Because it's not really the same, my textures are much darker. I make them to fit the dirty atmosphere of my fm, not to be exactly like the original.
For example the Ramirez wallpaper.
My version :
Btw I'm not really satisfied with the golden frames, I may change them later. I thought they were part of the wallpaper but they seem misplaced here, so I guess they should have a different material.
Same with the windows, I posted a screen some times ago :
And thanks Melan
Last edited by DrK; 9th Sep 2011 at 17:55.
Sure. I'll help you out. When you get around to it, send me a PM or start a thread, and I'll give you a few pointers.
DrK, that looks beautiful
Brethren: It's great to read you're doing another FM . Hope you'll get it released.
I've continued working on my Soulforge project and I finished adding caves deep beneath the Soulforge cathedral. It's not a fancy screenshot, but to get a feeling of the dimension:
What is still missing so far:
I will provide some real screenshots once the final texturing of the caves is done...
One step ahead of you there. I've been helping Scarykitties out via PMs, and figured it'd probably be a good idea to go ahead and post the little tutorials I've made down here so everyone can see them and ask questions.
...or comment on how I'm dumb for doing everything the hard way, and show me better techniques for doing stuff. I ain't gonna shy away from no criticism, specially if it'll help make my life that much easier. :P
Today i tested how "fog" works on vista and got quite impressive results, then i turned it into blizzard by making some freezing wind ambient sounds and remade those footstep sounds on snow. I uploaded it on youtube but seems like youtube screwed it up and all you can actually see is pretty much white screen youtube
I made it to be like that in purpose because:
Garrett is going to stray in that blizzard (and freeze to death?)
That's a good effect. Regarding the spoiler'd thing: You could make it possible for the player to avoid a well guarded route by going outside, at risk to their health. Guards could refuse to go outside (thanks to invisible path blocking objects) even when they are chasing you, thinking that you'll freeze to death.
Last edited by R Soul; 13th Sep 2011 at 09:27.
I'm planning something similar. Sort of.
If the player falls into freezing water, Garrett gets the metaproperty M-ChillOut which plays a shuddering ambient so it's obvious that he's cold. Additionally, the metaprop has a receptron to ColdStim that damages Garrett for a certain amount depending on the value. Then, certain ambientsound markers that have obvious, loud wind effects will have a radius, gradient value of ColdStim so if Garrett goes out into the strong wind while wet, he will start taking small damage. However, all fires will have a radius of WarmStim which will remove M-ChillOut from Garrett.
That blizzard effect is great! I thought about doing something similar once, but never actually tried getting it working. Looks like yours succeeded.
I've fixed some roombrushing issues which have probably existed in the Highwater Estate mission for 8 years but only became apparent recently with the addition of AI. Tonight I'm going to start placing loot, I have purses on belts already.
That's weird! And that affects both NVidia and Radeon cards?
@ nightshifter, anything's possible, I guess! Just don't go expecting a normal mission!
The fog issue was fixed by DDFix a couple of years ago. Most players should have fog these days. And I'm amazed but happy that you might have another FM in you, Sluggs!
Today I played my new mission from the beginning to the end for the very first time.
Did you guys know that bounds triggers don't work if Garrett is dead?