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Thread: What are you working on RIGHT NOW? - Community WIP thread

  1. #126
    Member
    Registered: Mar 2005
    Too bad there's not a way to to export those classes so other people can use them, along with their scripts. I regular unreal you would just need the .u files associated with the class.

  2. #127
    Member
    Registered: Feb 2005
    You can export changed scripts (in fact it asks me to do that when I quit the editor) so couldn't you just bundle these with your map?
    Quote Originally Posted by Riktar
    Butt-plugs save lives.

  3. #128
    Member
    Registered: Mar 2005
    Hmm, some testing needs to be done here I think. I thought that the only way to share those scripts from what I've read is by sharing that gamesys file, hopefully that's not the case.

  4. #129
    Member
    Registered: Mar 2005
    The Department of Stupid Missions presents...

    Operation Cat Squash!








  5. #130
    Member
    Registered: Jul 2004
    Location: Pandemonium

    Best wishes

    The stuff shown in this thread is AMAZING. If only I could afford to download the Editor on my dial-up...I am waiting for my friend for send it on CD so that I give it a shot. Keep up the good work guys.

  6. #131
    New Member
    Registered: Mar 2005
    Operation Cat Squash!

    lol!

  7. #132
    Member
    Registered: Sep 2001
    I'm very much liking what I'm seeing from everyone so far, despite us all being so early into this. Already it's easy to see a variety of talented individuals coming through in their work...

    I'm sure I'm not the only one who's looking forward to losing yet more sleep.

    You guys have already seen two shots from me, but I've already been losing sleep just to T3Ed alone... I haven't mapped for anything in ages, and being able to come back to it for Thief 3 is rousing up the overzealous dork in me.





    Basically I'm giving my best shot at building the creepiest atmosphere I can muster, which so far involves an ominous setting nobody in the City knows much about (other than wildly inconsistent rumors), uplifting readables containing happy feel-good sunshine rays, and custom-made atmospheric music that does not actually work in-game (spooky! yes. i know.) For those of you who aren't fond of cave missions, fret not; the caverns seen here are only a precursor to a variety of other strange places.

    Right then. Nap time.

  8. #133
    Moderator and Priest
    Registered: Mar 2002
    Location: Dinosaur Ladies of the Night
    There are actually people out there that didn't like cave mushrooms? What the hell?

  9. #134
    wow nice ground mist I dont know why (maybe its the mission shown before :P) but that second screenshot of Ghandaiah's looks like it needs a ferrel cat - maybe its just me

  10. #135
    Member
    Registered: Mar 2005
    Ooooh Spooooky! I'm loving that purple/green lighting from those lamps, it's giving everything a heavy ominous look. Those DEFINATELY are some caves that Garret probably should have stayed out of.

  11. #136
    New Member
    Registered: Jun 2004
    Location: Germany
    I began my journey into editing a week ago... so this surely isn't the masterpiece of masterpieces, but it's a little something.



    At least I'm proud of myself.

  12. #137
    Member
    Registered: Nov 2003
    Location: Netherlands
    ahh looks good man, keep it up. We want missions

  13. #138
    Quote Originally Posted by OrbWeaver
    The Department of Stupid Missions presents...

    Operation Cat Squash!


    -

    I won't be using T3Ed or making an FM with it, but here's a little lighting tutorial I'm working on - just a picture on how to do radiosity without decreasing performance.

    (radiosity = bouncing light, to soften those ugly hard shadows, where even if a light is burns like the surface of the sun, it still casts pitch-black shadows, and you can't see *anything* in them.)

    http://www.deefrag.com/Files/Thief/Radiosity1.jpg


    (test room and screenshot of it with radiosity)
    http://www.deefrag.com/Files/Thief/Radiosity.zip

  14. #139
    Member
    Registered: Aug 2004
    You can lighten the shadows from LevelProperies then AmbientBrightness too of course, but too high a number will make your level look washed out.

  15. #140
    What I always fear is if people have their monitor brightness low, and I have mine high, obviously ill map my lighting to my monitor setting and people will find my map soooooooo dark

  16. #141
    Member
    Registered: Jan 2004
    Location: New Zealand
    Quote Originally Posted by Dario


    -

    I won't be using T3Ed or making an FM with it, but here's a little lighting tutorial I'm working on - just a picture on how to do radiosity without decreasing performance.

    (radiosity = bouncing light, to soften those ugly hard shadows, where even if a light is burns like the surface of the sun, it still casts pitch-black shadows, and you can't see *anything* in them.)

    http://www.deefrag.com/Files/Thief/Radiosity1.jpg


    (test room and screenshot of it with radiosity)
    http://www.deefrag.com/Files/Thief/Radiosity.zip
    Not to be too picky, but this is not really radiosity is it ? Radiosity is when a light source can strike a surface, and then reflect/refract off it, and light other surfaces which don't have direct line of sight to the light source, which is what happens in real life.

    As far as I know the Thief3 engine doesn't support true radiosity ? In other words this is not radiosity, but simply filling in the shadows a bit to prevent pitch black shadows ?

    And what happens if the dynamic shadow casting light source is turned off ? Is there a way to link the ambient light sources to it so they too turn off ? (Probably, using trigger scripts etc)

    Another problem with your map is that the ambient light sources cause the light gem to be almost full brightness in nearly every position in your demonstration map, even when the surroundings look like you should not be very visible. Bit of a gameplay killer that

    Perhaps there is a property that can be applied to ambient lights so they don't affect the lightgem ?

  17. #142
    Member
    Registered: Jan 2004
    Location: New Zealand
    Quote Originally Posted by Stardog
    You can lighten the shadows from LevelProperies then AmbientBrightness too of course, but too high a number will make your level look washed out.
    Please please please DONT do this people. Using the AmbientBrightness setting looks SO awful, no matter what level you use.

    For a map set during the day time, an ambient light level like this is legitimate to some extent, but for a game set in the dark its not. Instead, please use non-shadow casting omni's for fill in in areas where the shadows should be softened a bit.

    One of my grips with TDS original maps was that many of them simply have too much ambient blue lighting and it really detracts from the atmosphere of the first two games. 0 ambient level and just enough fill in light sources looks much more atmospheric, like the original games...
    Last edited by Mandrake; 14th Mar 2005 at 15:22.

  18. #143
    Member
    Registered: Nov 2003
    Location: Poland
    *lurks around, sees Cat Squash, puts OrbWeaver on personal kill list*

    Ahem.

    edit: duh, wrong person on list. edited. sorry.

  19. #144
    Member
    Registered: Mar 2005
    Quote Originally Posted by Mandrake
    And what happens if the dynamic shadow casting light source is turned off ? Is there a way to link the ambient light sources to it so they too turn off ? (Probably, using trigger scripts etc)
    That should not be a problem. If you can link a switch to one light, you can link it to more than one light at once (unless there is some limit in the scripting system that prevents this, but it was certainly possible in Dromed).

  20. #145
    Member
    Registered: Jan 2004
    Location: New Zealand
    Quote Originally Posted by OrbWeaver
    The Department of Stupid Missions presents...

    Operation Cat Squash!
    Classic

    Care to put the file for that map up ?

    A question though, where did the barrels go in the last picture ? Did they all break, or roll out of sight ? And did you try it with guards ? Heh. In one of my test maps I had a large heavy pillar at a lean set up to fall when a guard touched it........

  21. #146
    New Member
    Registered: Jun 2004
    Location: Germany
    Quote Originally Posted by Mandrake
    Perhaps there is a property that can be applied to ambient lights so they don't affect the lightgem ?
    Yes, there is:

    Properties - LightLevel - LightLevelWeight

    Turn it to zero and it's done.

  22. #147
    Member
    Registered: Jan 2004
    Location: New Zealand
    Quote Originally Posted by Donnerwetter
    Yes, there is:

    Properties - LightLevel - LightLevelWeight

    Turn it to zero and it's done.
    Great. I thought there must be something like that.

    So ambient light sources used for shadow filling probably should have this property set to zero or at least right down low, otherwise when you walk "through" or really close to it, your light gem is going to be really bright for no good reason.

    Also looks like careful attention needs to be paid to testing out the light gem visibility of garrett in all the different areas of the map to make sure that what the lightgem says is realistic and appropriate compared to how the level actually looks....

    I can think of a few places in the original missions where this is not the case, and there are lightgem readings that seem out of whack with the visible appearance of the map...

    So be careful to get this right all you Taffers

  23. #148
    Member
    Registered: Mar 2005
    Quote Originally Posted by Mandrake
    Classic

    Care to put the file for that map up ?

    A question though, where did the barrels go in the last picture ? Did they all break, or roll out of sight ? And did you try it with guards ? Heh. In one of my test maps I had a large heavy pillar at a lean set up to fall when a guard touched it........
    I'll put it up if you can find someone to host it...

    I think in that run through, all the barrels broke. They will break if they fall on an AI, and sometimes two or more of them break together. On other attempts some or all of the barrels survive (even the cats do sometimes ).

    I think it would be quite cool to see more of this sort of thing in serious missions. Perhaps a stack of precariously-balanced barrels or crates that you could push onto a guard, or whatever, like the heavy gear in the Pagan Sanctuary. Or maybe they could be all lined up behind a grate, that you could open with a lever.

  24. #149
    Member
    Registered: Feb 2005
    Quote Originally Posted by OrbWeaver
    I think it would be quite cool to see more of this sort of thing in serious missions. Perhaps a stack of precariously-balanced barrels or crates that you could push onto a guard, or whatever, like the heavy gear in the Pagan Sanctuary. Or maybe they could be all lined up behind a grate, that you could open with a lever.
    We tried to do this in DX:IW and could never get it to work right. We tried setting up a big stack of cylindrical barrels with a little breakable bar holding them in. When you shot the bar, the front barrel would roll out and the rest would just shift a little bit and sit there It was really lame. Something like this may be possible with a lot of tweaking of physics settings, or by making new, more rounded collision hulls for the barrels. The collision hulls for most of the objects had to be made sort of blocky to save on performance, which doesn't make for very good rolling objects.

  25. #150
    Member
    Registered: Feb 2005
    is that the bit in the ravens loft (name?) level where there's the guard in front olf the entrance. I shot at him, he chased me, I shot some more, accidentally hit a wooden beam and the whole load of barrels came crashing down on him. aye, 'twas funny.

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