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Springheel's Journal


Springheel

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I'm recommending everyone start posting a journal like this. It's been a little slow lately, and it's good for team moral to hear what people are up to.

 

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In the past week or so I've done a colour illustration of a wealthy mage concept and posted two menu screens. I have a purchase menu almost done, but there's no point in me continuing on it until we agree that's the menu style we want.

 

I plan on doing some concept art for city streetlamps this week.

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  • 2 weeks later...

Posted a colour streetlamp concept last week. I'm currently working on blood-splatter decals, and learning more about how D3 does decals in general.

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I've done a few blood-spatter images and I'm working on getting them to show up in game. I've also been doing some research about how blood decals in general work.

For future reference:

 

Blood decal life can be found in the aaduffyTest.mtr

dsplat2

dsplat5

dsplat7

dsplat11

 

In the decalInfo line adjust the first constant to whatever you want. It seems to go by seconds. Default is 10 for all.

 

as well,

 

you can bind a func_splat and a func_activator or trigger to a monster and completly control the splat funciton......
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More reference information:

 

I think the blood splat decals are weapon specific, or more accurately, damage def specific.

 

If you look in a damage def, such as damage_bullet_machinegun in weapon_machinegun.def, there are the following:

 

Code:

  "mtr_splat_flesh"  "textures/decals/dsplat2"

  "mtr_splat_flesh2"  "textures/decals/dsplat5"

  "mtr_splat_flesh3"  "textures/decals/dsplat7"

  "mtr_splat_flesh4"  "textures/decals/dsplat11"

 

 

It selects one of these splat decals at random.

 

If you want to use some system of the splats being enemy-specific and you don't want to meddle with the SDK code, perhaps one way is to have the monsters use different surface types (different from 'flesh'). Then you could set the decal to match the surface type which matches the monster.

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  • 3 weeks later...

I haven't been as active as usual lately. I've decided that paying work has to take precedence over non-paying, and I've gotten a commission for a book cover that will keep me busy for a few weeks.

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I didn't say I wouldn't be working on the mod. I said I wouldn't be as active as normal. I'll still be doing character concepts as needed, updating the website and doing all the organizational drudge work that needs to be done for the models. But I've passed up paying work for the last year in order to work on the mod and I've decided I'm not going to do that anymore.

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Yes oDD, some people have to pay bills... :rolleyes:

 

Spring, good luck with the cover, you'll have to let me see it when your done :)

 

Kevin, if you get in contact with Renz (just join us in irc some time) he said he'd like you to try out the necromancer concept ;)

I'm going to live forever, or die trying.

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Yes, but Kevin, take a good long look at www.thief-thecircle.com, in the thief concept art sections to get a good feel for what Thiefy charcaters should look like.

You architecture fits the thief mood perfectly, but characters you've done in the past just don't look as thiefy.

Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

character models site

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