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squill

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Everything posted by squill

  1. it's an old version of the map displayed in the videos, i've changed the lighting and street levels in the last version but it gives an idea of a city environment. @Vadrosaul The map uses a 3d skybox and you can place low poly objects inside to give the illusion of a bigger city/forest or whatever you like to create.
  2. Tombraider (Legend and Anniversary) has a third person view, somehow because your already looking at your character from a distance makes the interactive cinematics more natural flow over then when your playing in first person. Just like in Resident Evil 4, where it feels more natural and part of the game (although playing with a gamepad). In First Person view it really draws me more out of the action(out of control) then when such a cinematic happens in third person. i like the way half-life 2 deals with the story and keeping the player in control during dialog. But i also would like to be able to smack Dr. kleiner from time to time with a crowbar
  3. If you like painkiller style of games you'll probably like this demo. With style i mean graphics/feeling. Although the demo takes place a few chapters into the game it doesn't show anything new besides switching between characters and shooting everything rushing towards you.. Personally i don't like the blooming/hdr effects, they are bit over the top. It also feels very consolish with the common in-game cinematics where you don't have any control and only have to press the arrow keys at the right time. But it looks decent en runs smooth so if you like painkiller and gore you can give it a try.
  4. hey i recently did the same upgrade I already had a Athlon64 3200+ CPU, 2 gig RAM and also a 6600 GT 128 MB. But after playing the Bioshock/Medal of Honor demo i thought about doing a last upgrade before i'd buy a new system. bought the ATI X1950 GT 256 MB.. Initailly i searched for the X1950 Pro 512 MB version, because they are a bit faster (about 10%) but the sales guy told me they were out of stock and also hard to get. But this card is fast enough to run Bioshock with high resolution/detail. Also Oblivion now runs beautifully with HDR. The cards are indeed big but it runs stable and fast I also used this link while searching for X1950 reviews, it shows some test with older systems(3400+) and newer AGP cards. There's also part 1 with even an older configuration. http://www.tomshardware.com/2007/02/01/agp...tform-analysis/
  5. Cool project Domarius. I only played a bit of the first Spyro on the psx and i like the art direction and gameplay. I also know what's it's having to be lip tight about the game your working on being in the same position it's also 1 of the reasons it keeps me from working on the mod But let us know, when you can what you've done for this game, i'm very curious.
  6. and a lot of experimenting before getting anywhere near a good result. Some of the guys at work use this tool and to them it's handling NM much better than the nvidiaplugin. I haven't tried it myself but if it's still available it'd give it a try.
  7. the pda was a nice touch to the game but they could have gone much deeper with it. The original was all about shooting masses of demons running towards you and basicly cleaning up the rooms. I don't think that would fit in the current gameplay but i agree on removing the demon coming out of the closet thing. Maybe they'll include some vehicles gameplay to explore more of the mars landscape or just bring the battle to earth and with the new id tech they can make every possible landscape they want. I believe i also read about future plans for a new Quake arena game, meaning multiplayer. Not the free game but on the new id tech.
  8. the connection is only needed for the authentication process. After that you can play in offline mode. But with an original copy of the game and no connection it's going to be very hard to get the game running. There's no proper non-steam crack yet, besides the pirated version. or else you might consider taking his machine to someone with a connection, authenticate and then play in offline mode. After connecting it also gives you some updates which is lacking in the pirated version.
  9. squill

    Rage

    anyone seen the trailer for id's software new game Rage? If you haven't check it out: http://www.gametrailers.com/player/23174.html i was quite surprised after seeing this trailer compared to the earlier footage from the mac expo. The character in the beginning of the trailer looks much better up close than it did in the Mac expo footage. Sounds to be a Mad Max inspired theme with road races and action/adventure elements. It's still a fps but with less gore and more outdoor environments to explore.
  10. personally i'd say after looking at his reel that it clearly shows that he can do animated characters. But doing a test animation can be a good start to see if you can do realistic human motions for our characters. We use motionbuilder to do the animation and Maya to export it to the engine.
  11. squill

    Internships

    it's not for everyone working in a team. Of course an important part of working in a team is the people you work with. I've had the pleasure to work with an art team where everybody was treated the same and there was no competition among the artist.. but it's not always the same elsewhere. For an internship i would look at a smaller studio which can provide you to do more tasks. Showing the work you've done on the mod or other game-related stuff is very helpfull.
  12. yeah looks cool... i think the speed is alright althought you could increase the speed and see for yourself. if i have to be critical i would say the hips move too stiff/lineair. It just goes in a straight line down when his right foot steps backwards and his left foot seems to slide. would be cool to see some of those. But are death anims linked to how a character dies.. like shot in the front or back.. does the anim system know which death anim to play or does it just pick a random death anim in the end?
  13. after taking a quick look.. it's probably your texture name path starting with //darkmod. I believe it should be //base for ASE models.
  14. here you go.. http://208.49.149.118/TheDarkMod/Textures/cwall_clean.zip
  15. i do have the original psd files... it's somewhere on my machine so i'll look for it and let you know edit: I've found the files... so i can make a clean version for you. I'll post them after the changes.
  16. well this animal hasn't got 4 legs like a stegosaurus to keep him in balance. I think because all the weight of his body is on the front it needs a long tail to keep him balanced if your going for realism. How many bones does the tail have? With 3 or 4 you could make a nice wave anim for the walk/run.
  17. idle drunk: http://208.49.149.118/TheDarkMod/Animation...unk_anim_01.avi (very theatrical) Death animation: http://208.49.149.118/TheDarkMod/Animation...ath_anim_01.avi Don't mind the skin weight problem I animated the whole movement but the animation can be cut around frame 37. As i understand the ragdoll will take over the actual falling.
  18. I think Doug was referring to Springheel's question about re-doing existing animations. But i guess when you change the rig the bone count, scale and names have to be the same.
  19. well that's the thing with full body IK in Maya. I think your just like me not used to working with fbik. I use both Maya and MotionBuilder to animate. But these rigs are easier to animate in Motion Builder because it handles fbik much better.
  20. yeah i think one of the reasons why Quake 4 singleplayer didn't leave a better impression was because of the leveldesign. For me it just didn't feel that much alive compared to Prey or even Doom. The colors are very grey/brownish (like Quake 2) and the outdoor environments where quite empty. Reminds me a lot of Starship troopers. I'm not saying it was a bad game because things like voice-acting, having team npc's and vehicles were good elements but the art direction was not that strong to me.
  21. i have, Quake 4 was indeed better in gameplay which also had some vehicles. But the space setting didn't do me that much. But prey is imo far better in gameplay and atmosphere even though it's also a space shooter.
  22. that's one way to look at it. I just bought it to see what they produced with the engine and it was the collectors edition, which meant shit, the extra was just a tiny statue Althought i have "the making of" book which is very nice. The engine(not the game) still lives because of the few mods/maps.
  23. ah great..yes a good thing to share with the others. Could be a sticky?
  24. yep np. MB clearly has some advantages over Maya with layering, poses etc. Copy and pasting keys in Maya were my biggest problems with the fbik system. Using custom rigs in Maya works fine..the fbik system is just handled better in MB.
  25. updated kneeldown version..actually i installed Motion builder today and started from scratch. Result from 1 hour working in MB (right) instead of 2-3 hours work in Maya(left) http://208.49.149.118/TheDarkMod/Animation...eeldown_002.avi Domarius was right about MB It's a really great and easy tool tool when working with fbik. The fbik rig in Maya just causes to many undesired motions which doesn't happen in MB and it's easy to learn.
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