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Furniture Models By Atti


_Atti_

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thanks ;)

 

 

here is the clock's lowpoly version..

i left the major ornaments on it..i think we can afford that much since that kinda clock is unique and we probably wont find thousands of it in a single corridor..

exactly 1000tris:D

post-5-1103837389.jpg

Edited by _Atti_
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i think the clock-face should not move...the time should be fixed on it..just imagine how ridiculois would it be to start a night mission at 4am play some hours but in-game its still night..

 

about the pendulum..separated or not i dont know which would be better

well even in T2 the clock-faces worked and I always liked that. It's good for the atmosphere IMHO. I remember looking at a clock in HL2 and I was really disappointed cauze the pointers of the clock didn't move...

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they didnt...

however they truly makes people think they do:)

believe me - they DID and still DO in FMs !

 

If you've some dromed experience here's how to set them up:

 

Add Tweq->Joints, and set it up as follows:

 

Halt: Continue

AnimC: NoLimit, Wrap

MiscC: None

CurveC: None

Primary Joint: 2

 

Joint1AnimC: NoLimit, Sim, Wrap

Joint1CurveC: None

Rate-low-high: X: 0.00083 Y: 0 Z: 360

 

Joint2AnimC: NoLimit, Sim, Wrap

Joint2CurveC: None

Rate-low-high: X: 0.01 Y: 0 Z: 360

 

 

 

Add Tweq->JointsState:

 

Anims: On, Reverse

MiscS: None

Joint1AnimS: On, Reverse

Joint2AnimS: On, Reverse

 

(If this makes the clock go backwards, remove all the 'reverse' flags.)

 

That's it !

 

 

 

.obj uploaded to the furnitures folder on Ftp

 

ok, great. I'll take a look at it tomorrow.

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believe me - they DID and still DO in FMs !

hey..no need to jump at my throat...

 

i just loaded the level where i took that screen of the grandfather clock and that one did not work...howver all the sounds, the swinging pendulum almost made me think it does...

 

and i didnt say we shouldnt include it in TDM by any way**...dont get me all wrong plz:)

 

**if it works correctly

Edited by _Atti_
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Very nice clock Atti)

 

THe clocks and real time did work in T2, there was an easter egg involving the clocks in the bank mission, I think when the clock hit a certain time the bank vault opened or something.

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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THe clocks and real time did work in T2, there was an easter egg involving the clocks in the bank mission, I think when the clock hit a certain time the bank vault opened or something.

They did? Quite surprised to hear that. I always thought that the references to time are just that. But I also thought that it would be cool to have at least swining pendulums.

Gerhard

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I don't see why the clocks couldn't keep accurate time...what's the longest mission you ever played inside a single building? Five hours? Six? Plenty of time for it to still be night. :)

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I don't see why the clocks couldn't keep accurate time...what's the longest mission you ever played inside a single building? Five hours? Six? Plenty of time for it to still be night. :)

Some ghosters had 17 hours and more. The rules say that you are not allowed to save, so you must find a save spot and let your Thief rest there. :)

 

Well, but even so I don't really care. If somebody takes 20 hours then the night there IS 20 hours. :)

Gerhard

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That would be cool, if you hung around till monring and light came flooding in through the windows and lot's of AI showed up going about their daily business. I'd love a mission like that. :ph34r:

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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With the fading textures and scripted light effects, that should be possible, though it would be a lot of work, no doubt. Something cool for our campaign, perhaps?

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With the fading textures and scripted light effects, that should be possible, though it would be a lot of work, no doubt. Something cool for our campaign, perhaps?

Proplem is that it will disrupt the gameflow. We would need a daycycle, and how should we code the AI for that? And it wouldn't be good for slower players probably forcing a certain pace. This would also affect mission creation and many other things.

We could do something like that for our campaing, but not as a standard feature.

Gerhard

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I rememebr a few FMs set in broad daylight, it's not as hard as you'd think, though there aren't as many shadows obviously, you have to use the environment for cover instead. On the plus side you can make more noise, since the general hub of activity duing the day covers a lot of sound.

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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