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Thread: What are you working on RIGHT NOW - T1/2 Dromed Edition

  1. #51
    Member
    Registered: Nov 2002
    Location: ColoRADo
    Awesome! Can't wait to use the Belch button

  2. #52
    Member
    Registered: May 2001
    Location: Italy
    since i don't wanna miss this party at all... time for some bad ideas:

    the presentation Log of the campaing was my nemesis in those days at the end of the year.
    first i created this:



    and that remains as first main.pcx for 8 long months... but then something changed my mind
    and after some ideas it comes out this:


    ok it was bad.. looking in internet i found this and is a movie's poster:



    but it is cover by copyrights... and soo.... i was forced to create one by myself...
    and after 4 days of hard work it comes out something of interesting... something that makes Sluggs laugh until die... something of UNESPECTED...
    ..some.. well
    in few words, that:


  3. #53
    Member
    Registered: Jul 2003
    Location: United Kingdom

  4. #54
    Member
    Registered: May 2002
    Location: Toronto
    OMG Sterlino, that's hilarious

    I'm so looking forward to this!

  5. #55
    Member
    Registered: Aug 2006
    Location: Deutschland
    I always wanted a Crimson Skies sequel for PC...

  6. #56
    Member
    Registered: Nov 2002
    Location: ColoRADo
    Looks kindof like a steampunk 'The Goblin'

  7. #57
    Member
    Registered: Mar 2001
    Location: Ireland

    Another mass-palettisation run for the EP


  8. #58
    Member
    Registered: Apr 2002
    Location: Italy
    Ok, I have just created a new installation of thief2 and Dromed, created a new mission, created a big airbrush, loaded the scripts. It's all ready to begin a brand new FM.
    I know, it's just nothing. But since it's the beginning of a new year I hope that it will be a good omen.

  9. #59
    Member
    Registered: May 2002
    Location: Toronto
    Here's one for ya. . .

    I knew rotating the textures would effect the shadows, but I didn't think quite this much. Note the shadow on the handrail in each picture. I hated the choppy look so I rotated the wall texture 64 degrees on the left and 116 on the right to fix it, but of course the texture would then be terribly misaligned so I had to make new textures and pre-rotate them, then rotate them again in Dromed. . .gahh!


  10. #60
    The Architect
    Registered: Dec 1998
    Location: Lyon
    Sliptip; you're a machine.

  11. #61
    Member
    Registered: Nov 2001
    Location: Drinking baby lemonade!
    Holy crap, that's amazing, I had no idea. And you're clever to do it that way. I had to do some special texture-chopping for What Lies Below, but that was for making the disappearing walls and whatnot, and didn't involve any rotation.

    I've been getting The Olde Castle ready to put up as abandoned... figured I should at least make it so you can generally walk around without bringing Dromed to its knees. I had also forgotten that I put NV's ground fog from Hazelshade into the mission (it's missing in shot #2 below). When I release it, it will also contain a demo of AI whose alpha varies based on how visible the are (like the Keepers in Equilibrium, only without the use of any stims or receptrons). It's pretty much ready but I want to get another one or two of my abandoned missions ready and do it all at once.

    Last edited by Yandros; 2nd Jan 2008 at 16:44. Reason: Revised filenames

  12. #62
    Member
    Registered: Mar 2001
    Location: Ireland
    Quote Originally Posted by Yandros View Post
    When I release it, it will also contain a demo of AI whose alpha varies based on how visible the are (like the Keepers in Equilibrium, only without the use of any stims or receptrons).
    Is that the "Rat's Eyes" method? Did you ever work out how to have it work smoothly depending on light level, rather than the AI being either transparent or visible? (At least, I seem to recall that was the problem with the method?)

  13. #63
    Member
    Registered: May 2002
    Location: Toronto
    Quote Originally Posted by Digital Nightfall View Post
    Sliptip; you're a machine.
    Haha thanks!

    Very cool Yandros - I especially love the haunt you've got there. I can't wait to see the transparency effect in action. NV's Hazelshade effect is pretty sweet too, I've added it to all my water areas. It looks so much better than just plain'ol water.

  14. #64
    Member
    Registered: Nov 2001
    Location: Drinking baby lemonade!
    Quote Originally Posted by Nameless Voice View Post
    Is that the "Rat's Eyes" method?
    Yes.
    Quote Originally Posted by Nameless Voice View Post
    Did you ever work out how to have it work smoothly depending on light level, rather than the AI being either transparent or visible?
    No. This would probably be easier now that we have more of your scripts available. In fact, a new custom script or param on NVPhantomTrap might be the easiest way to go, it could adjust the alpha between min and max based on how well lit the AI is. Perhaps the TrigAIAwareShift-trailer rat is still needed in some fashion if an AI can't access its own visibility value.
    Quote Originally Posted by Nameless Voice View Post
    (At least, I seem to recall that was the problem with the method?)
    The problem I was seeing when trying to put together the demo was that the system was unreliable (which is why I've never released a tut or demo on the method). As I recall, when ai_aware_of_player was enabled and the player was visible to the rat, it refused to change the primary AI's alpha sometimes, in spite of being blind, deaf and on Team Neutral. Since the primary AI in most cases will be hostile to the player, it could be bad if the AI is in shadow (and transparent) and the player in a lighted area: the AI will charge into the light but not become more visible, making for a rather difficulty fight.

  15. #65
    Member
    Registered: Nov 2002
    Location: ColoRADo
    That's a really cool looking castle Yandros.

    I'm curious to know how you did the AI with alpha thing. I had set-up Ai in L4D using Silent's method but it took quite awhile to do (lost in a crash so mission was released without)

  16. #66
    Member
    Registered: Mar 2001
    Location: Ireland
    Quote Originally Posted by Schwaa2 View Post
    I'm curious to know how you did the AI with alpha thing. I had set-up Ai in L4D using Silent's method but it took quite awhile to do (lost in a crash so mission was released without)
    You need to back up more, Schwaa!!!

    I was experimenting with another system to make AIs fade like that once, using scripts and S&Rs. I can't even remember if I ever got it to work, though.

  17. #67
    Member
    Registered: Nov 2001
    Location: Drinking baby lemonade!
    Basically, the AI has a fnord CreatureAttached to his abdomen, and the fnord has a vhot at -2 on the X axis (putting it 2 units behind him). A rat with VK's TrigAIAwareShift script is ParticleAttached to the vhot, and it sends TurnOn and TurnOff to the AI's TrapPhantom script when it is able to see/no longer able to see the AI respectively. It's pretty simple really, but flawed as I said before. If I ever do a Keeper mission, I'll want to have something more reliable and easier to implement. Plus having the AI pop out of the hierarchy in working condition would be nice, so they could be emitted; that's not possible with the current setup due to the links required.

  18. #68
    Member
    Registered: Jun 2001
    Location: too close to everything
    I'm a bit unfamiliar with the whole rat thing. So, a rat, a neutral AI is attached to another AI. The host AI's visibility is determined by what the rat sees?
    <xhtml><eat id="mouth">potato</eat></xhtml>

  19. #69
    Member
    Registered: Jan 2001
    Location: Formby, NW England
    Quote Originally Posted by Yandros View Post
    Plus having the AI pop out of the hierarchy in working condition would be nice, so they could be emitted; that's not possible with the current setup due to the links required.
    You could use NVCreateAndLink rather than an EmitterTrap, though of course ready made AI would be better.

    But torches get their particle attachment links via a metaproperty, so maybe you could do that with the AI.

  20. #70
    Moderator
    Registered: Jan 2003
    Location: Yangon, Burma
    Quote Originally Posted by ataricom View Post
    I'm a bit unfamiliar with the whole rat thing. So, a rat, a neutral AI is attached to another AI. The host AI's visibility is determined by what the rat sees?
    I think it's a clever way to do it, in principle, because it naturally aligns the visibility to G to what a generic AI sees. It basically levels the visibility playing field with G seeing AI in just the same way with AI seeing G.

    It has good potential for gameplay. If you've ever played Thievery ... the thieves light meter directly affects their visibility to the other players (in particular the guards), so you see them literally emerging from the shadows, running past, and then disappearing back into the shadows. (Edit: But with T2 AI, there's no light meter computation for AI, so using a 3rd AI is a backdoor way to get it.)

    In T2's context, it would allow for an Equilibrium style mission where the player could be a little more strategic in keeping the AI in the light to avoid being caught by surprise, and lead to a whole new relationship between G and the shadows ... on the one hand, the shadows hide him from the AI, but they also hide the AI from him! Going into the light exposes the AI to him, but also exposes him to the AI. It adds an interesting cost-benefit thinking to the whole thing.
    Last edited by demagogue; 1st Jan 2008 at 20:38.

  21. #71
    Member
    Registered: Nov 2001
    Location: Drinking baby lemonade!
    Quote Originally Posted by R Soul View Post
    But torches get their particle attachment links via a metaproperty, so maybe you could do that with the AI.
    Yes, and the ParticleAttachement link is on the archetype and created upon instantiation. But the CreatureAttach and two ScriptParams links do not work that way, and not sure if they would from a Metaproperty. Eventually, if anyone ever really needs it, I think this is best handled by a single custom script on the AI if that's possible (and I'm not sure that it is).

  22. #72
    Member
    Registered: Mar 2001
    Location: Ireland
    Can't read the visibility of an AI (at least not directly); only the player has that property.

  23. #73
    Member
    Registered: Nov 2001
    Location: Drinking baby lemonade!
    Spent the last few days completely reworking my website. The new style will be applied across the board to provide a much more uniform look (currently most every page has a different style, and there are several different forms of navigation). It also uses the same colour scheme as my blog - black backgrounds with green and blue accents.

    Local screenshot (click for large):



    I've learned a few new CSS tricks in the process. I only wish I knew enough PHP to make the individual mission pages scripted, so I don't have to convert every blasted one of them.

  24. #74
    Member
    Registered: Nov 2001
    Location: Drinking baby lemonade!
    Quote Originally Posted by Yandros View Post
    I've been getting The Olde Castle ready to put up as abandoned... figured I should at least make it so you can generally walk around without bringing Dromed to its knees. I had also forgotten that I put NV's ground fog from Hazelshade into the mission (it's missing in shot #2 below). When I release it, it will also contain a demo of AI whose alpha varies based on how visible the are (like the Keepers in Equilibrium, only without the use of any stims or receptrons). It's pretty much ready but I want to get another one or two of my abandoned missions ready and do it all at once.
    This is now available on my website, which got a complete makeover today.

  25. #75
    Member
    Registered: Nov 2002
    Location: ColoRADo
    Kindof an art deco mechanac thing.

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