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Springheel

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Everything posted by Springheel

  1. Springheel

    Plate

    As long as we can make is shinier with a specular map, then that will be great!
  2. Some of those are missing reference pictures at the moment. Before you do the weapons, let me check with another member who is working on getting new weapons into the game...I can't remember if he is doing the models or not. I'll post shortly. edit: Ok, he's working on the programming but is just using placeholder models. If you'd like to start with the blackjack (here's a good picture to work from: http://www.thieveryut.com/weapon/blackjack.jpg ), I'll try to get reference pictures for the bow and holy water flask shortly.
  3. I updated the website and our moddb gallery with oDDity's new model shots. I've also created a new banner and have added us to the Top 100 list of Doom 3 mods over at moddb.
  4. Springheel

    Plate

    Nice one. Can you do up a 'loot' texture as well? Something shiny.
  5. Your pictures above, NH, nicely illustrate my problem with the tilting compass. At that angle (which would be when the character looked slightly upwards) the compass is unuseable, and the gem is barely readable either.
  6. Granted. I think he would, as well as in the rain or other cold environments. Plus it makes figures MUCH easier to draw when they're wearing cloaks, as you can hide all the annoying details like limbs and stuff. For these pics I want to showcase as much of our character as possible.
  7. Wasn't me. I haven't done anything to the forum's appearance. Although I also see the borders.
  8. Nice to meet you, Tyro. Great stuff. And welcome to The Dark Mod. I am already impressed by your enthusiasm. I'm the Art Division Leader, so we'll be working together, no doubt. Take some time to read through the different developer forums and bring yourself up to date with what we have already done. When you're ready for some assignments, just let me know. (and you'll find the average age here is fairly high...I'm 32)
  9. I do all my art digitally now, except for the occasional landscape piece in oil just for fun. You know, I can't think of a 3d game that has characters with cloaks in it. Anyone know one?
  10. You know, it's a good thing we get along Spar, because we almost NEVER agree on gameplay ideas.
  11. Nope. Not only would cloaks not be practical thief-wear (they get snagged on things and knock things over), but they are a major pain in the ass to model. (Though I do love the look of cloaks in general.)
  12. Our Thief in action. Thanks to BT for technical advice.
  13. Fair enough, but that still means that you will frequently be unable to see the part of the gem that you need to see without having to adjust your POV. I would guess about a 30-40 degree range up and down would be unusable. I don't want to have to change what I'm doing *in-game* to get a good look at the HUD. Too obtrusive, and for too little benefit. If people are worried about losing their sense of perspective, then just include a 'straight ahead view' key.
  14. But it doesn't solve the problem of not being able to see North. In fact, the more spherical you make the gem, the more of a problem this becomes. Let's face it, most of the time you are looking straight ahead, and an edge-on view of the compass is useless. I don't want to have to start looking up, down, and all around to try and get a good glimpse of my compass or lightgem. They should simply be static, as they were in T3. I never had a problem determining whether I was looking up or down in T3, or in any other FPS with modern graphics.
  15. There isn't going to BE any tilting, remember? If it tilts, then you will have angles from which you can't see the gem, or angles where you can't see the spokes. The gem should stay at the same level at all times. But I think a model would be easier than 2d images for that part.
  16. It has to be lit from a non-game source, otherwise you wouldn't be able to read it in the dark. I'm not exactly sure how this is done. Perhaps it will be lit with a fullbright shader or something. I don't know. How are the little inventory items and healthbars going to be lit? I don't quite know what you mean. Do you mean for the turning of the compass? I suppose it could be done that way, as long as it isn't too jerky. You'll have to talk to Sparhawk about how that would work best. It depends on how he plans to code it.
  17. No, no part of the lightgem is affected by in-game lighting...it's part of the HUD only. If you want to make it affected by the gem's light, like in your example, that's cool.
  18. We will only see the model at one angle...the second of the two pictures I posted above. That's pretty much how we want it to look in-game. As for whether that's done with a model or bitmaps, I'm pretty sure the compass-ring has to be a model for it to move around, but I'm not sure what the plan is for the gem. That's Sparhawk's domain.
  19. In terms of the textures, that's perfect. And Sparhawk will be able to use this for his tests no problem. In the actual game though, we want to use the lightgem oofnish did (or a replica, if his model is no good). The second one has the north spike as a slightly different colour, so we can tell them apart. edit: Maybe I misunderstood the post above...is that just a gif example, or did you make a model like that?
  20. Spar has done a bowl, but it's more of a cooking-style bowl. We could still use a soup-bowl.
  21. The model is shown in this thread a few times: http://forums.thedarkmod.com/index.php?showtopic=292 The actual model itself should be on the ftp site.
  22. No, it's the North American one (if they're different). I'll scan it when I can get ahold of it. edit: here's the article: http://www.mindplaces.com/save/nightblade.jpg
  23. Well, let's make sure we don't reinvent the wheel. Can't the lightgem we have just be added to so it works?
  24. It's coming together very nicely, BT. Pretty good work for a newbie! We should probably put a specular map on this to get a glossy look for the wood. Right now it seems to absorb the light a little too much. Once we get the size just right for this chair, we should use it as a base to model all our other objects that might require sitting animations.
  25. Hmm, tried the codec, still nothing.
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