say 10 images.
  3. So, I'd like to get some feedback on a certain question. The startup screen we've been working on looks different depending on monitor. The original looks washed out on one of my monitors, especially the trees and the circle around the clock. The trees are almost transparent, and you can see through the branch that intersects with the clock. Anyway, the other menu screens don't have this problem, so I'm currently trying to fix the startup. I've got two versions here I'd like you to look at and compare: - Lighter version (This is the original) - Dark version/Dark version 2 (This is a new, edited version) If the first one looks ok to you, does the second one also look ok? If the first one looks washed out/crappy, does the second one look better?
  4. I'll post the two versions on the public board, to get more input regarding the monitor issue.
  5. Why isn't it possible to do * { //settings } That would have saved some time!
  6. Okey, I now have two versions. The dark one looks better on the monitor where I am now, but I haven't gotten a chance to look at it on my regular one, where the light one looks ok. So, could you guys take a look at these two and compare? Which one looks best on your monitor? - Dark version - Lighter version (the current one) Edit - While I was at it, I made a different version of the forest (Again, compare to see the difference)
  7. I'm only going to need it for the intro video, which will be done in AfterEffects or similar (by drewb50). So 1024x756 will work fine (you do the "circular" cropping inside AE). So just upload that one, and I'll pass it along to drewb50. Edit - Oh, for the loading screen, do you need a cropped clock in a smaller file size? I could ask drewb50 to make one for you if you want. (Or can you shrink the filesize yourself when you convert to ROQ?)
  8. Do you have Odd's newest clock in its original, small filesize? (What's the difference between his old and his new one btw?) Oh, and what resolution is the ID intro video?
  9. @drumple: Even if we can't have the animated clock on the splash/startup screen, would it be possible to have it on the default loading screen?
  10. @Spring: I worked a bit on the PSD. Did a few verisons of the citywatch. citywatch2 might have the more interesting pose, but I still think citywatch1 (the closeup) turned out better in the end. (It's also higher res) I'm also starting to change my mind about the priest, it looks kinda plastic or something. Plus the pose is somewhat ridiculous. Uploading now Uploaded @drumple: Heh, I also started thinking of NOLF when I wrote that post. Snazzy menu that one
  11. Yep, the characters has to be blended. Looks silly otherwise. I still think the prerenders are more stylish though
  12. @drumple: if we're using ingame characters, why not use the actual model? You can put models in a GUI right? @Spring: I think a mix between close up and not so close up would be nice. Maybe not 100% full-figure. Currently the haunt AND the priest are posed like this. So that's like, 2 out of 5 The bot: oh, didn't think of that. A real shame if we didn't get something like that ingame! I'm also not sure about having the ingame characters there as well. They don't really look like the prerenders, so there might be a clash. We'll see how that turns out though. @Gildoran&Drumple: I'll take a look at those tests
  13. @Spring: The shots are rendered in lightwave, yes. I don't think we can really count on getting any more than we already have. I worked a bit on the priest, it looks a better. Also added the mech bot. The only ones I don't like are the citywatch and uncle gay the hammer guard. A few of the other ones are a bit low-res but it's not that obvious, and nothing we can do much about. (Thief, Prelate, Priest, Haunt)) Also added a few concepts Odd made of other things but I dunno.. Here's the PSD (For the record, good going Gild)
  14. Heh, yeah, it's tough. Schatten and Sax seems to be out of town or something. Anyway thanks. @Dram: I haven't actually posted any ambients for, well, a year and a half or something like that. So it was quite an event!
  15. We already talked about having the startup animation thing starting with the clock, then revealing the title, then our team name. I talked to drewb50 about that (he's doing the promo-vid) and he's game. So having the initial start screen be a still image wouldn't really be a problem. What about the default loadingscreen? Would it be possible to have that one with the animated clock?
  16. I'm not sure that will be possible without ditching the "swirling background" thing. Cause I seriously doubt we'll be able to separate the sketches from the background, and use alpha channels, like drumple suggested. It would probably look good though, I dont argue with that. My initial idea was actually to have the characters move, slow-motion, still frame animation kinda thing. (That would have been really hard to do with prerendered images though, so I ditched that one) Edit - How's it going with the psd?
  17. I meant the startup screen, with the trees and the clock. I thought it was more or less finished?
  18. Question from me & spring: How many menu screens will there be? Could we get a list? (Load/Save, visual settings, controls etc etc)
  19. What's the status on this drumple? Managed to get a version ingame yet? Also, did you get the PM from Gildoran about the scaling method? It sounded like a good idea to me, since we could store the images looking the same way as the originals. There is also an issue with the concept looking kinda washed out on a few screens. Namely the trees on the left and the ring around the clock. The trees look almost transparent. Anyone experience this? I'm trying to get an idea of how common this problem is. I am planning on fixing it, once I know more about the problem.
  20. We have started converting the main screens to high-res. We'll post progress of the concepts here. You can see a few of the current ones here: - Noblewoman - Haunt
  21. Drumple is currently coding a menu framework. Napalm has coded parts of a menu framework in the past. Drumple has problems getting a custom cursor ingame. Napalm has imported a custom cursor in the past. The issues are many, gentlemen. Let's sort them out. Work out what each of you are going to be doing. Gildoran is also permitted on this forum as an advisor, since he has experience with GUI coding etc.
  22. Eh, I'll stick with this /'hæpı `bз:Фdeı/
  23. Actually, drumple is in the progress of coding all the menus, without any artwork. A framework, so to speak. If you want any more details about that, ask him. There is one thing needs to be done, that will be on every menu screen. We want to have sort of a "swirling" motion effect on the background layer (the parchment) which you can find here: Background. Gildoran experimented a bit with some effects, but I never think he managed to get it working. I have no idea how to achieve this effect, but it should be possible. There is something similar on the GUI that shows up when you die in Doom 3. Ours dont need to be that intense though, just a subtle, you know, motion going on. You should be able to work on that without interfering with drumples work, but other than that, you should talk to him about what tasks are still open. I mean we've got objective screens, purchase screens etc, all of which will probably need coding.
  24. All the concepts for the main menus aren't done yet, and none have been created in high-res.. Just so you know! As long as you code everything so that images can be easily replaced everything should be cool. I wasn't gonna start transfering the main menus to high-res until we had sorted out the startup thing, but is that finished now or what? What remains to be done?
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