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Springheel

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Posts posted by Springheel

  1. Another problem is the material .mtr file. I had added some new ones to mine, and then downloaded a new version from Renazatic. I either had to go in and do all kinds of swapping and cut and pasting, or just make two different .mtr files...one for ftp downloads and one for my own textures. It's a piecemeal solution though.

     

    One problem, Ren...what happens if we all make a mansion_wood_01? How do we avoid duplicating names?

  2. We should probably try to keep some kind of consistency among the menus in terms of theme. These are the possible themes I could think of:

     

    Book/parchment theme: The main menu could look like the index of a book with sub menus looking like separate chapters. Cool because we could replicate the art style of the T1/2 mission intros. Unfortunately this style gets overused a lot in fantasy games.

     

    Steampunk machinery theme: Similar to T1/2. Cool because it sets the style of the game right away, plus you get to have nifty sound effects. May be difficult to avoid somthing too similar to T1/2, however.

     

    City theme: Similar to T3, with sub-menus showcasing different city locations. Cool because it sets a tone and even gives glimpses into the Dark Mod world that would be consistant regardless of what FM you were playing.

     

    Main Character theme: Main menu focuses on picture of our Thief in action. Cool because it showcases our protagonist.

     

    Mixtures of these are probably possible, but we shouldn't have one theme for the main menu and a separate one for the submenus, unless it somehow makes sense to do so (a lame example is if the main menu has the city theme and clicking a library brings up the list of FM, then using a book theme for that menu might work).

     

    I'm partial to either #2 or a combo of #3 and 4. I'd rather save the parchment theme for intros to each FM, personally.

     

     

    We should also decide on what submenus we will need. What springs to mind for me is:

     

    Start New Mission

    Load/Save Game

    Options (Controls/Audio/Visual/Gamplay)

    Continue

    Quit

     

    I'll do some rough layout sketches tomorrow.

  3. I don't know, I was thinking about that earlier today. It might be nice for variety's sake, but it certainly isn't a priority. If we only had one body type for guards I don't think anyone would complain. How often did you run into a fat guard in T3?

     

    lol, just get in IRC. We're having a few nice discussions there and it'd be even better if you were around.

     

    Sorry I missed you guys. :(

  4. I've been doing some thinking about regular guards and have been studying T1/2 guards. My plan is to make three different kind of guard bodies (house guards, city/professional guards, and elite/mercenary guards) with about twice as many heads that are interchangable, giving us a wide variety of different looks for normal guards. I'm pretty sure T1/2 did this as well, as I've see a lot of different guards. It's amazing how cheap T3 was when it came to different models/textures for the AI.

     

    Anyway, here's the first concept sketch. I imagine these guys as the city watch, although if you take away the emblem they could be professional guards anywhere.

     

    concept%20guard1.jpg

     

    Comments welcome.

  5. Another weird occurance...

     

    Picture

     

    I'm trying to make a rug that is even with the floor, but at different angles the tiles actually seem to show over top. If I raise the rug one notch up on the Z axis, then it appears like it is about 6 inches thick, which is no good. Any ideas?

     

    (Btw, I appreciate all this guidance...I should be a more versatile team member once I learn this stuff).

  6. Thanks, Fingernail, that worked. I might learn this thing after all. :)

     

    Edit: Here's a new issue...the wallpaper, when set to fit, looks huge. You can see the actual grain of the paper. I would think that the pattern should repeat a few times in a room this size. Can this be modified in the editor, or does it have to be done when the texture is created?

     

    Edit again: Hey, I figured out how you can fit lots of tiles in one place. Excellent!

  7. Ok, if I'm reading this right, the black box is the size of the hazmat character, so this is a fairly smallish room. Why do the stone walls look so gigantic? I tried using the 'fit' button but it didn't seem to do anything. Are the textures too big or am I missing something?

     

    room5.jpg

  8. I'm a big fan of your thief model, but our intent (at least at the moment) is to have only a single model as the main character. Multiplay is something we have talked about but it won't be attempted until we have the basic mod done, and probably even the campaign. So the idea of being able to choose between different models is probably not useful. But...

     

    We do need to have different thieves in our game besides our main character. Deep Omega was thinking about using the main model minus the mask, but it might be better to use a different model. What if we used your thief model for that? It would be for other thieves, assassins, etc. (although I wouldn't make them too 'cool' with the double knives...our main character should be the coolest.)

     

    What about the other models on your site? As I was looking at them, I noticed several that would fit very nicely into what we're doing. Are they something you would be willing to donate or are they already spoken for?

  9. Hey, looking good! I love the fireplace!

     

    So would I basically just draw a smaller brush and set the texture to 'fit' that size?

     

    Looking at the editor shot didn't do anything for me, sorry. I can see that the light looks huge, but I'm not really sure why that is..... Despite a couple forays into this thing, I still haven't got a clue what most of the editor does. :)

  10. Would it be possible to do something like I've done in the Approved Concept art thread? It might be handy to have all the textures that have been fully rendered posted in one spot for easy access.

     

    I was about to start work on some different wall textures, but then I realized I might be duplicating what has already been done.

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