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AluminumHaste Application Thread


AluminumHaste

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I would like to help anyway I can, but after seeing some of the pro stuff going on around here, I'm not sure wether I'm any good.

I'd still like to help anyways. I've been interested in this mod since I first heard about it.

I have some experience with; Maya, 3DStudioMax, Wings3D, UVMapper Pro, Radiant (Most variations), Image editing software (Photoshop etc.), coding (C++, C#, Java, VB) I recently graduated with a 3 year diploma in programming and system design.

 

Some of the stuff I've made is pretty amateurish though:

http://www.lancersreactor.com/t/news/TLR_C...gory=Freelancer

A randomizer for commodity location and price, ship location and price

 

http://www.lancersreactor.com/t/download/d...oad.asp?id=1771

A ship I made for Freelancer (Modeled in 3DStudioMax, textured with photoshop, uvmapped with UVMapper Pro)

 

I already applied for something, anything with this mod team.

Some screens of something I threw together for this mod over the last 4 weeks. (I made all the textures in the screens)

 

shot00004on4.th.jpg

shot00008yj1.th.jpg

Edited by AluminumHaste

I always assumed I'd taste like boot leather.

 

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Well to tell you the truth, the level you made is not all too great (sorry :( ), but the textures you made seem to be very good and actually have good normalmaps :)

 

Also, the more coders the better imo. Have you seen the D3 SDK?

 

LOL it's a house with three rooms, how great can it be?? :rolleyes:

Thanks though. Some of the normal maps need to be redone though, as they are too deep. And I need to tweak the spec maps, they make everything too shiny.

I always assumed I'd taste like boot leather.

 

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The texturing and lighting in those level screenshots isn't very good I'm afraid... not that I could do better, I'm more of a programmer than an artist. :)

 

You say you have C++ programming experience. Maybe the programming department would be interested in seeing what you can do with that side of things?

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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Here's some feedback:

 

It looks like you made the normal maps straight from the diffuse maps. That rarely turns out well. Try making a general grayscale heightmap then have a grayscale version of the diffuse in a different layer. Then change the opacity (10% works well for me) of the gray diffuse for the detail.

 

A lot of textures don't require specular. Those are mainly useful for metallic objects.

 

Experiment with texture alignment on the map.

 

Architecturally the map looks very strange. Try to recreate something from the real world.

 

The models look blocky, especially the chair.

 

Well, there's my two cents . . .

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You say you have C++ programming experience. Maybe the programming department would be interested in seeing what you can do with that side of things?

 

I'm not a programmer, but it looks to me like we could use some more programmers around here, since most of our really active ones are working on DarkRadiant, and the coding jobs are piling up. :)

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I dunno about most - OrbWeaver is, but I haven't touched DarkRadiant in weeks (uni :(). Don't let my active forum presence fool you...

 

But yeah, I agree, I just don't want to second-guess anyone. :)

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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That's because there are no models. Everything in the screenshots is brush work. ;)

Yikes. That's, uh, not exactly standard practice. :)

 

What kind of programming have you done? If you're willing to do some programming then I'm sure the programming department could find a use for you.

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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Yikes. That's, uh, not exactly standard practice. :)

 

What kind of programming have you done? If you're willing to do some programming then I'm sure the programming department could find a use for you.

 

Okay the only reason I made everything out of brushes was because there are no models of chairs in doom 3 that I could use. I know it's a bad idea to do it that way. I asked for some objects and textures and was told no. And I didn't want to stop and learn to model for d3, so I just improvised.

 

I thought GTK was done in python.

I always assumed I'd taste like boot leather.

 

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oh I forgot about this program I made recently:

 

http://metanet.2.forumer.com/index.php?showtopic=10612

 

numamapdownloaderbf0.th.png

It connects to the numa website and using XMLRPC, downloads the maps the user selects. It was written in C# (Almost as easy to use as VB).

I always assumed I'd taste like boot leather.

 

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Okay the only reason I made everything out of brushes was because there are no models of chairs in doom 3 that I could use. I know it's a bad idea to do it that way. I asked for some objects and textures and was told no. And I didn't want to stop and learn to model for d3, so I just improvised.

Yeah, I figured that was probably the reason. No worries. :)

 

I thought GTK was done in python.

Nope. GTK itself (the GUI toolkit) is written in plain C; there are Python bindings for GTK, but we're not using them.

 

DarkRadiant (the level editor) is written in C++. The Dark Mod's programming is done in a mixture of C++ (for modifying the SDK), and a scripting language that's purpose-built for Doom 3.

 

The only Python I've seen related to this project is the makefile for building DarkRadiant, and you'll hardly ever need to touch that. :) Python is pretty easy to learn though.

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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Yeah, I figured that was probably the reason. No worries. :)

Nope. GTK itself (the GUI toolkit) is written in plain C; there are Python bindings for GTK, but we're not using them.

 

DarkRadiant (the level editor) is written in C++. The Dark Mod's programming is done in a mixture of C++ (for modifying the SDK), and a scripting language that's purpose-built for Doom 3.

 

The only Python I've seen related to this project is the makefile for building DarkRadiant, and you'll hardly ever need to touch that. :) Python is pretty easy to learn though.

 

I don't have very much experience with c++, we just did it for a semester in school. We learned pointers, structs, binary trees, recursion etc etc. We only had 14 weeks worth of practice though. I can take a look at it though.

I always assumed I'd taste like boot leather.

 

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Okay a little update; I started work on a new level using a building in a picture. I changed things a bit, but it's mostly the same color and style as the real building.

The tower on the side is from another picture so yeah, might not fit perfectly with the style.

 

shot00030el6.th.jpgshot00031lj8.th.jpgshot00026uh2.th.jpgshot00032zq1.th.jpgshot00027ud1.th.jpgshot00028rd1.th.jpg

I always assumed I'd taste like boot leather.

 

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I don't have very much experience with c++, we just did it for a semester in school. We learned pointers, structs, binary trees, recursion etc etc. We only had 14 weeks worth of practice though. I can take a look at it though.

 

If you want to get an idea of what programming for TDM would be like, you can download the D3 SDK and look at some small parts of it at a time (like try to understand how the player takes damage from melee attacks, maybe read some "mod coding" posts on doom3world and try to follow what they did etc). It takes some time to learn the SDK, and it can look pretty overwhelming at first.

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If you want to get an idea of what programming for TDM would be like, you can download the D3 SDK and look at some small parts of it at a time (like try to understand how the player takes damage from melee attacks, maybe read some "mod coding" posts on doom3world and try to follow what they did etc). It takes some time to learn the SDK, and it can look pretty overwhelming at first.

 

I'd like a small programming task, something small that I could peck away at. It's the best way for me to learn. I can't just look at code and learn it, I have to use it and I have no idea where to start on my own sooooo, gimme something to do please.

I always assumed I'd taste like boot leather.

 

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The weapons programming :)

Well I don't have the official word, but last I was involved, the sword needed various attacks (left and right slash etc.) Currently it's only able to do normal attack, and power up attack.

 

If I could see the code for the other attacks I might be able to code some side attacks. This is usually the way I learn best.

I always assumed I'd taste like boot leather.

 

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Combat is a pretty large task, and IMO we should have a more unified design for how melee combat will work before we work on specific parts of it, otherwise they may have to be redone if the overall combat design changes.

 

One small, slef-contained task would be flash bombs. Step 1 would be the weapon script (kind've like the D3 grenades), and step 2. would be their effect on the AI (set their visual acuity to 0 basically, and maybe create a new AI state variable for being blinded so that the AI script can later start a new "blinded" behavior state, that would come later). Then there's the effect on the player.

 

Another small task might be functioning moss arrows. We have the code to detect a moss surface and play no sound when the player steps on it, but we need the moss arrow to actually create those moss surfaces, by spawning some blobs of moss that fall down and stick to the floor (maybe when they stick to the floor, they could spawn flat, thin "moss patch" models that would be textured with the moss surface). We also want the moss arrow to have some secondary uses in the future, but that should be fine for now.

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