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Doom3 Mod Lynch


Mr Mike

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I've just sat through a small video detailing some visual effect techniques in the Doom3 engine for a total conversion called "Lynch" from http://server13.download.filefront.com/gur...db/CCTVhigh.wmv

 

Though not directly applicable for the style you guys may be heading for it certainly gives a good impresion of how powerful Doom3's engine is and how a few simple procedures can add tonnes of atmosphere to a mod and I was wondering whether you guys had considered or developed anything along these lines?

 

For example, if there is security systems somewhat similar to the watchers in T2 but this time it could be possible to crack in to some sort of rudimentary guard user system. I don't mean to imply creating a user skill to "crack" it but just frob the item and see what the watcher is looking at.

 

There's a lot of possibilities there and I think it'd be nice to have devloped systems and gfx before the mod is released for fear of every small mod group creating their own style and becomming something of a mishmash with no continuity.

 

I'm sure you guys have thought about this as one thing I was particularly impressed by in the recently released teaser video was the underwater distortion effects and I'm guessing this is created along similar lines... just wanted to bring it up for discussion :)

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Indeed.

 

I did some Googling and found it here:

 

Low res:

High res: http://files.moddb.com/3031/download-lynch...-creation-over/

My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares.
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A problem with it is that some of the distortion effects are artifacts of recorded video. Specifically, that scrambled band crawling down the screen that you see on damaged VHS tapes.

 

 

I didn't really want this to be a discussion on the merits and drawbacks of what this guy has achieved in the context of what he is working on, which is basically a Manhunt mod for doom but get into a discussion on what is possible with the engine and/or what people want to see in this mod in terms of full screen visual effects.

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If there are going to be steambots, then a combo scouting orb thing and remote control could work - you could walk the steambot around, blast open the heavy door, then go back to player character and get through!

shadowdark50.gif keep50.gif
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We also have a contributor option where you make something (whatever it is you're good at) and contribute it. This is a nice option if you don't have much free time as well, since it might take you 6 months to model a wagon wheel or program some feature, but in the end we're still glad that you gave us that wagon wheel or feature (okay bad example, we already have a wagon wheel).

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We need help in all departments (except voice acting). It's mostly based on skills. We find out what skills people have who want to help, be it modeling, animating, whatever, then we look for a fairly low-priority task in that department (because for whatever reason a lot of people offer to help and then disappear forever).

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  • 3 weeks later...

re: It looks almost as if more time was spent on that masturbatory trailer than the effect itself

 

opinion is your own perogative, and while to be honest I can appreciate and emphasise with why it may appear this way I asure you that self-glorified masturbation plays no part in any of the work created for lynch. If I wanted that i'd announce an "epic ambitious team based multiplayer sci-fi horror" mod for Half-Life 2 with a selection of poorly conceived sketches (which isn't that far from lynch actually), 2 untextured low poly meshes taken directly from the 3D app, a web site on freewebs and a Lord Of The Rings length list of over ambitious, inpractical aims for the mod accompanied by an equally long list of required staff members while all along promoting myself as the god of all mod projects :D

 

as it is the aim of said 'trailer' was to give people who were interested a general overview of how such an effect was created, which i tihnk (or atleast hope) i managed when watched alongside the dev HTML which covers the subject a little deeper. As I say though I can see how the way in which this was done may come across as pretentious and self glorified, but I was only attempting to achieve a balance of thoroughness and accessibility.

 

Since you mention it though yes the trailer did take far longer, mainly because my skill with Adobe Premiere is equal to that of a flea.

 

 

re: A problem with it is that some of the distortion effects are artifacts of recorded video. Specifically, that scrambled band crawling down the screen that you see on damaged VHS tapes.

 

 

This is something i've taken into consideration. Although I won't go into it too much now (1, i'm boring 2, it'll become clearer through the mod 3, i'll probably discuss it in a later update) but in terms of the mod's universe and the context of your position as the player, to some extent the idea is that the footage has indeed already being recorded and you're watching it back.

 

May sound like a cop out but this concept is actually pretty integral to the development of the narrative.

 

 

Either way regardless of praise/critisism i'm glad to see people found it worthy of comment :D

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