Search the Community
Searched results for '/tags/forums/much zombie/' or tags 'forums/much zombie/q=/tags/forums/much zombie/&'.
Found 33081 results
-
IF anything, it's too big, this isit in comparison wit the player arm. It's much bigger than the T1, 2 or 3 BJs. It's about the size of his forearm. THe strike is also fast enough IMO, it's just a blur as it is. Anyone else think it needs speeded up?
-
Just saw the animation for the blackjack. Really nice. But the model is not that great. It looks quite small and as if our Thief is holding a masked banana. Also the strike is much to slow. How can this be speed up?
-
Ahhh, that would be great Dom. I already tweaked the tired time to be bang on with Thief 1 and 2. It settles in nicely at 12 seconds. Seems to be much longer in Thief 3 for some reason. Guess they were trying to make it easier on the player.
-
lol, you worry too much. I wouldn't have a problem with it, and I doubt anyone else would. So feel free.
-
I have probems with my internet..sometimes i cant connect to certain sites..i dont know what causes that,.. so... WIndow: ..i mapped it,it looks like it would work but that F**n DAMn normal map just looks like Shit..no mather how much time i spend correcting its damn cage ..and again..i give up..here is the window high/low in .3ds i just dont have practice in making Uwv...thats the deal:) i searched for tuts but most of them wasnt really good..what would be good for me is video tutorial..anyone knows of any good? window02.max
-
Hi guys, thought I'd introduce myself. I'm Kristian and I'm from the "cold" country in the north (Sweden). I've been modding since 1992 and I don't see an end to it at the time. I actually hadn't played Thief until a few days ago. (aside from a one map conversion for Doom2) Tyrot was talking to me about how awesome Thief 1 and 2 was so I went and bought Thief 2 (Thief1 was nowere to be found). Anyway, I'm rambling on. I just wanted to say that I am very intrested in your mod. Finally a team that seem to know what they have in the Doom3 engine. I was looking at The haunted mod and A terrible secret before as they were making mods that would really benefit from the dynamic of Doom3's lighting, but they both changed to HL2 engine for some strange reason. And I don't have HL2 (I played it through though, great game but the engine wasn't much to build a mod on compared to the Doom3 engine IMHO). Anyway, you are one of the mods that I'm looking out for. Keep up the good work.
-
well to be honest the window looks IMO better with the ps-generated normalmap. your normalmap is much too clean - it doesn't look real anymore. and BTW you have to invert the normalmap for D3 - means you need the exact opposite of your normalmap, but I guess you can adjust that in the normalmap generator.
-
In addition to just running around with third person, body awareness means you have to link all the animations to the environment in ways that look right.. climbing ladders for example, you have to put a hand on each rung, etc. This is why (I think) TDS always "sucked you in" to those situations, because it always played the same third person animation starting with the same initial conditions. Also it would require animations for swimming, creeping, arrow shooting, etc etc. Would you guys rather have a T1/T2 style game done faster, or a 3rd person supported game that takes another 6 months to produce? The majority of Thief fans didn't seem to get all that much out of playing in 3rd person anyway. Sorry if that didn't make any sense. I'm very tired right now.
-
Sorry to nitpick, but it was pretty much a shortsword in T1/T2 also.
-
RE to sparhawk: I am just trying to see what I can do with the mapper, I am not too good with it right now, and so I was thinking that the best thing would be to use what I do know (making "curves"; basic optimizing) and what I did not know yet, but learned pretty fast (like the X sided brush), to make a map that needs just these things. And I didn't want a map that was a cube room with curves around the edges, and just stuff standing in the middle as detail (i.e. I didn't want this to look like any other 1st map). So what I have done was going to a place with screens of games (Gamespot) and choosing a nice screen that looked like it used the things I know, and then I began to replicate it. I am doing this just too see what I can do, and to get some experience, so I can some day make stuff. As I have once said here I am a hobby designer of stuff (websites, small games, homes(especially mine), other stuff...) so when I saw DOOM3, which is an engine with so many features that I can use to make something look "cool", and with such flexibility so I can actually include stuff other engines won’t allow (like the in-game computers, it's a key to make a game "Immersive"), I deiced that this would be the time to start working with games, and maybe making MODs. So yes, if I will get to a point at which I will be able to make good looking, functional maps, I would probably try to remake some thief maps (actually my plan is to make maps that have the same fell, and some of the same features, but are set in a shiny (i.e. "futuristic") or gloomy (i.e. "horror"/ lovecraftian style) world, with either lots of new challenges, or a different atmosphere, like people that are always spooked, and maybe different sets of events, as the world mechanics are different. One problem I do find with this is the fact that I suck at everything right now, and I also have no textures, and of course I have no idea how to make new ones (the first step is the hardest). But I will learn and in the end I will probably make something, especially when TDM comes out. ------------------------------ I believe my computer is a bit below the minimum requirements of the game(i.e. I got only 256 RAM), But I have a GF3 equivalent GPU, so the game runs at about 40-50 FPS most of the time, but I guess the textures and other stuff are pretty much on the lowest setting (I still have all the advance options on, but I get a 3-5 sec "lag" time when entering a map, but that's it, I play the game with no other slowdowns)
-
I still would prefere something more distinctive. Like a mounted cog where the rope is wound up or something. Screw realism, when it can not be realistic anyway, it can be just as well something that looks good. I guess when somebody sees this arrow he will think that it is much to fat, and never would consider that this would be a rope arrow with the rope being inside.
-
Yeah. I don't want to rui my monitor by making it to bright. Now that you mentioned it, I took a closer look and noticed them. But I guess they could be much brighter.
-
When I run D3 I can run it rather smoothly. But for all the claims that HL2 runs much smoother on even worse hardware, I have all kind of hickups when I enter a new section, while in D3 I usually don't.
-
I'm playing through T2 again now also, and I just wanted to mention how much of a pain it is to jump to that high crate with the rope arrow in Shipping & Receiving. It's even more of a pain to do it without alerting anyone... had to settle for a minor alert from the guy on the ground 'cause he caught a glimpse of me slowfalling down. But to get my hands on a rope arrow again, it was worth it.
-
hmm... sorry, but I don't know enough about actual bug trackers to be much use in that area. Seems like a simple addition to a db. Maybe if you can find one written for a PHP/MySQL install, it would be very easy to modify. Heck, it might be as simple as an extra column in a table, with lookups to another small category table.
-
I can't remember the exact Zbrush workflow I tried to be honest, but it's just good practice to make sure things are working right in Doom before putting too much effort in. Usually things will ONLY work ONE way in Doom, do it another way and you're fucked. I did the bow animations in Maya before testing them out in Doom, and then realised the bone hierarchy and parenting/pivot points I'd setup were wrong, and didn't work in Doom, so I had to rig, weight and animate the whole thing from scratch again) Which 3d app are you coming from with your low poly model? Wghatever, we're working in lightwave objects now, so at least download Deep Exploration from www.righthempisphere.com and convert you're model to .lwo You can just put your model in as a static for now to look at it. I like to add a func_rotating and attach the model to that and set the speed to about 20 so I can see the lighting changes of the spec and normal map as it spins. I wrote a tut in the tutorials section of this forum about getting models into Doom, and there's also a video tut I made which deals with normal mapping in Lightwave as well on the FTP.
-
Yeah right, obsence for a thief to carry the sword for killing people, but ok for him to use it to batter down doors when he has lockpicks or can be arsed finding a key or just bater on them for fun to make a noise and wake everyone up. . Whatever way you cut it, a sword is about as much use to a thief as a condom machine is in the Vatican. Of course we'll still include it anyway, because [irritating sarcastic whiny voice]LGS had one[/irritating sarcastic whiny voice] too many so-called thief fans enjoy rampaging around with it, becasue they just can't get out of the FPS mode gamers have been indoctrinated with over the years. So, considering I place FPS fans just slightly below orangutans in the evolutionary scale, I don't think we should be consdiering their needs in this game. If you knew me better hippo, you'd also know I was Thief: Deadly Serious about no sword)
-
I thinik maybe you should try the normal map in doom before putting too much time into it. The n-maps I tried to make in Zbrush looked like shit in Doom.
-
As a good/patriotic german i must say the Far Cry Engine is the best engine overall... Beside the joke IMO the Far Cry Engine is really the most progressively engine from these big 3... This engine is also capable of dynamic lighting as well as D3... they used it not as much as the D3 ID people... and it´s quite superior in outdoorscenes... and has also better KI routines implemented...
-
I don't think having something like a 25-50% chance (if you're good) to kill one guard in a one-on-one battle is "giving too many choices." Surving two guards at once should be much less likely though, maybe 5%. I don't mean that these numbers are hardcoded in ... just that's about how it should go when we balance everything. That seems consistent with the spirit of the earlier games, that let you maybe kill one guard before his buddies come to kick your ass
-
With that beam of light the image is now much better balanced. It removes that empty spot on the right a bit, what I talked about earlier. Though I still think that a partial visible window would also be in order on the right side of the wall.
-
I've been using Flash since v4 hit the market, and been on the beta team for every release from 5 on. I've run a Macromedia user group for the last 4 years. I've only ever done an intro one time just to play with some animation techniques, which were heavily script-based. And that was offered as a 'goodie' on the site... The vast majority of sites I've developed with Flash use it to configure content easily. Only a few are meant to be eye candy. Over time, it actually becomes easier to develop robust, rich sites in Flash very quickly, especially when dealing with dynamic data and small animations (buttons, etc). I view Flash as a wrapper for content, whether it's a website, game platform, or mobile device application (yes, X-box games have used Flash as a menu interface, and many home automation systems are using the Flash API as a configurable interface, much like the context-sensitive consoles on Star Trek: TNG). So, Flash should be viewed as a front end that doesn't have the same browser compatibility problems that CSS, JS, or even HTML has. If the player is current, it looks the same everywhere and acts the same everywhere. And the player is a tiny download, which is usually included in most browsers today. Anyway, I'm not trying to push Flash, just trying to give some information to hopefully eliminate what I see as an unfair bias. Back to the subject at hand - I think something like Mambo wrapped around this forum software would be an excellent (and pre-buit) solution. It has lots of content editing features, and some of the modules are built with the idea of having a CMS or versioning system online. There might be some bug trackers out there, already, or one could easily be integrated once the features are built.
-
VD, we really need to see these rendered in some other program, because they are impossible to evaluate as is. This looks totally 2d to me. edit: much better now, thanks.
-
Those ape-men (which were originally rat-men) were not pagans, they were just 'pagan-friendly'. The pagans are basically men and women who worship gods of nature rather than the Master Builder. Just like in our own history, they clung to the old ways and beliefs, having a much closer relationship with nature and the elements than city folk. In the Thief world, that includes a close relationship with elemental magic and mystical creatures like rat-beasts, bug-men, etc. I'd prefer leaning more towards conventional celtic and scandanavian mythology for our pagan beasties, but there will be lots of time for those concept pieces later. I just happened to have the one above handy.
-
Whenever I finished playing Thief in the past, I always enjoyed going back and having a little rampage session. Having the sword was fun. It wasn't necessarily an object for killing, it was for defense. I could block blows. The dagger, well....pretty straight forward what that was used for. It's an instrument of death, not defense. Didn't much care for that.