Jump to content
Forum Login Changes ×
The Dark Mod Forums


  • Posts

  • Joined

  • Last visited


0 Neutral

Recent Profile Visitors

427 profile views
  1. drumple


    the paper was skewed slightly, sitting at 300x472 so i ajusted it to 314x472 to bring it closer to 1.5 ratio which the paper is at, and that made the text not centered on the page, so i ran through it to ajust it all. and at the moment, im going to go with the doom3 fonts for now, just until it's almost to complettion, then add the text images after,since there's so many styles of highlights that can be done to them, we will have to decide which one is suited best for it, once thats decided upon then i can go ahead and make them all.
  2. drumple


    things are continuing, i took a break from it for about 4 days now since i threw my back out thursday morning, so ive been bed ridden for the most part. it took me an hour friday morning to finally get up in a chair.. seriously.. from the moment i decided to try to sit at the computer i had to slide around about 4 inches at a time to finally get into some position where i could make a final painful thrust to just get on all fours while waiting about 5 minutes inbetween each attempt for the pain spasms to subside. this morning though its better seeing how i was able to sit in a chair with some discomfort but much quicker. but enough about my old work injuries... the menu is coming along, im working on the loading/saving screens now. had to refit the menu paper on each screen for a proper 1 to 1.5 ratio, which means i had to redo all the text ect. napalm showed up, i was hoping to offload some of it to him, but he's afk again. i pm'd him about 3 weeks ago but never got a response but i'll pm him again and hopefully it can come alot quicker. basicly, aside from the menu itself, it's the initial splash screen thats needed, and whatever is inbetween that and the menu thats needed. startup anim, logo if applicable, movie intro..
  3. its currently downloading right now ( going to be a while ) but i can mock up and ajust the noisemaker head while its doing that, then i can make the normals for it from the highres model, and ajust the low one as needed. i should have downloaded the files a while back, but it comes in so slow... should have did it while i was sleeping.
  4. it is the low poly one im working on.
  5. ok ok.. i see i see.. eye sea eye sea... <0> c <0> c... but let me attempt it anyways to see how thiefy i can get it 1st, doesnt mean we will use it. personally i would. but thats me.. there was actually 2 sounds ( well more ) for the noisemaker in thief, one was the flight sound which carried on after the arrow hit, the other(s) were when it hit. the crackling, clicking and the 'faWeeeeeeeeeeee....." sounds. then there were the sparks that the arrow emitted after it hit. im making the arrowhead for the noisemaker like the concept one, going to try to make those little gears spin while it's active.
  6. scrap that, it works fine.. the arrow is just fast.. it's a nice effect.. very thief like. had to load up hauntcity for more room to fire it in... tweaked it a bit and it's looking good.
  7. i have been playing with the noisemaker arrow, and for some reason i cannot add any particle trails to it, it is an idprojectile so they should work, but what happens is the particle effect stays at the point where i shot the arrow and does not spawn from the flying projectile at all... i have tried all kinds of ways to make it work in the def file, infact even copying over most of the plasma projectile def and still no go... or maybe it's just doing an initial spawn, then stops... its most peculiar.
  8. i think i can change the angle from the original md5, could always just rotate it slightly like it is in t3, so it's not blocking the center area so much... i'll try a test and see.
  9. i uploaded a small video ( about 6 meg ) to the ftp in the folder called VideoConcepts, the file is called arrowheads1.avi just shows how the 2 arrows look ingame. small vid dimensions, not the best quality.
  10. yeah, i liked those concepts.. however i think it would be nice regardless of what model arrowhead is used for the fire arrow, is that when you use it, a light is bound to it so it lights you/your area up slightly... just a nice redish/yellowish light effect... not bright but noticiable that affects the light gem also. i was hoping the arrow heads would have shown up better, but i used a quick uv on them so all the facets are not showing up. in the meantime im going to add the temporary rope arrowhead which looks like this, just a grapple head but no rope on the arrow itself.
  11. i ajusted the model for the shortbow view and added some effects plus different heads just to see what it looks like in game, the arrow head models are quick mockups with placeholder textures, and the particles need some ajustment, but it looks not to bad in game, im going to try and improve it some more and add the noismaker and rope arrow heads later on. the particle effects are to much, they should be more subtle, but it needs more tweaking obviously.
  12. drumple


    im here, was busy for a few days but im back.
  13. oh, i didnt add that in yet.
  14. here's the updated binds menu test
  15. i lowered the text box for the other example i mentioned, i'll post a screen of that as soon as i clean up some text, as for the bind's area, the font scale is .24, but doom3 selects the bounding box for it, i can ajust it smaller but it works nice as it stands right now. i did manage to make space up top.
  • Create New...