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Thread: The Dark Mod

  1. #126
    Quote Originally Posted by jay pettitt
    There is an unexpected feature with sound occlusion and doors in theif 3. Leaning against a closed door will fix the bug and the sound will occlude properly once you lean away. Shame that.
    I guess that carries throughout the game.

    Well, a question with regard to that, if anyone knows - does that affect only the player's hearing of sound, or does it also affect AI hearing of sound, and thus their behavior? If the former, it's a cosmetic annoyance. If the latter, that is a major defect ISA needs to fix.

  2. #127
    Member
    Registered: Feb 2003
    Location: On my bicycle \o/
    It's cosmetic. I don't know for sure if AI are affected, but it certainly doesn't notice.

  3. #128
    Member
    Registered: Dec 1999
    Location: eastern united states
    for those worried about framerates in areas more wide open than most of the corridors throughout the first 80%+ of doom3, you should know that the last part of doom3 takes place in hell, which has considerably larger open spaces with higher poly counts, jagged rocks and cliffs and pits of lava, and it still runs just as well out there

  4. #129
    Moderator and Priest
    Registered: Mar 2002
    Location: ...and mastadons
    Plus you have the monorail ride over the surface of Mars, that's the highest poly portion of the game and comes close to rivaling UT2k landscapes as far as details go....but there isn't any AI on display there besides the guy in the back.

  5. #130
    Member
    Registered: Dec 1999
    Location: eastern united states
    Quote Originally Posted by Renzatic
    Plus you have the monorail ride over the surface of Mars, that's the highest poly portion of the game and comes close to rivaling UT2k landscapes as far as details go....but there isn't any AI on display there besides the guy in the back.

    yeah i noticed that it looked quite nice and still got great fps.. i wish you could have ridden outside for a little longer to watch the scenery

  6. #131
    Moderator and Priest
    Registered: Mar 2002
    Location: ...and mastadons

  7. #132
    Member
    Registered: Jun 2004
    I think you're all forgetting the most important thing.

    Will there be rope arrows??

  8. #133
    Member
    Registered: Jan 2004
    Location: Back Home
    You'll have to see.

    As will we....

  9. #134
    Member
    Registered: Feb 2003
    Location: On my bicycle \o/
    looking good Renz. You're importing these as meshes rather than fiddling around with radiant right?

  10. #135
    Moderator and Priest
    Registered: Mar 2002
    Location: ...and mastadons
    Nope, the bed and chairs are just patches done inside of Radiant. I'm slowly getting more and more acquainted with Max, so it won't be too long til I start importing meshes from there.

  11. #136
    Member
    Registered: Apr 2004
    Location: Between your toes!
    If you import tham as meshes, won't you be able to apply physics to it?
    Can you do that with a patch?

  12. #137
    Member
    Registered: Aug 2002
    Location: UT2k4 shooting flack shells
    Do you guys REALIZE how much @$$ this kicks. This kicks not less than 90 different types of @$$. Between this and NightBlade I wont even have to buy Thief 3. MMMMM MODS. I think Im going to have to go out and buy doom 3 JUST so I can play this.

  13. #138
    Moderator and Priest
    Registered: Mar 2002
    Location: ...and mastadons
    Quote Originally Posted by cheese_thief
    If you import tham as meshes, won't you be able to apply physics to it?
    Can you do that with a patch?
    That's a good question. I haven't even begun to dive into the physics engine yet so I can't give you a definitive answer, but if it's something as simple as applying a trigger to an object then you could use it on any type of geometry the game is capable of supporting.

    I'll go look it up and see what I can do with it.

  14. #139
    Member
    Registered: Apr 2004
    Location: Between your toes!
    Well, the patch just came out. Here's hoping the SDK will quickly follow

  15. #140
    Member
    Registered: Apr 2004
    DarkMOD? Very good idea. Great idea exactly. But please be careful with EMBM to avoid the "plastic look".

    My best wishes to you!!!!
    Mistakes in the post are intended and were made for the amusement of the audience...

    Rock and Roll aint noise pollusion....

  16. #141
    Member
    Registered: Apr 2000
    Location: Sweden

    Excuse me for not reading through all the pages, but will the shadows be as black as Doom 3s?

    Example:
    http://w1.500.telia.com/~u50025293/D...arkshadows.jpg
    Can't remember but it seemed that AIs cast shadows that are just as dark (can't see anything).
    Last edited by Kaleid; 29th Sep 2004 at 11:28.

  17. #142
    Moderator and Priest
    Registered: Mar 2002
    Location: ...and mastadons
    Some will, but not all. Doom 3 doesn't seem to use much in the way of ambient lighting, which makes the shadows appear more stark and contrasted.

    Edit: Here ya go, a basic ambient light entity keeps the shadows from being fully dark.
    Last edited by Renzatic; 29th Sep 2004 at 12:28.

  18. #143
    Member
    Registered: Jul 2002
    Location: tampere,finland
    well.. shadows should be dark
    not completely black, but not just "slightly darker areas" like in dx2

  19. #144
    Member
    Registered: Apr 2000
    Location: Sweden
    Renzatic
    Thanks for the pic, that shadow looks good and not too dark.
    Good luck to those that are involved.

  20. #145
    Member
    Registered: Jan 2004
    Location: Back Home
    Nice door, too, eh? Nice door.

  21. #146
    Nice floor

  22. #147
    New Member
    Registered: Apr 2000
    Location: lurking somewhere
    looks very promising. so much in fact its gotten me into doom3 modding. doom3world.org is getting at least 20 hits a day from me alone.

    if ya dont mind me asking, is there a specfic texture pack you are using or do you guys make your own?

    also the patch work on those chairs/tables is damn nice, I've worked with max and (briefly) with patches in radiant, and its seems like a bitch and a half to do that in radiant.

  23. #148
    Moderator and Priest
    Registered: Mar 2002
    Location: ...and mastadons
    lol, that door represents my greatest textural achievement. Blackthief provided it and it was just too good to do a rush job on, so after about 7 hours of combined work, a load of normalmaps, and 15 specularmaps later...DOOOOOR!

    I learned alot over those couple of days, my days of dooring it up.

    Quote Originally Posted by picklocke
    If ya dont mind me asking, is there a specfic texture pack you are using or do you guys make your own?

    also the patch work on those chairs/tables is damn nice, I've worked with max and (briefly) with patches in radiant, and its seems like a bitch and a half to do that in radiant.
    We're using a few textures from the free Blade pack I found awhile ago (forgot who the artist was, but he's good), but most of them are either culled from random places around the the internet (wallpaper and home decor sites are good) or taken on the spot during Blackthief's wanderings around Germany...the door is an example of the latter.

    Working with patches in Radiant isn't all that hard once you get used to it, but if you really want an excellent example of props done in the editor you should check out Rgun's work...my stuff is more or less inspired by his.

    Edit: For Rgun's stuff. If he finishes up his mod it'll be at least worth a look.
    Last edited by Renzatic; 29th Sep 2004 at 16:22.

  24. #149
    ThieveryUT
    Member

    Registered: Dec 1999
    Location: Berlin
    Rgun's stuff is interesting, seems quite Thief I'ish. Blackthief's textures sound intriguing.

    Though... the Doom3 engine from those shots (haven't played it yet, new computer next week though), doesn't impress me terribly. Environments seem low poly and a bit angular for my taste, the one dimensional feel of the lighting doesn't help.

    Err, that's not a criticism of anybody in particular, just that the unified lighting system requires too many compromises for my taste.

    It'd be great if U2K4 had bump-maps, though, they're very useful visually.

    Anyway, back to work.. keep up the good work anyway!

    tchao

  25. #150
    Moderator and Priest
    Registered: Mar 2002
    Location: ...and mastadons
    Yeah, my map is a little low poly...but that has more to do with not having enough detailing textures than it does with the engine itself. It can't approach UT2k3-4's polycount, but it can handle a fair amount.

    But the lighting, I have to disagree with you on that. With a some care and attention to detail you can produce lighting that puts just about everything out there to shame. When you finally have the game play around with the editor a bit, once you get used to all the nuances of the engine you might end up being impressed.

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