Jump to content
The Dark Mod Forums

drumple

Member
  • Posts

    327
  • Joined

  • Last visited

Everything posted by drumple

  1. ok, its the splash screen, which i cannot find any reference to in the guis. if you want to change it though, you just change the image in guis/assets/splash/launch.tga you can make a quick test by taking a darkmod concept image, make shure its 1024x1024 or at least 512x512 and rename it to launch.tga and put it in that folder ( in the darkmod directory, not the doom3 one ) and it will load it at startup for the darkmod.. now getting that to play a video is what im trying to figure out, if it can be done. i used a hexreader to check the doom3.exe file, but again i found no reference to it. but im not giving up on it yet.. even though it only gets shown for a few seconds.. still would be nice to see the video there.
  2. oh that, yeah.. i can slap that together quickly.. about 10 minutes. but when i was checking the guis out earlier i noticed that the very 1st loading screen, it looks like it cannot be changed to a vid.. i hope im wrong on this but im still checking through the guis for it. that very 1st screen might be actually setup to load the image from the sdk and not the guis... even though i could not find the references to it in the sdk... worst case is that its done from the doom3.exe the loading image can be changed though.. from a test i did, it worked.. but it looked real blurry. im still checking into it, i hope im wrong though... let me check where that image is loaded, that can be changed.. but then there is the text also which might be a problem... i'll post back quick when i find it.
  3. no in-game version yet, i have a lot of the text overlays and some of the main paper layouts done, its the meat of the menu system that has to be made ( the template ) or a working menu system before that stuff can be added, maybe napalm can help speed those things up, since he had a more together working menu already.
  4. i had an idea on that, before you get to far making those... basicly, making some kind of movement in the menus like transitioning those side characters from one to another in a loop.. over a given amount of time would be a nice effect, and if thats the case then the full screen images are not needed, only the characters with no background, but still have that look of the parchment, and they would need an alpha channel also... kind of hard to explain what i mean. but basicly the menu's could use one single hires image, with no paper part on them, and no characters, the paper gets over layed, and regardless of what menu is going on, the side characters transition.. as to how many.. that could be discussed.. but lots would be nice.. plus some overall movement in the background parchment also could be done, tricked in with a flat model.. i can do a test sample to show what i mean.
  5. i cant find that txt file, i know its here somewhere.. i might have saved it as an rtf.. here is a list i made of all the buttons/keys doom3 had and what i based the menus list off of, we should actually get a working list of all the keys that will be needed for binding's, and i will find that menu list in the meantime. Controls:: Movement:: forward backwards (backpedal) move left move right jump crouch turn left turn right strafe sprint Weapons:: pistol shotgun machinegun chaingun grenades plasmagun rockets bfg soulcube chainsaw fists flashlight Attack/Look:: attack prev. weapon next weapon look up look down mouse look center view zoom view pda/score use invent. prev invent. next Other:: quick save quick load screenshot chat team chat toggle team spectate ready vote yes vote no drop weapon Apply Changes; Game Options:: player name ( dont need ) free look invert mouse auto weapon reload ( dont need ) auto weapon switch ( dont need ) show hud show gun model show decals smooth mouse ( slider ) mouse sensitivity (slder) Apply Changes; System:: Video Quality:: low/medium/high/ultra,custom screen size 640x480,800x600,1024x768,1152x864,1280x1 024,1600x1200 full screen brightness ( slider ) ( click apply to accept ) Audio Settings: surround speakers reverse channels volume ( slider ) Advanced Options:: high quality special effects enable shadows enable specular enable bumpmaps vertical sync antialiasing ( off,2x,4x,8x,16x ) Close Advanced Options; Apply Changes; ( note: these changes wont take effect until you restart doom 3 ) Defaults:: Reset defaults ( reset , cancel ) New Game:: recruit marine vetran nightmare Load Game:: load game ( loads right away... ) delete ( are you shure? delete, cancel ) Multiplayer:: ( ignore this field.. ) Mods,Updates,Credits,Exit On New Game... ( loads IDlogo video, then starts the game.. ) onEsc in game:: Save Game:: ( game list area of previous saved games plus autosave) save game ( on saving over a previous game ) ( lists the game we selected to save over ) overwrite saved game? ( yes,cancel) load game quit current game ( yes,no) options return to game exit thats the basic list of what doom3 has, of course things will be chopped and other things added.
  6. 1st post!!! weee.. anyways.. wierd thing just happened.. i was right in the middle of debugging the quit cmd on my menu template and the power went out and back on... puter reset.. but it was after i saved the copy.. but what a freaky thing. currently im building a template that will cover the whole menu layout, it seems to be going pretty good so far. it will be a complete menu without the graphics in place, its to test and debug the whole thing, and the graphics can be added in with proper transition effects after. off to the side of the template is a debug window that shows the current status of the menu's selected and what buttons/functions are running in real time. as for the cursor, i read in a post by napalm that you just drop the new cursors in the ui/assets folder, which i did previously, and thats not working, so thats one thing thats needed to be gone over. EDIT:.. 2nd post.. i wasnt quick on the trigger.. i believe i have a txt file with the full layouts of the buttons somewhere, i'll see if i can post it. it's been ajusted from the original concepts slightly due to the actual number of options in the doom3 menus.
  7. irfanview will also open them, or you can use dds converter to open them also, http://nations.tm-exchange.com/main.aspx?a...11153&page=auto
  8. i havent redone the startup roq yet.. i have the hires image you sent, plus the old vids for the clock.. or actually.. the exising resized one i did.. that odd made, but i may have to redo it. oddity made them at 1024x738 or something... they are skewed slightly.. but i can rip em apart and crop them to proper proportions so they fit seamlessly with the new hires one you sent. other than that.. im still adding gui code to nit them altogether.. which still needs work. im building a framework which is what i wanted to do in the start, get a working template without any graphics at all going 1st.. then just add the graphics where is needed. any new concept artwork can be just dropped in over the existing ones.
  9. the model looks really good. as for the poly count.. i would think the lowest that it can go without sacrificing quality is needed, since there may be a few of them in area's and that can impact the fps... but another thing i was wondering about, is that maybe there should be a bone that extends from the hip area's on the models.. outwards.. so that things can be binded to them.. like potions/money bags.. ect.. i have tried experiments where i made a model appear at the hip area and it moved with the character, but the problem was when the character turned, the bound model would not follow correctly.. since it binds at the characters origin. if it was bound to a bone at the hip for that special purpose, it would be nice.
  10. i guess i should post an update on the main menus, im still adding in all the text headers for all the menus which takes some time since they are multilayered and there's so many, but its coming along. im aiming to present a menu with no fire/flame effects 1st since it's easier and if looks and works like ppl have concieved then adding in the other razzle dazzle can be done overtime before the final version of the darkmod comes out. i managed to take a screenshot of the broadhead arrow in milkshape and resized it to make a mouse pointer.. but the wierd part is it wont show up in game. the pointer sits in /ui/assets folder, and i thought if i made one for the darkmod ( darkmod/ui/assets ) and plopped it in there it should use it.. but it doesnt. i found out there is also a duplicate .dds one in the pk4's, so i made one of those also and added it, but it still doesnt show. im starting to think that the pointer is coded into the sdk to directly get the one in base/ui/assets... its just a guess but other than that i do not see why it wont display it. it actually looks pretty good.. just wont go in at the moment.
  11. yeah, im going to add the roq and make a test gui for it, just have to recover a bit 1st after my whiskey binge.. i need some coffee....
  12. we should discuss the menu's and whats needed and who should do what napalm, as i have been putting together the menu's but have not gotten into the real meat of the gui's, and since you said you had the majority of the old one.. you would probably be quicker to get the new style done since you have to just change some things. im sort of bouncing between all the gui's at the moment, but i would prefer to concentrate on the hud. but we should work this out and see if we can get this done quicker, im dying to see it all working in the mod.
  13. that was a quick method to test how a roq will look ingame, and not where the actual video will be shown, its just a quick way to see how things will appear without doing a gui/shader ect.. for testing. and as for disabling the id logo in the final product, and im not shure if you have discussed it before, but has anyone considered having a 'broken glass studio's' logo?, it would actually have nothing to do with the darkmod but instead just a logo/vid for the team, and that could replace the idlogo. just a thought.
  14. i always liked the idea to leave an area for a blurb of some kind, like this.. but that's the beauty of having it's own gui loader, anything can be done that the fm author wants to do.
  15. every game map has it's own seperate gui for loading, which the fm author can ( and must ) deal with, unless they choose to go with a generic darkmod one, im not saying that's how it's going to be, im saying that is how it works. every game map in doom3 uses it's own gui to control the load screen/progress bar.. ect. for its own map, and those are located in the guis/map folder. the fm author can add any graphics they want to for it, or as i mentioned, some generic one that can be used for all the maps... either way. and i thought this was the startup/initializing screen here we were covering...
  16. im using jpg at 90% quality, just for a lower image size, i did resize the overlay image to 1024x1024 for the test, since it also has to be in powers of 2, but that should not decrease the quality of it ingame, if you play at 800x600 and above. Clock Gui Test thats the gui test, to try it out, start the darkmod and in the console type testgui guis/loadtest1.gui ( edited, i gave the wrong name. )
  17. whew.. had a bit of a time combining them, that overlay is a bit oval due to the size, here is a screenshot ingame. i had to invert your alpha mask, it was displaying the clock and not the background. EDIT: i will post a testgui of it so you can test it out ingame.. after a coffee.
  18. yeah, that looks really good. i did a test also and recropped your previous clock video and it looked ok in-game also. i'll make a test with those files you made and see how well they mesh, shouldnt be a problem, but i see that image is 1024x756, but it should work out ok.
  19. the darker version of the roq will come out brighter ingame.. here is the roq i made from your earlier vid which was at 1024x768 i think.. Gears RoQ and it looks nice ingame, of course not as clear and crisp as the original. there are a few different filters that can be done to the video to help retain the clarity in virtualdub, i think that information is in the readme for switchblade, i'll recheck that.
  20. thats a good idea.. i was wondering how to do the alpha channel for that.. never occured to me to overlay the whole image. that cover the best of both worlds. the tga providing the best quality for the outside area. i guess for making good video's for roq depends on the pre-processing... virtualdub can add some to it, but to test it out in doom3 right away, another thing you can try is to make a folder in the doom3/base called /video and place your roq there, rename it to idlogo.RoQ that way when you start up doom3, your video will play in place of the id one, so you can see how well it will look ingame. that one i converted looks pretty dark, but comes out lighter ingame. ( the gears one ) EDIT: the way i do the compressions is a long way, i convert a video to single tga's and then use irfanview and batch conversion them all, since it resizes with better quality, then take all those images and make them back into a video. it may be a few hundred tga's, but irfanview's batch processing works like a charm.
  21. if you want to see what the roq will look like in the end, you can check this post here and download switchblade 3.12, which for me anyways, works flawlessly to make the roq's. i usually take a source video ( avi ) at either 640x480, 800x600 or higher and use virtualdub to convert it to 512x512 with no compression so the avi file is usually a few hundred megs, then drop it onto switchblade, the result ( after a while of it making it ) comes out to a few megs ( for a few seconds of video ) and then i test that in media player classic to see how well the video converted. it's a good program ( switchblade ), there is that other one.. roq video maker or something, but i could never get it to work proper.. plus it has an area of settings which never worked for me.. while switchblade is just drag and drop.. as long as the source video is formatted properly ( ie.. 30 fps and powers of 2 ) Post on RoQ videos
  22. if you want to make the clock more clear in such a small vid format ( like the 512x512 ) you could make your video at 800x600 and maybe the clock image cropped from the large on you did to fit that, like this.. that way the area's where the characters at the sides are still left in, and the area's above and below the clock have room for overlayed text. and the clock would look large and clear. then the avi you make at the 800x600 would be converted to the 512x512 and would still look ok, something like that.. but of course in-game the 512x512 would look like the top image, normal.. albeit.. less detail since the conversion.. but good overall. EDIT: this is what it should look like replayed back... quality wise. looks virtually the same as the top image ( the original ) but slightly less quality.. hardly noticable, but it's not a still image anyways, so there's movement.. plus all the other stuff overlayed will make it come out real nice.
  23. the video should be made at 1.3 to 1, so either 640x480, 800x600 or 1024x768.. then it gets converted to 512x512 which will stretch it vertically a bit.. but when it's played back in doom3, it looks normal with no stretching. so it should be made at one of those resolutions above.. 800x600 might be a good in-between if you feel it needs more detail.. i would think higher than that would have to much loss in detail. it's just the way that doom3 fits video's made at powers of 2, they have that vertical stretch which looks wierd when played in mplayer classic, but in doom3 it looks all normal ( since its played back at a 1.3 to 1 ratio )
  24. it does loop nice now, i know the second hand would add some depth.. but we could fake that in with an image overlayed with a clock hand, and rotate that.. in one second pulses so it sort of jerks to the next seconds. the reason im bringing up the 640x480 is that it will need to be converted to 512x512 for the roq.. and the text may not look clear. the gears one you did converted nice, but the text wasnt all that clear. i would suggest for the text, is to omit it altogether, and that can be overlayed with seperate graphics so it comes out crisp and clear. plus anything else like "Initializing menus..." ect.. the clock does look nice the way it is now, and i agree that adding more to the other area's may be to much clutter. the clock.. some overlayed text ( which could be transitioned in ) plus an opener audio track should look nice. and as for the 640x480.. im thinking which would come out clearer when converted to 512x512 video wise.. 1024x768 may come out clear as well.
×
×
  • Create New...