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ok! never mind my last post hehe... just found out how to do that
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You mean kinda like this? Granted, this isn't an attempt at a finalized version. It's just a "mockup." I didn't have good ocean wave sounds to work from. I actually made the ocean wave sounds long ago and have just mixed them in here; nothing much more than that. Bottom line: Done for fun. Schatten's amb_desolate with ocean waves added by DF
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So you haven;t played Shadows of Amn? THat is by far the best BG game. You're missing out if you haven't played it. It is a very long and quite complex game, but that's just value for money)
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Well, Theo has not made anything yet for the mod, but here is a sample he sent me some time ago that people asked me to post here: Undersea1.ogg He will start working on the footstep sounds shortly. So no one else starts doing that right now m'kay?
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Thanks for the idea MrDischarged. I sent google my email to keep me posted (as you can't download it there ) and so I'm waiting for them to post me . BTW, I'm ready to send it to whoever wants it here, so if you want it then just tell me PS: Thanks for being dedicated to the Thief community (Nightblade has'nt updated since late July last year ). --Dram
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Hey no worries, at least i know where i stand. TBH i would'nt be interested in skinning other peoples models, i would only be interested in texturing my own stuff (just to be able to control something from start to finish, i hope that makes sense). So you can count me out of doig something like that even if i was good enough. Anyway thanks for your time everybody, and as you suggest springheel i might put up a post in a few months with some work and see if you guys could use anything then. Good luck with the mod in the meantime
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Like I said before, they're for silhouette mode (you gotta be allowed to hide somewhere , so the streets are the logical choice). Glad you like them NH . Yes I do have MSN, just gotta set it up (have'nt used it since I installed XP), so I'll just set it up and then tell you. Thanks for going through all the effort btw, I really appreciate it . So I'll PM you later then NH and when I do I'll post here that I did (just to be sure). --Dram
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Yes. That was the idea. At least here this is no copyright violation as long as you don't distribute it.
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I can do mapping (not sure of how good it is though, as I always tried it for Thievery but always ended up with an extremely slow running map [cos I made all the things like fences out of brushes not masked singular brushes] so I always dumped them and did'nt bother much. UnrealED really knows how to anger me as it loves to add irrepairable BSP holes - AARGH!!!) so therefore I don't know of the quality. I did try D3 mapping in the original editor (not using the sdk) when it came out. Had a good try at mapping but then my windows2000 caught the "skynet" virus and I had to re-install. After that I could'nt play D3 anymore (unless I'd re-install) so my mapping went down the drain there. Though I will install D3 and give it another shot even with this new sdk. BTW, gimme a couple of hours to find which files I have changed from the original Thievery so that you guys can have a look at my whole mod (if you bother going through it ). Just a qiuck overview: *added better splashy water-effects for everything *added GUI lockpicking (gets super-hard once your above lock difficulty 7, though it's not finished yet, gotta do more combinations for the 8 pin locks) which is heard by AI. *added wall-climbing (a bit annoying though, all it does is that as a thief when you jump and press jump again in mid-air it puts you into spider physics, there are controls to control it [i will write them in the readme with it]) *changed the loot so that when stolen, it spawns a TSTStolenLoot thing (which the AI notice and also [if you turn it on] you can see it as a redish circle) *added bleeding (inspired by Thief's "Trail of Blood") which happens when health drops below 50% (at below 20% your movement is hindered) which can be stopped by taking healing of any sort. *added silhouette mode ([mentioned earlier]always on, could switch it off in script though) which changes the player's texture in black shadow to total black (had a glowing problem) and in light to a normal texture (also made it use the Unreal Male1 model as the thievery model always was spread out [bad for silhouette]). However, if you move too fast in shadows you will light up like a light bulb (inspired by the fan made "Ultimate Difficulty mod" for thief) and the player glows a bit (so that any human player may see him ). *Changed a lot of textures (like the health drops, lightgem, etc). *and more... I could not however even touch the ThieveryMod.u package (think it was made in C++ or other) and that hindered the editing extremely as I always had to find a way around. So there you go, most of the changes I made to Thievery. I'll provide the files, maps, textures, etc (everything that is needed for the mod). Though it will take a few hours to sort it out (very untidy ) and then I'll chuck it up on yahoo. Oh yes, one more thing. I did do a small amount of Doom 3 lighting (in that map I tried mentioned earlier), but I'll need to learn more about it (downloading the sdk for a start). So yeah. I'll post here when I've finished sorting the files of my mod and have them chucked up on yahoo. 1 final thing: Please remember that my mod was made solely for LAN play and that it has it's fair share of problems (the climbing, for some stupid reason, does'nt work with more then one thief in the map - gotta fix it) and that some of it was made to prevent the dumb thing in Thievery where you could hide in a slanted wall or in the tiniest strip of shadow from human players (could'nt fix it for AI ) and that the mod was made mainly for ghosting (as I do that all the time - hence why I used the Ultimate difficulty mod in Thief) That covers all of it then. If you read up to here then you are very patient and I thank you . PS: If you wanna use any of the stuff I added into Thievery (textures, sounds, ideas, etc) then please, go right ahead. --Dram
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Nice darkness, mine was just a gear and spring mechanism that's knocked foward out of a lock when it impacts, and can just be pulled back and spun to reset it. Yours works just fine though, i don't think i'll post mine up. One critisicm, should it have a broadhead tip? It might be seen as useable as a weapon if it does. Either way, great work.
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How do you expect to be accepted into a mod team without showing any work? All we knew about you is that you can half model a tree. Why didn't you post that zombie in the first place? That zombie is good work, but an extremely high res ZBrush model by the looks of it. Are you confident you can normal map it and reduce it to 3000 triangles? Also, can you do your own texturing? There's a shortage of texture artists around here. I'm glad to hear you don't take things personally, because you won't improve much if you do
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Ok, cool. Here they are... (The first screenshots are from my version, the second ones are the original. Please note that the shadows in my version are very dark because of the silhouette mode and that I wanted the lighting to be creepy-ish, so excuse their overly-orange-yellow look.) The map I'll use here is Th-Bourgeois.unr: My version: umm, er, this may sound dumb, but I can't paste it into the post, nor can I put them as attachments for they are each 1.25 megs. I could shrink them, but they'd look bad... AAARGH!!! Please help!!!
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You should post screenshots here all the same, if you have them online somewhere.
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Zbrush is primarily for the initial low poly work, and then again for the ultra high poly work to get the normal maps from. I use Softimage|XSI inbetween, and for the final low poly optimisation. As said in my post, that tree is approx 30 minutes work and all its for is to see if springheel was happy with the initial layout of the branches. So please dont judge me on what i already said was a far from finished model. I would estimate what ive done to be 5-10% complete. Ive been modeling for a little over 6 weeks, 90% of which has been spent learning the tools. I have an unfinished zombie model HERE & HERE if you really want to take a look. But i say again this is not anywhere near finished so please spare any more criticism until it is. I am not offended, but i do think you are being unreasonable, youve decided you dont like me so you rip apart half an hours work as if i'm passing it off as a final model, i already said that i'd like 3-4 days to finish the model before you guys judged whether i might be worth having on the team. All i ask is that you wait until i supply final models before you critique what im doing.
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I started over with it again, so if you check out the low poly pic above it shows the new tree with some more branches (i'm wary about adding too many). I'm gonna get some sleep now, but i'll update the post again tommorow when ive had a chance to add some detail.
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Ok great that'd be fun to try, ive never done a tree before. I'll make a start tonight and post some early WIP shots so you can tell me if i'm going too stylised with it. I'll also make a few other little bits and pieces for you guys to look at just incase i find that i can't do trees lol. Just a few animals or something. Cheers
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well we can switch jobs if you want? i have made more than enough trees for memod so i can handle them quite good:D about the pm..it does but somehow it didnt warn me that i got new messages..so i am reading them a soon as i finsih that post.. could someone setup the forum so it displays the new messages warning in the main forum page and not in a Popup window?
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What? GTA (1) is the greatest game of all time! (Ok, maybe not). I actually have an original disc which I'm very proud of. Too bad my two latest machines haven't been able to run it properly. Also, Scorchedbee, sorry about that last post. I couldn't help myself.
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! Hehehe, I love AvP2 The Predator is cheap in MP though - too hard to see even though he's my fav character, I don't use him there. Funny that you mention it cos I just started re-playing it about 2 days ago lol. I really hate the disorienting wall-walk though. In AvP1 it was really really good (did'nt put your face up your ass on a 90 degree bend ) Wish they had done it better in AvP2. Man, in some spots the lighting is done really well (sometimes even better then HL2 - though that's a long shot). It would be good to see an AvP mod for D3. Though I doubt that would happen.
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I'm not sure what you mean by that. I don't recall ever being able to crawl under a table in any of the original Thief missions or in Thief DS, but maybe that's just a problem with the static meshes. Still, isn't an average table about 2.5 feet (.76 meters for all of you people with real number systems) high? Is our thief really short enough to fit under that when crouched? Anyway, I could see a lot of different uses for crawling--you could conceal yourself in low foliage, hide behind a low outcropping, get under a low platform or a bed perhaps...imagine, you're in a bedroom, you hear footsteps approaching so you duck under a bed, only to have the person lie down on the bed...wouldn't that be a great pickle to get yourself out of? Granted, again I don't know if it's even possible with the D3 engine or worth the time and effort, but I don't think it would be a useless skill to have. I might agree that tapping on walls isn't really necessary, as long as you have some other method of diverting a guard's attention. Did I read somewhere that you guys wanted to give the player a bag of rocks he could throw? That seems like a pretty practical alternative. As for hanging off ledges, it seemed like a gimmick in MGS, the king of gimmick games, so I can't imagine that people like OdDity would let it pass.
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Yeah, a per-area noisyness method seems like it would be the most efficient, CPU-wise. You might be able to take it a step further and 'fake' propagation of ambient sounds to AI with the noisyness values if they're dynamic. The most simple way I can think to do this is: Say you've got a room with a noisy thing in it (room A), connected by 2 doors to 2 hallways (rooms B and C). (I have no idea how large the typical 'area' is, large rooms could have more than one sound zone i guess). Suppose the noisy thing in room A is initially off, and the FM author writes a script to turn it on. When the noise starts in room A, the script changes the 'noisyness' variable in that room, then checks the state of the doors to B and C, and changes 'noisyness' var in rooms B and C based on whether the doors are open. Then you'd have to attach a script to the doors so that when opened or closed, they would check the state of noise A, and adjust noise B and C appropriately. Doors or doorways could have a variable for how well they transmit sound (maybe they already have that variable for use with sound propagation to the player) So to summarize, thru brute force scripting, each 'noise on or off' script would go thru and adjust the noise in adjacent rooms, checking the state of all the doors, and each door when opened or closed would have to change the 'noise' variable of adjacent rooms too, checking the state of 'noise generators' nearby. This could be done entirely by the FM author if each zone just has a dynamic 'noisyness' variable. I've got another idea for a more complicated system that could be built in to the mod itself, but I'd rather not make (another) huge forum post. Is there someone I can email or PM some psuedo code to? Domarius, are you working on the sound propagation system, and could I message you some psuedo code as a suggestion?
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Sorrya bit of a bad post last time so i'll try again. I can do a bit of anything really but im not too hot on coding. i have made a gta mod named REALGTA3 which was my labour of love as it took over one and a half years to complete i did it soley on my own and it was downloaded over 100,000 times of my website. I have also created morrowind mod named Velayia which was about the what happened to the elves and dwarfs as they keep being mentioned in morrowind but you never see them, so i created a large island with elves and dwarfs and a unique storyline of why they retreted there. I have also created a few songs in my time for REALGTA and VELAYIA but they both really needed some work. I have created sites for both mods but they are not functioning as of now.
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Hi, I just signed in. I have been a long time Thief Fan. Only 1 and 2 not 3. I would first like to say YES! about time a real Thief was done. This is just one of the many questions I hope may be answered. A key ring would allow the player to put his keys on the key ring (like a certain old mod ). Maybe the player would have to thumb through choices on the key ring like a seperate old style item chooser (the bottom right corner). This way the keys would all be in one place. I am not for the one click Master Key Ring though. What do you think???
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Here is a fast character concept just for fun. I thought I might as well post it to see if any ideas could be salvaged, but if none can, thats fine just the same.
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btw if anyone has some nice,unique concept pics of chandalier that would fit with the mansion setting than plz post a link....or shall i simply go and make a t2 style one?