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drumple

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Posts posted by drumple

  1. 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. 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. Love the enthusiasm, but wouldn't it be more useful to work with the model that is already made? It might have to be made low-poly, I'm not sure, but why waste time reinventing the wheel?

     

    If you don't want to download the whole Odd model pack, I'm sure someone could email you the arrow models (I'm at work right now or I'd do it myself).

     

    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.. :P

     

    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. 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.

  7. 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.

     

    ropeconcept13po.jpg

  8. 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.

     

    fire16xv.jpg

     

    gas12qo.jpg

     

    the particle effects are to much, they should be more subtle, but it needs more tweaking obviously.

  9. 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.

  10. the slider button doesnt suit the idea, but that can be ajusted.

     

    Can we go with the sub-menu buttons at the top, like the concept in the other thread? That way it's easy to navigate through the various setting menus, without having to go back to the main menu each time.

    http://www.mindplaces.com/save/menu16.jpg

     

    thats what i mentioned in the previous post, there will be sub-menu buttons to get around to what binds,

    as for the other menus, what im hoping is that ppl will see it's very easy and not complicated to get around..

     

    hopefully anyways, im going to put together a working test gui for this menu ( without the slider button yet )

    and see how ppl feel about it once they see it working.

     

    in the meantime im running though the other menu gui since it needs a pile of repair's i noticed.. things are not

    scaled right, i have to ajust it all.

     

    so far.. the gui is about 70k, and should be over 100k in a day or so... so i need to get the small things

    corrected now before it gets to large and becomes a headache later on.

     

    im actually hoping to have a working gui template that ppl can replace the doom3 main one in the darkmod

    folder in a week or so.. and from there we can discuss/ajust and tweak it. the transitions i have in mind will

    probably be another 100k by themselves... but i dont want to add those until its more or less finalized.

     

    right now i'll try and get this menu gui test up'd to the ftp once i have it together.

  11. basicly what i have in mind is this, your concept from above, where it has the sub controls sections like

    weapons/movement/look-attack/other which take you to the area in the binds, but the whole bind area scrolls

    regardless if you select one or not, they just make it easier to get to a specific area, and you can scroll out

    of that area just as easily. then we have arrows of some kind for the scrolling, but we also have a slider

    that controls the scrolling...

     

    here is a concept of sorts ( it's and in-game shot that actually works, the scrolling slider doesnt at the moment )

    but the arrow butttons do scroll the binds area.

    shot001021ll.jpg

     

    also, i added headers to each bind area that scroll with it also, so you can see which area your in.

    i didnt add the control buttons to get you to an area quickly yet.

    but you can see what i mean, some kind of slider button to slide the whole scrolling area up or down quickly.

     

    EDIT: i changed the pic, since i didnt like that slider button, this one is more of a gemstone type of dealy

  12. im thinking here that it may be very possible to actually have a slider in addition to the scroll area for binds.

    im checking it out now, but it may be possible with some minor code addition and a new cvar. basicly the

    code would update a hud variable when changed.

  13. i think basicly all the exstinguishables should have the same layout where possible, a particle emitter can

    be used for the flame and that same emiiter for the smoke when it's skin is changed. i never liked the look

    of the flickering light the candles use.. im not shure why they decided to go that route ( doom3 ) where an

    emitter could have had a better effect.

  14. The way the characters fade in and out is great (though probably needs to be slower). The text highlighting is the right idea, but right now it is too laser-neon-in-your-face, IMO. :)

     

    The smoke swirling is the right idea, but it's quite hard to see at the moment. Can it be darkened/thickened or something?

     

    Unfortunately, the Carelton doesn't seem to be showing up very well at the moment. Is it possible to show it in bold?

     

     

    yeah, im not to shure whats the right way to go with the text highlighting at the moment, a simple yellow faded

    background doesnt seem to do much with the color of the paper.. red helps make it 'pop' a bit.

     

    that background movement can be changed, and ajusted to make it more in your face, but maybe a more

    subtle way is the best way.. something that ppl wont notice right away.. just a little depth. but im not really to

    happy with the way it looks at the moment.

     

    as for making the carleton more prominent, i think there may be a way to do that.. at least i had a test gui

    somewhere that showed it more bold like.. but it was by accident with one of the backcolor or matcolor settings.

     

    i'll look into that again, but thats why i prefer to make the text headers/sub text with images instead of the

    ingame fonts, because for the carleton.. it just doesnt show it with enough detail.

     

    i'll play around with it some more and see what i can come up with. for now i have the menu's flying off the

    desktop just to add some more movement in the gui but that can be played with also.

  15. yeah, using images for the text instead of the text system. the text in the doom3 menu's have some nice

    transitions, but it's the border's and the background's that make them that way. the only real transitions

    that doom3 does for text is to make it brighter/change color/ fade.. ect.

     

     

    i'll put together a pak file of a previous menu i made and post it so you can see how i have it layed out

    at the moment.

  16. Do you mean we can't change to font of the text that displays the Action/Key?

     

    no, you can use any font you want and it will display it, what i mean is that you can't do impressive looking

    text for those choicedef's or binddef's. basicly the text will look rather plain.

     

    however.. it may be possible to completely ignore the choicedef's and fake in our own.. where they can use

    better text display's. im looking into that now.

  17. well, thats basicly what i was saying, having it defined at least. keep in mind though that you cant really

    do any thing much in the way of enhancing the overall look of the text that the binds use or settings that

    change state, since they use the built in text system. basicly they will always look rather plain.

     

    but the options for visual/audio/controls/gameplay ect.. can be made to look more spectacular overall.

     

    since those menu items basicly control which menu/items will be up for changing.

     

    i dont know if im wrong on this, but has the idea of changing from the bluish flourishes changed to a more

    burnt or paperish look? im going by the concepts that i have been going by, and basicly the ones presented

    to me.

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