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  1. 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??"
  2. Guest

    I'm An Insomniac - Cant Sleep

    I can't sleep, I'm to tired to do anything, my eyes hurt so im wearing shades (at 4:00AM, no lights) and my monitor is set to high contrast (everything is pitch black, apart from this blasted website.. eyes..). Man, I am seriously going to be fucked tomorrow.
  3. If you look for some tutorials you can learn the basics in a few hours. It is really hard to learn when you just want to experiement with it, without looking at a manual. Fomr the big apps you can usually do a lot just by clicking around. Not so with Blender. On the other hand, the interface is asboluelty streamlined to support the workflow. If you learn the keys you must use you can do a lot of stuff in a short time once you are used to it. I saw on the blender forums that there are now also video tutorials available. This might be helpfull. Search on D3World for "blender tutorials" and you can find them easily, there is a direct link to these.
  4. I know what you mean and you are of course right I have to investigate how to do best this in Doom3. AFAIK, you can have animated brushes (like doors etc, and it is really great that you can animate pretty much anything!) and models (like monsters). Not sure yet which technique would be best for the machines, though. Do you have a model of a simple machine that I could try to animate, say like a power generator? In similiar line, do you have a model of a lever (to switch lights on/off). If you already got buttons/levers working, fine, if not, I could have a go at such a system. As a warmup
  5. Yes, we are using 1.1 as far as I know. There is very little documentation, you kind've have to spend a week staring at the code to start to understand the inner workings (thats what I had to do at least). src/game/game_local.cpp seems to be the "outermost" code that calls everything else when the game starts up, when you load a map, etc. For leaning and player movement, you might want to look at the src/game/Player class, which inherits src/game/Entity class (which is huge because it applies to any "entity" in the game, players, lights, AI, etc). I don't know if that helps at all.
  6. Actually I like the level of bloom in the screenshots there. The first one hardly has any "blurring", only the brightest lights seem to. Since Thief is so dark, it'll probably mostly look like that screen shot. The 2nd one really looks blown out, but I really think it SHOULD. That is right next to the huge window that overlooks the mars landscape. So of course the sun would be really bright coming in that window.
  7. I finished the highlight for doors and changed the behaviour for items as well. Now the highlighting works in a uniform way for all entities. As you can see on the screenshot it may not be to nice for ingame, so I would need a texture that can be used for the highlight. Currently I simply use this one for testing: base/textures/base_door/doorlight_grn.tga http://forums.thedarkmod.com/index.php?showt...st=0entry4929 I think the texture should probably be just a white one so that it will brighten up the object in a uniform way but with lower brightness. Probably a moderately light gray. If you want to test the texture you can do the following: I used the frobTest.map. In materials/custom.mtr you (Renzatic) added this material description and I added this texture to it. Textures/Dark_Mod/Mansion/Doors/Mansion_Door02 { qer_editorimage Textures/Dark_Mod/Mansion/Doors/Mansion_Door02_ed.tga diffusemap Textures/Dark_Mod/Mansion/Doors/Mansion_Door02_d.tga specularmap Textures/Dark_Mod/Mansion/Doors/Mansion_Door02_s.tga bumpmap Textures/Dark_Mod/Mansion/Doors/Mansion_Door02_local.tga { // if ( parm11 >= 0.5 ) blend add map textures/base_door/doorlight_grn.tga colored } }
  8. Don't model them yet, oDDity. I've got some concept art to post as well. We should spend some time on these guys to get them right as they will be prominent in the campaign. It's not like we need the model for the first milestone or anything. If ever there were a model to not show off ahead of time, this would be it. At the moment, GIMG, the outfit looks a little too anachronistic. It looks very western to me. Coming up with an outfit for these guys is the challenging part, although I think I've found the right hat, at least. I'll be able to post it in a day or so. edit: As far as weapons go, I think they should use something more mysterious than just a fancy dagger. I don't think the Thief should ever wind up in hand-to-hand combat with them to begin with...the moment you kill one half of their mystery will be gone. However, if they must have a hand-to-hand attack, I would have them use some kind of overhand slash that is so fast you barely catch a glimpse of a glint of steel. You never get to see exactly what hit you, whether it is a knife, claws, or something else. I don't think they should ever be seen holding a weapon. For a ranged attack they could simply make a throwing motion at you, and seemingly from nowhere a half-dozen needle-like projectiles come your way. Also, I don't think we should literally show their feet off the ground...we just have their robes fall to the ground, but they move smoothly across as if floating. So we don't know exactly HOW they move. But it looks abnormal. The more things left up to the imagination with these guys, the better. I also thought it would be cool to give them the ability to increase the darkness around them, as if they are able to banish light from the area. Someone has already achieved this effect with the D3 engine, essentially making a reverse lantern. Our thief wouldn't benefit from this though, as they can see perfectly in the dark anyway. It would be a great effect for the player though, making it even harder to get a good look at these guys, and harder to successfully fight them. In fact, I think if we do allow hand-to-hand combat with them, if you win, the entire body should just be gone when the lights come back up, so you're never sure whether you actually killed them or they just disappeared to come back later.
  9. My suggestion would be to incorporate the style that BT has used into the minimized Gem oDD. Essentially it's just a trimmed down version of the full compass. We had settled on that style in an earlier light gem thread, best to keep it simple at this stage. We're hoping to get the rotating compass in ASAP. The angle of the gem you presented is pretty much bang on with the angle I demonstrated earlier. From this angle the tip of the compass is visible, but does not point too high in the air. If you would be willing to incorporate BT's design into your existing gem oDD, I think we would be able to put this to bed. Finally. I'm not sure that we need to have more amber in the light though, the color you have used is softer...I like it. If you do add more amber, perhaps only just a smidge. I also don't think we should add more specular to the gem, ingame it draws attention to the fact that the gem isn't affected by lights, in my opinion. Once that is done, we just need a reduced poly version of the compass with the texture. Right now it's at something like 4000 faces I think. I'll get that packaged up once it's finished and send it to Spar so he can get the compass ingame. If you have any trouble with the FTP, just send it to my gmail address, tgormley@gmail.com The work that both of you have done to get this finished is greatly apprecated. I can't thank you enough.
  10. Just a little test, works great ingame. Spar is working on doing a real 3D check of the lights instead of the current method. This should clear up a lot of the issues, but as it is it works fine. Just a quick screenie from a test I did with oDD's version. oDDity, I think you were right about the darkest setting needing to be a bit darker. It should be almost completely black. That being said, looks great.
  11. Springheel

    Prelates

    I like the glowing, though I would have that happen only when they are alerted, not all the time. We could make them like the plasma gun in D3...lights up things very subtly, if they are very close. They don't need to operate like torches. Although they *could* during their search phase if we liked....
  12. Nice . I really like the fact that you re-introduced the alert thing from T1/2 (the little red lights). Not many thief-style games have that (T3 does'nt, neither Nightblade, etc [Though Thievery does]). --Dram
  13. Guest

    Best Of Luck Dark Mod Team

    Hi this is bad marine ass from the Planetdoom and doom3world.org forums and I just thought I'd stop by to wish you guys good luck. I'm both a Doom and Thief fan, and I can't wait to see what happens when the 2 games get married I'm also a solo modder (current project is Doom 3 Aftermath), that means I do most of the work by myself like mapping, modelling, coding and texturing, and since I'm relatively new to the modding scene, I hope to learn more from teams like yourselves and I'm sure I could help out a bit with you guys if you're too busy or anything. Best of luck to the Dark Mod!
  14. Hey I would like to personally thank you for your help on the doom3world forums for various questions I have asked. Thanks for the support and the help! Good Luck on your mod!
  15. Thank you very much. I was really in need of this information. I am woundering, I am now trying to replicate this, as I can not continiue the other thing until I get the textures done, which may take me quite some time. But as the basic DOOM3 texture packs got some industrial textures in them, I can pretty much mess around with this, + I don't need to find models for the light sources (as DOO3 has hanging lights, but no Theiflike street lamps). So I am woundering, will it be ok if I post my "progress" here? I will not be offended if you do not wish me to do so, but I do not wish to ganerate any "SPAM" by posting topics/posts that people here do not wish to see.
  16. The model looks really good only the lighting is bad. IMO with the proper texturing this window will look really good. You should not use THAT much light. It looks quite overbrightened which makes the model look more flat. Using three lights, one major lightsource, one on the oppsite side with only small amount of light to brighten up the shadows and one small one from the back should help make the model look much better.
  17. Sure, you can tackle the nobleman. Be sure to check the concept art thread. http://forums.thedarkmod.com/index.php?showtopic=344 As far as the technical details, that's outside my area of expertise. You'll have to ask either Deep Omega or oDDity about that. As well, oDDity has made available a male and female template which I am encouraging people to use as a base for our characters.
  18. Why oh why wasn't this posted on our forums!? Congrats oDDity.
  19. We will need a loadscreen as well. I just added it to the GUI design document. So please start thinking on some concepts. http://forums.thedarkmod.com/index.php?showt...st=0entry3674 Do we want this to have a simple progress bar (like it is done for D3 levels)? I could think that the ornamented bar, that Springheel was showing for health/stamina, could fit rather good. On the other hand I must say that the original design is much more interesting to look at. The one with the clacks and whirling hands, not the boring one from T3. What I have seen from the GUI screens sofar they contain no machinery. Maybe we can add some as this is an important part of the Thief universe and atmosphere.
  20. The unlit version looks very good, but the lit one looks quite strange. First of all. Why would I see a lit window from inside a room? Maybe that is why it looks so strange to me? Also the windows are rather large, and the center of the light is in the middle. Wouldn't it make more sense to put the brightest part more to the top? Such large windows would probably be on a large room also, so I would expect that lights are more on the ceiling. Don't know, what exactly it is, but somehow the lit version is not that great IMO.
  21. Ok, we have had plenty of discussion of what the lightgem should look like, and I think we have reached a consensus of sorts. http://forums.thedarkmod.com/index.php?showtopic=48&st=25 Now what we need is someone to actually create the thing. I would be willing to do it, but honestly, I'm not quite sure how. Is this going to be a 3d model? If not, how is it going to be animated? I know it's not as simple as just making a single image in Photoshop, but someone is going to have to explain how to approach this so that we can get going on this.
  22. Gah! Omega, check out the 2 page discussion on this very issue: http://forums.thedarkmod.com/index.php?showtopic=43 We came up with a number of reasons why this might not be feasible and/or fun.
  23. Or the other thing could be that the shop is a pre-mission map. The question is if this adds really fun if you have to do it all the time. On the other hand it serves as a testbed for map creation. http://forums.thedarkmod.com/index.php?showtopic=43&st=0 I have a pretty good idea how this could work in terms of game mechanics as it would have been a part of the city section. If there is interest in this I could write up a description how I think it should work.
  24. Great! So it had some effect to do this work. When you post it, please make a new thread though. Makes it easier to keep track and when I look through the forums to collect the consensus for the design.
  25. Great! Could you take look here http://forums.thedarkmod.com/index.php?act=ST&f=3&t=285 and assign or create some concepts for the other screens as well?
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