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Darkness_Falls

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Posts posted by Darkness_Falls

  1. Springheel wrote: Oh, for the 'next page' buttons, I think simple arrows at the bottom is the best way to go. The down arrow moves to the next page, the up arrow moves back.

    I disagree. I think there should be dog-eared corners on the paper for indicate next/previous page(s); like I think some Thief 2 readables do. Or maybe it's Myst games that do that. Either way, arrows seem too gamey when the whole objectives GUI is meant to look pretty realistic. If we *have* to go with arrows, I feel they should be pointing left & right, rather than up & down. I don't think I've ever seen a page turning interface where the arrows point up and down; so I do not think that would be as intuitive for most people.

  2. BTW, where did you get that texturing and color, did that come with LW or did you create it yourself? I cant find any textures at all in LW.

    In Lightwave, under the Surface Editor. I've pointed to the areas I worked in this screenshot. I'll try to post another screen in a few minutes to show you thie procedurals added...

    post-36-1153843847_thumb.jpg

    I don't know if that gold colored box that I point to next to "Color" does anything. I think the Texture (T) procedural settings actually over-write whatever color setting I have there in my example. So it being a gold'ish color in my screenshot is probably a moot point.

     

    Its such a complicated program!

    I know!!! It drives me nuts sometimes.

     

    EDIT: Okay, here is the Texture (T) area next to the Color listing. I have two procedurals. One is Crumple (Normal) with 100% opacity, the other is Veins (Additive) with a low opacity...

    post-36-1153844313_thumb.jpg

     

    And then also the Bump mapping. I don't have a screenshot for that, but I used 'Turbulence' @ 54% opacity and 15% 'Texture Value'. I probably adjusted some of the other numbers there, too... but just tweak things around until they look okay to you.

  3. Well, I finally weasled my way to an end result of some sort. Still couldn't 'Extend' (e) or anything on the initial 2-D disc (had to Smooth Shift it), but the 'e' worked after that.

     

    gobletwebsn5.jpg

     

    And I especially like the bottom where it looks polygonal and nasty. (I couldn't get the create pole thing to work, so just used weld.) It's a masterpiece :ph34r: :

    goblet2webtd8.jpg

     

    Sorry to hop on your thread here, Maximus. But I figured we could learn from oDDity's video together ... :)

  4. Cool video. I wonder why you have to 'poly' and 'create pole' on the bottom; why can't you just weld them like you did on the interior of the goblet?

     

    Also, are you using "Extender," or "Extender Plus" (or maybe Extrude?)? Neither seem to be cooperating with me very well, but it will help me if I can narrow it down to just one to try and tinker with. Looks like I can use Smooth Shift as a workaround for now.

  5. Wow, demagogue! Thanks for sharing. I was ready to dismiss Guild of Thieves after looking at the type of game it was; not thinking it would be anything I could get into. However, you say it is the sequel to Pawn?? I used to love Pawn! When it came out for the Commodore 64 that game would immediately transport me to that fantasy land it was set in. Wow, I didn't know there was a sequel to it??? Very cool! I will have to put Guild of Thieves on my list of things to check out now. Thanks for the info, and good luck with your adaptations to FPS-adventure style! Look forward to seeing.

  6. True, I'm not sure what I was thinking. You're not needing to emulate anything since you played it on the PC. For some reason I was thinking you played it on a console (e.g., Amiga or Commodore) and were needing to emulate; in which case you'd need an emulator. Obviously, MAME wouldn't be the correct emulator, though. Disregard my MAME comment :) Good luck on your quest for gaming glory!

  7. On WinXP? If you have the game and it just won't work on the newer OS, you might be able to use the Program Compatibility Wizard (under Start > All Programs > Accessories) in WinXP. It says for this:

    Welcome to the Program Compatibility Wizard

    If you are experiencing problems with a program that worked correctly on an earlier version of Windows, this wizard helps you select and test compatibility settings that may fix those problems.

     

    Otherwise, I don't know. A 'MAME' (http://en.wikipedia.org/wiki/MAME) might work, but you'd still need a license for the game. I had never heard of VMWare before...

  8. EDIT: Just saw Ishtvan's post. The problem with explanations like that... is that you need an explanation at all. A good name doesn't need to be explained to make sense.

    So, Builders build things. Keepers keep things. Hammers hammer things. And Inventors invent things. I see no problem...

  9. Yep, I agree :) It's good to have it clarified that we're not just re-creating Thief in a new engine, so I'm glad he posted the Wiki link. Just sounded like he was maybe denouncing both the benefit of looking at Thief stuff and understanding the inspirations behind the Thief world.

  10. We've already shot down concept art from kfmccall and others for it not looking 'Thiefy' enough. Using Thief to get a feeling for The Dark Mod is hardly a mistake, imo. Otherwise, the artwork might be off on some tangent that might not fit with what we're doing.

  11. Of course, we're not doing a game in the Thief universe....

     

    You can get details about our setting from our wiki: http://www.thirdfilms.com/darkwiki/index.php/Universe

    But that description is lacking. What do all our Dark Mod screenshots, environments and sounds end up looking and sounding like when it all gets boiled down? --> Thief. So we can obviously draw from the same inspirations.

     

    Wiki says: The Dark Mod is set in a world that is dark, gritty, adult, and most of all, believable.

    Could describe anything, including the upcoming Miami Vice movie.

     

    Characters talk and act in ways that are appropriate to their background. Uneducated guards don't recite poetry or discuss philosophy. Whores do not have hearts of gold. In the towns and cities of The Dark Mod setting, most people live in squalid conditions. Brutality is commonplace.

    Okay... and what does the world 'look' like? This does very little to describe the world for an artist.

     

    The Dark Mod world is an alternate version of our own. It is a mixture of several historical periods, with architecture ranging from medieval castles to victorian mansions. In this world, steam and clockwork technology were discovered much earlier in history, allowing for odd inventions and industrial warehouses to exist side-by-side with gothic cathedrals and sword-wielding city watch.

     

    Although much of the setting material for The Dark Mod focuses around a single city, that city does not exist in isolation. It is part of a larger world, with political connections, trading agreements, and hostile neighbours that could be possible plots for FM missions.

    Sounds like Thief to me.

  12. Yes, Mike_Mayday, oDDity speaks the truth. We discussed zillions of options, many of which had page after page of debate. Getting down to the core of what was needed was essential so things could get done. You mentioned encumbrance and a loot bag. Those two topics happened to inspire some of the most controversy internally, to my recollection. I don't think any of us wish to re-visit all of that again any time soon; especially not on the public forums :)

  13. But I guess learning how to do textures might be a good start and give you a basic insight as to the needs of a game.

    I'd also like to learn how to do this, so if anyone knows any good, descriptive, applicable-to-what-we're-doing Lightwave tutorials to try....

     

    I've tried some in the past, but they always suck. They are either way unclear; skip steps; or otherwise hard to follow.

     

    Irina wrote: Sadly, I have neither Photoshop nor a Wacom tablet, my friend has suggested it and I think I will look into them.

    http://www.wacom.com talks about Wacoms, but they are kind've expensive. Given your abilities with soft, subtle shading, I'd recommend at least an Intuos 3 model of Wacom (~$215 (US)), as they have 1024 levels of pressure sensitivity. The Graphire models only have like 512 levels. I have an Intuos 3 "4 x 5" size while using a 19" monitor and it suits me just fine. A friend has a "6 x 9" size, but that larger size does nothing for me. It is just so hard (normally) to draw with a mouse on a computer, so a Wacom is almost a must have for most normal people wanting to do serious digital drawings on the PC.

     

    I think most concept artists for video games (where they want to do paintings and concetps) now use Photoshop in some manner or another. If you want to get into doing video game concept art, I think Photoshop will be a must have for you.

     

    All these software apps and things we recommend you learn can be tough going; so don't overwhelm yourself by trying to learn everything at once, thereby getting lost and giving up. Take things at a pace which you're comfortable with so you don't get upset and lose interest.

     

    Thanks a lot for the advice, it's great to know that people have been in my mindset and situation before - and gotten out of it successfully and trust me, your tips are quite useful, especially about "internalizing" what I'm drawing (wow!).

    :) I'm glad to hear! Yes, I've had to force myself to internalize what I see, otherwise I just transfer it over to paper like a copying machine and I don't learn anything. By internalizing, I try to make mental notes of perspective, proportions, relationships and 3-D volume/rotation. One of my favorite outcomes of practicing and internalizing has been being able to see and draw stuff from different angles in my mind. It can be a powerful combination to be creative, inventive and be able to draw things in three dimensions from your mind (and I don't mean like 3-D blue & red glasses) ;)

     

    I will try to help if you ever have questions.

     

    As for inspirations regarding the Thief universe, this question was asked of the developers of Thief: Deadly Shadows, to which they responded:

    Apr 5 2004, 02:42 PM) - Where do you get your inspiration for the city/mansion/castle building architecture in Thief, and do (or did) your artists go "on location" anywhere to study the architecture style(s)?

    The City is an amalgamation of times and places, both actual and fictional.

     

    Medieval & Victorian London and France, modern-day Prague, and even parts of Boston (home of the ghosts of Looking Glass) have been mentioned as real places that influenced the look & feel of the City.

     

    Some oft-cited art references are The City of Lost Children, The Hunchback of Notre Dame and The Name of the Rose.

     

    The works of Mike Mignola (Fafhrd / Mouser stuff), Tim Burton (Mr. Wrought Iron Himself), Jules Verne, Charles D-i-c-k-e-n-s, and Alan Moore / Eddie Campbell have also been mentioned a fair few times as influences.

     

    That's just a sampling, there are dozens of others

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