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Springheel

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Posts posted by Springheel

  1. Spar, I have a question about resolution. You've said that Doom3 resolution is at 640x480 (or something like that). So why is it that when it is stretched out to 1024x1280 (my monitor's resolution), it doesn't look pixelated? Is there something specific that needs to be done to keep it looking sharp?
  2. We should have lots of different sounds for opening doors, and for locked ones, and then we can select them randomly. In terms of assignments, these sound effects are probably more immediately useful than dialogue.

  3. Really? I didn't realize it was already in Thief. Things I'm thinking of, like the sound of a water arrow hitting something, or a torch being put out, always sounded the same every time (at least in T3). Even footsteps did, AFAIK, unless the kind of flooring changed.

     

    I would love to see multiple versions (min: 3) of the following sounds:

     

    water arrows

    torches going out

    broadheads hitting surfaces

    sword impacts

    jumping (landing)

    being injured

    doors opening (a biggie, this was always the same for each door type)

  4. I was reading through some of the SDK development kit, and noticed that Doom3 supports random sounds. That is, there are half a dozen different sounds for bullets hitting a metal surface, and the engine randomly picks one each time it is triggered.

     

    I noticed in our list of sounds, we haven't specifically talked about multiple versions of a particular sound(other than dialogue, of course). Do we want to do the same thing? And if so, for what kinds of sounds?

     

    I personally think this might be a great idea for things like water arrows (heck, even noise arrows), or other sounds. Opinions?

  5. Well, I've downloaded Wings too, so I'll look at them both. Just from what I've seen with the Blender plugin, though, we can very easily work from the same character template for human models.

     

    A good question to raise now, is do we want to? I think there are probably some benefits to working with models that are basically the same size/shape. All the animations would be re-usable, for starters, and it makes it easier to swap skins/heads, etc.

     

    On the downside, it might make things unrealistically uniform if everyone was the same height and weight. And some individual style might be lost if we are just using default templates.

     

    I'd like input from people who know more about modelling and animations than I do. What do you think about using templates?

  6. Ok, well, how about I give you the bowl and plate models to start with?

     

    plate ref= http://home.southland.net/~bettyg/mattprat.jpg

     

    (probably more for the skinner)

     

     

    Those kinds of easy things I could probably skin myself, I just need the UVmap.

     

    I was thinking of trying out some modeling myself, but would really like to work off of Oditty's templates to keep things consistent. I also learn from disecting things as well so I think it would really help to have a perfect specimen to work with.

     

    Any interest in doing objects in the meantime NH?

     

    (Also, check with Sparhawk about that blender template he was talking about...we shouldn't rely too much on oDDity, since we don't know if/when he'll be back.)

  7. Hmm, that symmetry is really annoying. The head looks great from the side, but from the front the pattern on top reminds me of darth maul.

     

    I think it's looking really good. I'm glad you are using the T1 zombies as a reference...are you going to be able to add just a hint of pale blue colour here and there?

     

    We're going to have to get a nice little map going to show this guy off when he's done. Perhaps Ren's crypt. :)

  8. I think you should probably stick to the programming stuff, personally. You're our head programmer and the most productive programmer we've got on top of that. It doesn't matter how many models we have in the grand scheme of things--the code is the most important.

     

    Now, if you know you absolutely need to have a break from coding, and it's a choice betweeen modelling and watching tv, then that's different. :)

  9. Hmm, some bones showing through would be nice anywhere that the model is thin enough (like the chest, etc). I think he should have skin most places though, just very rotted. Almost mummy-like.

     

    edit: when you get a chance, could you upload the head dds to the ftp site? I'd like to compare the before and after to see what you did.

  10. Looks DAMN good BT! I say it's definitely scarier than the original. Looks like it's been rotting in the ground for a long time.

     

    Edit: BTW, is this a naked zombie? I don't remember any in the game, but he doesn't appear to have any clothes on...wait, is this the model for the children of hell? If so, good choice!

  11. Looks very cool to me. Is that the actual model?

     

    <laugh> Looks like the body is mirrored also...he appears to have stigmata. :)

     

    That's a pain in the ass, especially for zombies, who need lots of mucking up.

  12. Do you still want to work on the zombie skin, or shall I try it ?

     

    Well, when I open the zombie .dds files, I get this:

     

    zombieskin1.jpg

     

    I don't understand what the significance is of the repeating-into-infinity images. I also have a hard time telling what image belongs to what body part. I think I'm going to focus on the skybox for now, so if you'd like to tackle this, feel free.

  13. :P We've been planning on using the zombies since forever.

     

    As far as using them for civilians, I don't know. I think we will want all of our human AI to have a consistent look and feel to them. It's something to consider though.

  14. Yes, this is a 'feature' of Doom 3. The faces are mirrored, often with a VERY UGLY seam down the nose...something Carmack has commented on being a combined fault of him and the artists.

     

    Well, that's a bit of a pain, especially for zombies. What do we do in order to make one with a bit of rotting on one side but not the other?

  15. Ok, I've been playing around and have learned to make basic skyboxes. Here's one (I didn't do the graphics).

     

    skybox1.jpg

     

    Next step is to create a night-time one with a city-scape on the horizon, for use in the city maps. We'll need one for our main menu graphic.

  16. Of my current list of modellers:

     

    Deep Omega: has logged on at least twice this week, but has not posted any replies to the pms I sent him.

    oDDity: no contact for at least three weeks

    oofnish: working on coding at the moment

    Jay Pettitt: still without regular internet access last I heard

    alan9000: unsure, he logged on in the last few days but no updates recently

    kyo: told me on Monday he was available to mod, but hasn't posted anything in the modelling forum like I asked.

    Fjonan: no word for over a month

    Phantom: no word for over a month

     

     

     

    So yes, I would say we have bit of a problem. I'm not entirely sure what to do about it.

    Especially since, AFAK, we don't actually HAVE any of the models they already finished. Just pretty pictures of them.

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