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Springheel

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Posts posted by Springheel

  1. I was thinking last night about the most effective way to get some of our models into the game for testing purposes. Then I remembered that our plan was to use some of the zombies already present in the game (since the model and animation are already done) with modified textures.

     

    I've also been looking for ways to try my hand at skinning. So in a brilliant flash of synthesis, I thought I would try my hand at creating custom skins for one of the zombies. Since I'll be modifying something that is already created, it won't stretch my limited skills as much, and we should be able to use it fairly easily in our mod tests once I'm done.

     

    However, I need someone's help, because I have absolutely no idea where to look for the relevant files. I need the UV map, the texture map at a minimum...I can make my own normal and specular (if they even use that).

     

    Can anyone tell me where to find those files? I'm thinking of the thin zombie with pants and no shirt (although the fat one will do in a pinch).

  2. Re-drawing them can give us our own style. And avoid some person playing, going "hey, they ripped off that image from blah", and ruin immersion for them

     

    Well, keep in mind that these coins will be slightly bigger than a thumbprint. Not exactly something that's going to be that noticeable, even if there are history students playing. (the only people liable to recognize coins from the 18th century....) :rolleyes:

  3. Agreed. One could be silver and one gold. And then there is that funky egyptian one we could always include for foreign coins, if it matters.

     

    On second thought, that might be silly...chances are you won't make out any of the details anyway.

  4. I think it looks great.

     

    One of the things we might have to consider is that some textures will need to go in more than one spot. If we are organizing them by 'environment' (like mansion, castle, etc), then many will be useable in more than one.

     

    Otherwise, we'll have to make very large folders, like "Stone surface".

  5. Don't you think it might be better to shift the street to the side. As the Thief being pressed against the wall observing the guard. I don't know how that would look lik as a menu background

     

    The overall concept right now is radially balanced. I couldn't shift things to the side without screwing up the balance.

     

    We could let the torch flicker.

     

    Well, I was thinking we would use our own city picture...that one is just a placeholder. Ours would hopefully look a little more steam-punk and less medieval. But we could always have moving parts in the background.

     

    When the player moves the mouse to a button we could probably let the hand follow accompanied by a heavy mechanic sound.

     

    Sure, something like that would be good. I added some gears around the clock (will look for more) and they could move as well when things are selected.

     

    For loading screens, could we do something where the clock and title remain, but the background changes to a screenshot of whatever map is loading? The hands of the clock could keep track of the loading time.

     

    Something like this:

     

    loadscreen1.jpg

  6. I had another idea while I was working on this. I realized what the above version was missing was a middle-ground. The clock is foreground, and the city is background, but there was nothing in between.

     

    Looking at BT's latest wall (very cool) made me think of a city street. The tunneling effect that I liked so much in Ren's parchment picture could be created by a city street using an in-game shot. This would accomplish a few things:

     

    1. It gives an immediate feel for what 'our' city is like.

     

    2. It has lots of depth (artistically speaking)

     

    3. It showcases the engine graphics right away.

     

    4. It's fairly simple, and doesn't require tons of art production.

     

    5. It can still capture the feeling of the player 'being' the Thief as they look at the menu (at least to some extent).

     

    The version below obviously uses the T3 picture, so we'd have to create one of our own. But it gives you the idea.

     

    What do you think? Should the clock still be a part of it? If I can put some gears around it that could turn as options were selected, that might be good.

     

    menu13.jpg

  7. Why don't we use actual historical coins, to keep the feel of the time period? I found several victorian coins that are ready for use, including this one:

     

    http://www.btinternet.com/~petercoins/images/pc41.jpg

     

    Edit: a few more:

     

    http://www.coinimages.co.uk/images/1871sov...hieldrev240.JPG

     

    http://www.coinmag.com/article/20STGAUDENT.gif

     

    http://www.georgetown.edu/faculty/ballc/oe...ethelred2-r.gif

  8. Ok, Pak and I have been swapping ideas...goldfish too. Stealing from both of them, I've come up with this:

     

    menu12.jpg

     

    The title would have to be bigger, and the clock needs hands, but what do you think so far? I think something needs to be added to the sides, but I'm not sure what.

     

    Comments welcome.

     

    Btw, Pak, what did you do to the font to get that effect? I've tried duplicating it, but can't get it exactly.

  9. You see? That's what the PM tool is for.

     

    Or just reading. ;)

     

    I'm getting nowhere fast with this concept. Remember how I said menus weren't my strong suit? Well, I've been spending lots of time on it with little to show for it, and at the moment I think my time is best spent elsewhere.

     

    I don't know if that was too obtuse.... I haven't been able to do anything with the concept that I like. After many many hours, I'm no further ahead than when I started, so I'm leaving the menu to other people.

     

    I'm happy to advise or tinker with other people's concepts, but I don't have the time or expertise to do one from scratch.

  10. Ok, to go along with our Mansion Pack, we're going to need the models that are required for basic play. Things like our lightgem, weapons and equipment. Just like the other thread, I'll post links to reference pictures and record who is doing what. Stars in front of the object mean it has already been spoken for. Completed objects will be highlighted in red once they are uploaded to the ftp site.

     

    Please sign up for anything you are interested in.

     

    (update: Jan 15th)

     

     

    HUD Elements:

     

    ** Lightgem/compass -- TYROT -- WIP

     

     

    Weapons:

     

    ** Short Sword -- DeepOmega -- WIP

     

    ** Bow -- oDDity

     

    Noise Arrow

     

    Rope Arrow

     

    Equipment:

     

    ** Flashbomb -- Deep Omega -- WIP

     

    ** Holy Water Flask -- TYROT -- Example

     

    ** Potion Bottle -- Fingernail -- Example #1 --

     

    ** Explosive Mine -- TYROT

     

    ** Gas Mine -- Atti

     

    Flare

     

    ** Looking Glass (telescope) -- -- Fingernail -- http://www.scientificcollectables.com/page_telescopes.htm -- WIP

     

     

    Lockpicks

  11. Are you interested in doing any modelling of furniture? Right now we are in need of people to create objects like sofas, lights, and books. If you're interested, I'll petition Fingernail on your behalf. :)

  12. Alright, I'll try to set that up for what we've already got.

     

    While we're at it, does anyone know a good 'skinning for beginners' site? I've made simple skins before, but usually just by working with a precreated shape. With a little bit of information I might be able to help out in that area with simple objects like coins and plates.

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