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Darkness_Falls

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Everything posted by Darkness_Falls

  1. As for an animation, I think one should, ideally, be made. Just something quick, where you see the spyglass being raised up by the hands (I think spyglasses look cool); and then once it reaches the eye, maybe a very fast blur-to-focus-(to-blur-to-focus?) effect? (as if the thief is adjusting the focus).
  2. I like it considerably. Gives me flashbacks to the T2 scouting orb, with the imperfections (scratched/chipped glass) it had. I particularly like that it's dirty. Gives it a nice used & worn feel. Would need to use it in-game before I pass judgment on whether or not it's _too_ dirty. Not sure if a real spyglass would be like this --> but I'd recommend blurring the very edges, if possible; so it's not too harsh of a transition from blackness. See below: - Spyglass View 1 - Spyglass View 2
  3. I see. Might be cool to have the darkening... hoping to see blurring some day , too
  4. Cool, Springheel. I'd be interested in seeing the blur effect here. Maybe post the file(s) for us to try when you're able?
  5. I've also dived for keys at bottom of pools before. To my recollection, they just became a blob oject while I searched; with light flashes (glints) aiding in the hunt. (Granted, it was in the outdoor sun.) Clean pools would likely be rare for our thief, yet not out of the question. T2 had an indoor pool... and deep fountains and well water on maps could often be clean.
  6. I coulda swore any clear water I've gone in (swimming pool, river/lake), it's been pretty blurry. If keys were held 5 inches from my face under water, I'm sure it'd be discernable..but wouldn't be crystal clear vision, imo. I admit, haven't tested for a while. Let's just wait to hear from mapper on options, and see map tests.
  7. I know what you're saying. Shrink-to-center is easy to use once you know how it operates, too. I don't feel strongly either way. As for making the health meters larger or taller, I don't think we need to. An effective animation of bubbles floating around in their small airbar there (not scrolling up, or compressing to the side) might be good.
  8. Murky water idea is great, too. Love it. An overlay for all types of water just seemed to make sense. Open your eyes under any water in real life (murky, or not), and unless you have tranparent eyelids u can close, everything is blurry-vision.
  9. I think I'd prefer the compromise (black fade, intermittent). (For reasons mentioned by Spar.) Maybe add some "blurry vision" in the mix with each black fade, too? I don't like the red very much. RE: blurry vision, do you think the thief have slightly blurred vision whenever he's under water anyways? Wonder if it'd seem more realistic. He's not wearing goggles, so why give him crystal clear vision. Might lead to some interesting gameplay scenarios. You see creatures swimming in the water, but can't make them out 100%. Or makes it harder to find inventory items under water, too; just as it would be harder in real life. Glint flashes (not like D3's) would become more handy under water (e.g., see a silver coin or keys flashing under water). <Edit: I just saw NH has a light gem/water effect bug thread that, once fixed would maybe make this happen?>
  10. Our thief really has a heart... Hope everyone has a great Valentine's Day
  11. Might be a tad brighter than red... but I still like. I'll try Gild's bubbles (although CVS isn't working for me), and then look forward to maybe more of a blue shift from your green. And here are black void areas on the bars that I think need to go away (mentioned in my Post #53). Looks odd (misleading) in-game to not see the health/air bars extend out to bracket edges: The bars need to extend out to the very edges, imo. Something like this:
  12. Screens. I guess on my monitor, the blue doesn't look neon. Look balanced to red for me. Maybe you have a new very vibrant LCD monitor or something? Screen 1 Screen 2 Screen 3 Screen 4 Screen 5
  13. I had tried Gild's on Bonehoard, but not mine. I tried mine (and yours) on the bright test_water map. Will go see Bonehoard. Gild's was kind've a saturated neon blue, too, but that's what I liked. (Seemed a better compliment/balance to the saturated red the health bar has than green.) Didn't care much for the green after seeing Gild's. Personal taste differences, I guess. I think I liked Gild's hue more than mine even, but don't know what the RGB values were for his.
  14. I strongly preferred the coloring of Gildoran's to Springheel's (so I've incoporated that more of that darker blue into my proposal below), and it had animation going for it. However, I feel Gildoran's had way too many tiny bubbles in it (looked like sparkly soda water); SH's also has too many bubbles, imo. I'd prefer SH's, with fewer bubbles, richer blue color, with bubbles sparkle highlighted more... as seen in proposal below, compared next to SH's: When shrunk down to the size it is in the UI, I feel mine looks more like bubbles in water than Gild's or SH's. I tested mine, and it appears to animate slightly, but that's just because the bar shrinks (compresses) from right to left as air depletes -- as SH's does. So bubbles appear to move. I'd rather have there be true animation, if somehow possible... but the illusion (compression) is good enough, I suppose, if animating proves hard. Here's the file if you want to play... airbar.tga (place in \doom3\darkmod\guis\assets\hud directory to test) PS: In-game, there's a little gap on the left end (and I assume the right end, too) of the airbar and healthbar, where the little UI brackets that they fall inside of extend farther out than the actual air/health meters do. This makes it look like there's some air/health missing. This caused active thought processes in my mind that shouldn't have occurred. I feel the air/health bars should be shoved over/expanded to more precisely meet the distance the UI brackets extend out to.
  15. I prefer the side-scroll, however the shrink-to-center one was kind've growing on me. To be safe, should probably do the side-scroll one. (Shrinking one would be controversial.)
  16. I like the blue meter. Wish there were little animated bubbles in it, too, though..
  17. Awesome idea.. unfortunately I could never be as reliable at playing at the times and for the lengths of time that we'd need.
  18. Didn't read the above because I don't want to see spoilers, but wanted to mention I finally picked up "Baldur's Gate 2, the Collection" a while back, per oDDity's recommendation. Found it at a half price bookstore for $10. Has Shadows of Amn and Throne of Baal. One of these days I'll make time to play it. Huh, I also found Thief 2 there. They had a bunch of copies, so I snatched one up. I already had T2, of course -- but it's always good to have a spare; especially since my copy has gotten pretty scratched up over the years. Or I might give the new one to a friend who wanted to try it out. Think it was only $8 or so.
  19. If I understand correctly, LW is out of the question then.
  20. Okay, clarification: I know Maya is used for some of the anims here. I don't care about that. If LW can be used for TDM anims, even if it takes 10 times as long as Maya to do an animation, let me know. I may try to train myself to make anims in LW if it'd work.
  21. can lightwave be used to animate, or is Maya or 3DSMax or something req'd?
  22. I so want to do sound effects. It's killing me that I don't have the right hardware.
  23. Appreciate the comments. Any of those scenarios would be nice. I envisioned it in a swamp or bog setting, maybe protecting an objective or other valuable item under it's root cage. If that item glowed and the root cage swayed a little, some neat shadows might (?) eminate. Another possibility: just have a field of them as decoration... like that one level in T2 where there are a bunch of "eye plants". Of course, with our modeling and animation woes, it may prove unrealistic to make such a 'one purpose' creature/plant, but I wanted to contribute this anyways.
  24. Just made this for an idea. Could just be a weird plant... or could move around and be a 'root beast' or something:
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