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Springheel

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Everything posted by Springheel

  1. I didn't think much of them either, although there WERE medeival doors with locks in the center. I'd prefer we stuck to the lock by the door. Our animation team will have to take a look at how that will work, of course. Actually, if we use the T3 style lockpicking mode, then we could pick locks at virutally any level. We wouldn't have to worry too much about clipping if we don't use 3rd person view.
  2. Yeah, he really doesn't need to know anything specific...we'd probably just need the graphic image. I suppose we could come up with our own retro-thief menu...if someone would like to take that on, that would be great. Something steampunky like the T1/2 menu.
  3. Well, I've gotten a few requests from people asking for direction in terms of concept art. I think what I'll do is post a few things that we need to have done and see if there are people willing to do it, for the moment. Currently, I'm going to put god_is_my_goldfish in charge of designing the arrows (since he has already done most of them, as well as the mechanical player tools (mines, flashbombs, etc). He has also requested the Belchers. I am currently working on character designs, including a few new Builder sketches. From there I'll move onto city guards and the like. What I'd like some volunteers for is: Player weapons: the sword is done, but we need sketches for the blackjack and bow. Main Menu: rough sketches of what the main menu might look like Beasties: We will need some kind of craymen or kurshok-like creature. Should be basically humanoid...something that could live underground or in pagan environments. If you can think of something that would suit D3 models/animations, so much the better. Environments: Any type of environmental sketch is good as a way of inspiring our texture artists and future mappers. Other things will have to wait until we sort out our priorities in the other threads. I'll update these later. If you would like to volunteer for what's already up there, please let me know.
  4. Something like that, but I'd prefer it if it were angled a bit. I noticed a piece of jewellery my wife had that looked like it might be useful. The pic is a little blurry: If we can combine something like this with your and Pak's idea, I think we'll be set.
  5. Having a master thief who has to look down at a ring to see if he is in shadows or not stretches my disbelief further than having some icons on the HUD.
  6. I don't think we should be thinking of the lightgem as something our Thief actually carries. He wouldn't need a piece of equipment to tell him whether he was in shadows or not. It's purely a tool for the player. So far, I like Pakmmanen's version the best. It doesn't look like it would have to take up much room, either. The only concern would be making sure you can see the arm that is pointing in the direction you are facing. Reading a letter might be difficult at that size, but we could always use the Red=North method used for the compass in T1/2.
  7. And can't movies be made with the in-game engine? That way we can use the model for cutscenes.
  8. As I posted elsewhere, if it's magic, it can have any sound trapped inside. The sound of footsteps, of whistling, of a few words spoken, etc. It might be neat if the sound was randomly picked from a list each time the arrow was fired. And once the crystal is broken, the sound is gone. No resuse. I kind of like the idea of a magic noise arrow.
  9. Hey, these look great. They're more like the T1/2 style then the giant crystals of T3. It would be cool if we could add a heat-haze effect to the fire arrow.
  10. Oh, that's true. But that's not the only example, so it's still worth bringing up.
  11. I'm starting to see a disturbing trend here, of people not being aware of what other people are doing, meaning we are getting duplication and contradictions. We need to address this, I think.
  12. No, I meant about the balaclava for the lower half?
  13. I think I'd prefer a right-handed character...easier to relate to for most people. Colours look good (though stark against the white background). What's going on with the face?
  14. We already have the short sword finished and modelled. We should try to avoid duplicating what has already been done. And yes, I think the plan is to include burricks (or "Belchers" as we'll call them).
  15. Ok, so I thought these were supposed to come out at the same time. Where the heck is the SDK?
  16. This is looking good...are you going to be adding the face covering? I love the sword. You know, I know I've drawn the quiver over the left shoulder, but if our thief is right-handed, I wonder if it shouldn't be over the right shoulder instead?
  17. Yeah, maybe we should agree on how we want the arrows to look before anyone spends lots of time working on them? I think the noise arrow looks cool as well, but I also vote in favour of crystals for the elemental ones. I agree about the gas bombs too. If we have gas arrows, why do we also need bombs? We could go back to gas mines if we wanted, since they are different in gameplay.
  18. You know, patterns and designs are not really my strong suit. I usually just do a search online for interesting designs and make a simplified version. Here are some simple celtic designs that would be apprpriate, I think.
  19. Here are some pics from my reference library that might be useful: Medieval books
  20. Ooo, nice and thiefy, if we can get rid of the crack.
  21. Very nice job. Re: the glow inside the arrows, I like those too (though the glow for arrows other than fire should be quite dim, so they don't give the thief away). But that is a lighting issue, as I understand it, not a texture one.
  22. The back of the shoulders needs to stick out more....it should stick out further than the buttocks to avoid a more feminine look. It is looking much better though. So this is not for our mod, but for something using DromEd?
  23. Looking very cool. I don't know if it's just perspective at work, but the sword looks a little on the small side. From tip of the blade to the end of the pommel should be about the same length as one of his arms (about 2.5'). Right now it looks like he could barely fit his hand around the handle. Love the shape though.
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