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Springheel

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Everything posted by Springheel

  1. I'm not sure how gracefully he took it...he's shown up here under a psuedonym now, still pressing his case. It's pretty sad.
  2. Anytime you want to stop posting here, Aditya, that'd be swell. Of course, it you have nothing better to do...well, that's just sad.
  3. I think we should stay away from recognizable electric cables and plugs...that's too modern for Thief. The box with the switches is cool though.
  4. Something I hadn't thought of before now, but should we be putting hinges onto these textures? The handle I assume will be a model.
  5. For you, probably. I'll go as far as I can on my own and then hit you up for some help.
  6. Ok, I got no help on that issue, but I managed to find a clunky way to get around it. So for the time being I'm back on track. Here is our readable book image from inside the GUI editor: Now comes the difficult part...the actual scripting.
  7. It seems like some of the sites overloaded their bandwidth. We're getting it straightened out.
  8. Hmm, for some reason I didn't even notice the fifth leg when I posted the reference pic. I think it would look better without it, personally.
  9. Well, if there are any on the list that you have already uploaded to the ftp site (or CVS), let me know. I don't check them off just from the screenshot. But you guys are damn hard to keep up with.
  10. DF, this version is SO much better. You have balanced out the areas of interest now, and the knocked arrow helps direct your eye around the image. Great! (love the window, btw) My only crit is that the bowstring looks like it is attached a little too far down the bow, other than that, this baby is ready for distribution.
  11. Our game is inspired by all three Thief games, although we are leaning towards the atmosphere of T1/2 in most cases.
  12. Apparently, D3 already has a lot of dirt decals made, so it' just a matter of applying them to the floor/walls or whatever.
  13. Wow, oDDity...I can barely communicate how cool it is to see these go from conception to animation. "And Thou, Master Builder, didst raise the feet of thy humble servant above his head. And so did he do a most holy flip."
  14. We should get rid of my painting textures...they will look like crap compared to oDDity's modelled ones. Besides, I have 12 new ones to upload that use his modeled frames.
  15. That should be easy...didn't they already work that way in D3? You just make them sit by their web until the player comes near, then....
  16. oDDity, another question...just how does this image with only one part of the frame manage to skin the whole frame? I have a dozen paintings ready to go, but it just occurred to me that my colour changes to the frames may wreck something if it doesn't work the way I imagine it does.
  17. Wow, awesome news, oDDIty! I remember the very first time I played Thief, in the keeper training area, when I came upon my first guard. I saw his silouhette in the darkness, and then thought, Oh my god, he's actually shifting his weight back and forth! I was extremely impressed at how realistic that felt.
  18. A couple other generic animations I'd like to see: Standing (a slight sway back and forth like T1/2...a tiny thing but hugely immersive, rather than the stone stiffness of T3) Drunken standing? (mostly for guards, but could be applicable to servants or cooks) Turning around (rather than the spin 180 on a dime T3 method) Turning head (we need this for searching and suspicious, but it would also be nice if the AI just randomly turned their heads while going about their business, as if looking at something. Would be great if we could sinc this up with other AI in the area, so they look at each other while greeting.) Climb stairs Sit down/stand up Doubletake (that thing they do when they realise they've been pickpocketed...could be a variation on surprise, I suppose). Holding torch/lantern (would only affect certain animations)
  19. With the fading textures and scripted light effects, that should be possible, though it would be a lot of work, no doubt. Something cool for our campaign, perhaps?
  20. But will a bread texture be clear enough for a small object? Won't it make it just look like a brown rock?
  21. Something like this: http://math.uc.edu/~chalklr/My%20Photos/Wi...en%20Spider.jpg or this http://website.lineone.net/~nigin/images/M...bigger%20ns.jpg
  22. Actually, unless it's a classic bread shape, I'm not sure that people would know what it is. I'd probably guess it was a rock, personally.
  23. I don't see why the clocks couldn't keep accurate time...what's the longest mission you ever played inside a single building? Five hours? Six? Plenty of time for it to still be night.
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