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oDDity

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Everything posted by oDDity

  1. I had alrady something inspired by the City Guard helmets modeled up for nightblade guards. It has a bit more shape to it I think, but I could add the rivets and abit of detail.
  2. I've discovered better compression techniques now anyway, it doesn't look as good, but it's smaller. TYROT, I'm uploading a normal mapping tutorial to the FTP now, also it shows getting the object into doom. It's not as good quaity as the last one, but it's only 4MB.
  3. I think you should make the coif, arms and legs chainmail though, and the hat is a little broad there, he almost looks oriental. These guys obviously wouldn't be BJable, what with that big helm.
  4. JHving trouble uploading it, it always seems to fail at about 12 MB. Don't know if it's my shitty 56k AOL connection or a limit on FTP file sizes. I'll either have to slit it into pieces or wait till I get my DSL connection (hopefully before Fiday. Also I noticed the Flash movie looks like slow motion and pretty jerky since I had to encode it at 8 FPS, but it's worth it for half the file size. BTW, Tyrot, I look forward to reading your morning bouts of insanity - it keeps me sane!
  5. Ok, I'm uploading part one 'laying out the basics' now to the Darkmod/tutorials' folder on the FTP. It's 30 minutes long and going to take about 4 hours to upload, since it's 60 mb and I'm still on this damn 56k:/ I encoded it as an swf flash movie, since it's half the size of an avi encoded with xvid and better quality. Just click on the html file to view it in a browser. The main point at this stage of the modleing is to keep the meshes as low poly as possible. Part 2 coming to a theatre near you soon!
  6. Ahhh, it's so much simpler as an artist, we just have to show some uber images and we're in
  7. oDDity

    Memories

    Yes, but you have to understand, I'm on a mission to nerf the blackjack, or at least balance it, give it a few cons, the only current one being that you have to be right beside the AI to use it (which, let's face it, isn't that hard) So, an AI becomes unBJable the instant he hears or sees anyting suspicious - no 'what was that?' line first. This means that yur sneak up on an AI will have to be absolutely perfect for a knockout to work. AI with helmets cannot be knocked out - that makes no sense whatsoever. If you take out more than two AI on a level, all the AI on that level are constanty expecting trouble and are very wary, their sight and hearing are far more acute so they can no longer be BJed. I don't think a player should be able to taff through a level knocking out all the AI with no inconveniece to himself.
  8. Bookcase and arrow looking really great BT. Maybe you should texture all the funiture. I have a desk I could upload for texturing - the one in the 'more objects' thread. YOu could do all those objects if you want. No pressure)
  9. oDDity

    Memories

    That doesn't mean much though, you could still knock an AI out after he'd seen a corpse, so what does 'never lose his unsuspecting alertness again' mean in real terms? I said in another thread I think we should make the all AI go to level 1 alert when two or more AI are 'dealt with' by the player (they can't be BJed), and the more AI the player deals with the higher alert the AI go to (permenantly)
  10. Just to prove to spar, it doesn't matter what you do with models, as long as they are triangles doom will accept it. Here's half the belcher model I thew in ((to textures yet) just to show you.
  11. Hehe, it's not a problem, just turn the image around on it's side with the frame along the top or bottom and you've got you're landsacpe version) It'll still fit the model just fine.
  12. Who cares if they like it. We're making the game, so we should lead the horse instead of letting it lead us. All this 'yeah but the gamers expect this, and gamers expect that' is exactly what leads to stagnation and the current crop of generic titles that roll off the production line every day. We should, first and foremost make this game for ourselves, not some 'average gamer'.
  13. oDDity

    Burrick Wip

    THe reason it looks like a T-rex, is becasue it is a T-rex) I'm modelling it for someone else, and he actually make a joke that I could always just it as a burrick for TDM - I thought that's not a bad idea actually, may as well kill two birds with one modeling session. I tend to agree though, I should tweak it a little. I think I'll make it look a little more like GIMG's concept.
  14. Go to http://www.righthemisphere.com and dwnload the free trial of deep exploration. It'll convert any format to any other format you want.
  15. I agree with TYROT. I don't think any aim device is requied , not even a crosshair. THe crosshair stays in the center of you monitor anyway, it's not that difficult to imagie where the centre of the screen resides, now is it? I generally what this to be a hardcore mod anyway, though I understand it has to appeal to your generic neanderthal FPS fan, who probably can't be bothered dragging himself away from shooters long enough to shave the palms of his hands, nevermind appreciate a good stealth game. Trying to appeal to this type of gamer is precisely why T3 sucked.
  16. All you have to do is resize it in any 3d app. The best thing to do is to have a Doom human character impoted to your 3d app so you can get the scale right first time. Objects cn also be scaled in the editor surely?
  17. oDDity

    Burrick Wip

    Well the small ones could just be baby belchers, protected by a fierce mother perhaps. Young reptiles look identical to adults anyway.
  18. Yes, those bows are super TYROT. We can just export models to max or maya and do the animations there, they both have exporters. Mayybe by the time we actually need it there may be an exporter plugin written for lightwave anyway, but even so, all the charcaters animatons will be done in max anyway I think. Heh, I'm waiting for the next version of FPrime as well, it'll be able to use shaders and post process effects, that means G2, sasquatch, glow, etc!! Though Fprime's motion blur and DOF is far superior to lightwave's anyway. Steve Worley is a fucking genius. Imagine what he'd do if he were working on the lightwave team.
  19. oDDity

    Burrick Wip

    What scale do you think it should be?
  20. A weight map probably (with lightwave objects)? THat could be very useful, where did you hear about that?
  21. I'm not sure that would work, are you sure you can assign shaders to a model based on alpha clipping? Doesn't it just affect transparency? YOu can put the alpha mask in the alpha channel of the diffuse texture, there's no prioblem there.
  22. Heh, you won't believe just how easy it actually is) You'll all be saying 'ah so that's how he did that priest that we all thought was uber, jeez I could do that myself in half an hour now!' It''ll also double as a lightwave modeling tutorial of course.
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