DatTaffer on 4/11/2021 at 17:05
Quote Posted by vfig
note that if you need to have the origin/pivot (depending on how your 3d software calls it) somewhere other than the center of your object (for example, if you want it to rotate around a different point), then you can edit the
Physics>Model>Dimensions property, and set an offset so that the collision box lines up with the visible shape.
(you can also use Physics>Model>Dimensions to change the size of the collision box, which is often useful. but doesnt relate to your question)
This will help me, thanks!
RippedPhreak on 24/3/2023 at 01:18
Looks good. Does this mean you are almost done?
DatTaffer on 24/3/2023 at 01:44
Quote Posted by RippedPhreak
Looks good. Does this mean you are almost done?
Thank you ! I'm trying to decide between releasing the whole company or releasing missions one at a time. If one by one, then at such a pace it will turn out to be released once every half a year :)
RippedPhreak on 24/3/2023 at 02:06
I would say release one right away, unless there is one connected story for all of them. How many missions in the campaign?
DatTaffer on 24/3/2023 at 05:12
Quote Posted by RippedPhreak
I would say release one right away, unless there is one connected story for all of them. How many missions in the campaign?
This is a great question :)
From what I planned, 7 missions have already turned out, 3 of them are 80% ready, meaning that the architecture of brushes and objects has been completed by readiness. It takes a lot of time to think over the visual plot of the premises in conjunction with the plot as a whole. They are not populated, not voiced, not full of events and characters (I do everything in turn, first I build 7 levels from brushes, then I finish with objects, then lighting, then sound, etc. It helps to unload the brain, allowing you to focus on one type of activity .)
In general, the required minimum is 10 missions, otherwise the story will not be fully told. Given that it took only 2.5 years for these 3 almost ready and 4 more waiting in line, it can be assumed that in another 2 years it will be possible to release the entire company, depending on how quickly I find voice actors and animators for cutscenes.
I'm torn between the possibility and the desire to release at least one mission. Unfortunately, I still have to study AI animation and scripts for a long time, so the release of even one will not happen before the new year at such a pace. Time will show.
This creativity turned out to be a real drug, for the sake of which I study things about which I had no idea before. They are terribly difficult for me, but for the first time in my life I overcome difficulties with such pleasure. Therefore, I wrote in my topic words of gratitude to the people who pushed me in the right direction, even if they had long forgotten about the Thief. Although it is possible to forget about the Thief? :)
vfig on 24/3/2023 at 10:24
Quote Posted by DatTaffer
Given that it took only 2.5 years for these 3 almost ready and 4 more waiting in line, it can be assumed that in another 2 years it will be possible to release the entire company, depending on how quickly I find voice actors and animators for cutscenes.
the maths doesnt hold up: game development is not a linear equation, extrapolation is invalid. but what you have shown looks very cool, excellent work so far.
Quote Posted by DatTaffer
I'm torn between the possibility and the desire to release at least one mission.
nothing wrong with serial publishing. a great many fan campaigns were released one or two missions at a time.
Quote Posted by DatTaffer
This creativity turned out to be a real drug, for the sake of which I study things about which I had no idea before. They are terribly difficult for me, but for the first time in my life I overcome difficulties with such pleasure.
this is great to hear. keep on creating!
Soul Tear on 28/3/2023 at 15:44
Quote Posted by DatTaffer
This is a great question :)
I do everything in turn, first I build 7 levels from brushes, then I finish with objects, then lighting, then sound, etc. It helps to unload the brain, allowing you to focus on one type of activity .
This is completely different from my approach. I do everything at once: geometry, environment, lighting, sound, ambient, secrets and patrols. Otherwise, I don't feel motivated. I create ready-made small areas to soak in this atmosphere.
Judging by what people wrote about my missions - it justified itself. Over the years, I have not abandoned my projects, because every time I opened this or that level, I was delighted with the created things and awesome atmosphere with cool ambient, it always gave me a good kick to continue.
Quote:
Unfortunately, I still have to study AI animation and scripts for a long time, so the release of even one will not happen before the new year at such a pace
For what? Just open someone else's mission and copy the settings, almost everyone has learned this way. This is about scripts. Or do you want to write your own?
I also see no point in learning how to make animations, it's easier to ask the guys from the forum.
Quote:
This creativity turned out to be a real drug, for the sake of which I study things about which I had no idea before. They are terribly difficult for me, but for the first time in my life I overcome difficulties with such pleasure
This is an illusion. The entrance threshold seems high due to the lack of habit, and the peculiarities of people's psychology, people are simply afraid to get new experience. You understand very well, proving from your own experience that this activity does not need a college and teachers (although certainly their presence would have given more benefits).
Soul Tear on 28/3/2023 at 15:56
If you don't mind, a little critique.:)
I like the geometry in the screenshots, but it's too dark. If you are using low ambient light, then you need to make the light sources more bright.
The ratio of light and shadow should be equal and harmonious.
Highlight for the yellow window: 30-40 with a radius of 6-8 (and 3-4 inner). Color: 0.1/0.75
For blue: 20-30. Color: 0.6/0.7
Add non-object lights in the air (OmniLightPoint) 60-80 with a radius of 30-40 to highlight the geometry.
Don't forget about the inner radius to get rid of sharp edges.
Combos of warm light from torches and cold light from the moon or backlights give awesome lively atmosphere.
DatTaffer on 30/5/2023 at 06:58
Quote Posted by Soul Tear
This is completely different from my approach. I do everything at once: geometry, environment, lighting, sound, ambient, secrets and patrols. Otherwise, I don't feel motivated. I create ready-made small areas to soak in this atmosphere.
Judging by what people wrote about my missions - it justified itself. Over the years, I have not abandoned my projects, because every time I opened this or that level, I was delighted with the created things and awesome atmosphere with cool ambient, it always gave me a good kick to continue.
For what? Just open someone else's mission and copy the settings, almost everyone has learned this way. This is about scripts. Or do you want to write your own?
I also see no point in learning how to make animations, it's easier to ask the guys from the forum.
This is an illusion. The entrance threshold seems high due to the lack of habit, and the peculiarities of people's psychology, people are simply afraid to get new experience. You understand very well, proving from your own experience that this activity does not need a college and teachers (although certainly their presence would have given more benefits).
Sorry for the late reply, I didn't think that someone would write here :)
I had an idea to do lighting, geometry and other things at once, but somehow I can’t cope with such a volume of information in my head :)
And yes, I overcame a strong fear opening the dromeda for the first time. Nothing was clear at all. By the way, on the one hand, this is even to some extent all spoiled. As if it destroyed the magical world of the game in which you felt yourself as Garrett. On the other hand, an amazing world of creativity opened up to me. For 3 years I couldn’t just play thief and have fun, because I definitely wanted to get into the editor and see how it works from the inside.
About scripts now I think the same way. I even think to arrange a tour of several hundred missions and see how different triggers are implemented, communication between NPCs, scripted events and so on.
Sincerely,
P.s the release is also slowed down a little by the fact that no matter what I do, I always get the city. seriously.
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