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Posts posted by Springheel
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Sparhawk would really like to get the lightgem into the game so he can begin coding it. Now that we have the model, can I get someone to volunteer to UV map and/or skin it? I don't think the skin needs to be very complex...it almost looks good enough without one, frankly.
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I'll add you. And anyone who has a spare moment should register on the site...we can't list anyone who isn't registered, and it would be nice to be able to say we have more than 5 members (Sapphire Scar lists 27).
edit: It says there is no user named 'lightweave' .
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I was going to post this in the news forum, but apparently it's locked?
Anyway, our Moddb profile and gallery have been updated, and we're nearing 1000 hits! Be sure to drop in and vote for our Mod as most anticipated mod.
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The image looks really nice, but if you compare it with our banner than it is quite different in style. It looks much more cartoonish then the banner.
The image in the banner was from a high-res portfolio piece that has has about six or seven hours put into it so far. This pic is a low res piece that I spent about 1.5 hours on. That's the difference (although I cringe at the word 'cartoonish').
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That's Ren's map with some textures added by BT. I don't know if it's game-ready, but it should be!
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Just a note to tell you I've cleaned up the gallery and screenshot sections, and have added some more to both.
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Ok, here's the first in a series of concept art I plan on producing. The goal with these pictures is not to provide modelling information, but to show our characters in action, and to use in promoting the mod in public.
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That sounds fine to me.
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Either way we will need a handless version, to use in the inventory screen. Could also be used as a loot item with a fancy texture.
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There are probably some objects that we will need to have at a uniform size or height so that animations work properly. Chairs, as an example.
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Wow, this whole scaling thing really seems to be a pain. Giant lamps and miniature tables. Hopefully it isn't hard to rescale it.
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One possibility is to use a version of the animation used for the PDA. A hand (or two) is visible raising it up to the eye, and then the screen switches to the looking glass viewscreen.
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Cool! Keep me posted, so I can update our 'requests' thread.
This is more like it!
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We can add all the normal shaders we could add to regular textures, right? So a specular map should probably be added to make it gleam in the light?
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Very nice!
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DO, good to have you back.
The timing sucks, as BT spent hours learning how to make those coins....
Anyway, are you back in business for the time being?
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Slow down, NH. See above post. We should be very careful about not letting our own enthusiasm dictate what we show the public. We could post something like this in our own public forums, but I wouldn't make it a public release, UNLESS it was combined with some other things, like mentioned above.
In all seriousness, if we had the following:
The bedroom map (in-game, with fire going),
The ability for objects to vanish when frobbed
At the very least, removing the D3 HUD and crosshairs
THEN, I think it might be worth releasing a new video. But not until then.
IMO, it's better to have people wondering what we're up to than it is to release things that make people (who know nothing about how hard things are) say, "THAT's all you've got so far??"
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I was only half-serious, Spar. The bedroom map is the one that's the backdrop of our website. I don't think it's finished enough to go in-game though.
I just tend to think about what kinds of things would be impressive to show the outside. What we're excited about doesn't always impress people not involved. I have a pretty good sense about what appeals to outsiders, having been one on most mods.
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BT, that kicks ass! Now, if we made a short video of frobbing a door, entering the bedroom map, and collecting a couple of these off the top of the fireplace, now THAT would be a good bit of PR.
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I agree...once it lines up, it will be great! Good job!
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Here's another:
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Here are some new paintings I've been working on (not the best lighting to show them off...)
And look, a tapestry!
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"It would be interesting to see if we could create 'AI objects' that could be interacted with by AI in the area, like a chair that they might wander over to and sit in, or a fire that they warm their hands at, or a book they look down at and flip a page. Little touches like that could add to the realism of the situation. The interaction could probably be scripted and attached to the object itself, so than any non-alerted AI (or perhaps only civilian AI) that comes near the object has a 20% chance of 'using' it.
This might require extra animation work, however, unless we stick to things that are already going to be animated.
I think the idea has endless comic relief value as well. For example, creating a wine bottle that AI occasionally stop and take a drink from, or a painting they occasionally stop and scratch their head in front of."
Just wanted to get that idea posted here. My thought was the either 1) individual objects be created with this property, or 2) normal objects can be someone gifted with this property when placed in a map.
The idea being that AI will not stop and sit in any chair they pass. A single chair would be defined (somehow) as 'AI-usable'. Any calm AI within a certain radius may be affected (perentage chance each time they come within range). If they are affected, they 'use' the object. In this case, they would sit down for a small amount of time before getting up and resuming their patrol.
We would have to come up with objects that either use an existing animation (like sitting) or could use a generic animation.
I can expand on this later, just wanted to get it down.
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I agree with the pacing issue. We'll definitely be looking at it, but I don't know how difficult it would be to make them interact with their environment more. The random paths is already something we're planning, and that would certainly help.
It would be interesting to see if we could create 'AI objects' that could be interacted with by AI in the area, like a chair that they might wander over to and sit in, or a fire that they warm their hands at, or a book they look down at and flip a page. Little touches like that could add to the realism of the situation. The interaction could probably be scripted and attached to the object itself, so than any non-alerted AI (or perhaps only civilian AI) that comes near the object has a 20% chance of 'using' it.
This might require extra animation work, however, unless we stick to things that are already going to be animated.
I think the idea has endless comic relief value as well. For example, creating a wine bottle that AI occasionally stop and take a drink from, or a painting they occasionally stop and scratch their head in front of.
Coffeetable Wip
in Art Assets
Posted
Yeah, otherwise this is going to be a serious pain in the ass. If there isn't a generic measurement we can use between programs, then at the very least we should get someone with each program to import a couple D3 models and measure them. All we would need is three measurements of the Marine: Head (6'), Waist (3') and knees (1.5'). That would give us a better sense of how big to make things.