Please ask your basic (newbie) questions in here. - by scumble
GlasWolf on 5/2/2007 at 18:19
Well never having used teleports I don't know what the difference between 4 and 5 is, but at least it's working!
Ziemanskye on 6/2/2007 at 07:38
Another teleport action....
Which I totally forgot was there, and I don't think it even occured to me to use it teleport inside a map rather than between them. Oh well, it's something useful to know.
Judith on 6/2/2007 at 18:30
Quote Posted by Ziemanskye
Another teleport action....
Which I totally forgot was there, and I don't think it even occured to me to use it teleport inside a map rather than between them. Oh well, it's something useful to know.
I used to experiment with that, you can e.g. make Morrowind style SM houses, where frobbing the door will let you "inside" the house, with some nice one-second screen fade in/out effect :) But CCC2 will have to wait, there are more important things ;)
Tazonne on 6/2/2007 at 20:20
Now I'm trying to make a keeper haunt. Something like a keeper with a haunt(skeleton) face etc(it could be even taken from a hammerhaunt). I know it's not going to be easy but it's worth trying...
It implies ai reskinning. I have 3dsMax 8( do we really need 3dsmax 5.1 and only...?) and some other programs(milkshake, some plugins) I found on some tut. in the wiki.
But this is very confusing. I don't know where to start.
Some help, links, anything!!! will be very appreciated!
Best regards!
:)
Tiens on 11/2/2007 at 01:33
Quote Posted by Tazonne
Now I'm trying to make a keeper haunt. Something like a keeper with a haunt(skeleton) face etc(it could be even taken from a hammerhaunt)...
I know nothing about 3dsmax, sorry...
BUT...:erm:
You could take a standart keeper or assasin and change his schemas of moving, talking and reacting on schemas for a haunt. Maybe it will be enough?
Dead are not alwais look nasty, are they? And if the "dead chamber" is dark, you will not see the face! First of all you HEAR them...
Good Luck
Tazonne on 11/2/2007 at 09:08
Thanks for the tip Tiens :thumb: . I guess this is the best way to do it...
Anyway, I found out that only max 5.1 is good( not that I know anything about it...).
Now for the questions:
1) How do you people keep high fps in large areas. Outside you can add fog, but inside. You can't make a huge portal, right? Or the best tip is to simply avoid large areas?
2) And is there anyway to change the background of the main menu in tds? At least the music.
GlasWolf on 11/2/2007 at 12:26
Quote Posted by Tazonne
1) How do you people keep high fps in large areas. Outside you can add fog, but inside. You can't make a huge portal, right? Or the best tip is to simply avoid large areas?
You can actually have pretty large areas, it's lighting them that causes the real performance hit. Keep the number of lights at a minimum and set their radius as small as possible. This advice applies x1000 for shadow casting lights.
Quote Posted by Tazonne
2) And is there anyway to change the background of the main menu in tds? At least the music.
New Horizon did it for the minimalist project IIRC, so it must be in there somewhere. Isn't it a .bik (Bink) file?
Tiens on 11/2/2007 at 17:53
Quote Posted by Tazonne
1) How do you people keep high fps in large areas...
Sorry, but what do you mean under "high fps"?:confused: What is it?
Tiens on 11/2/2007 at 17:58
Quote Posted by Tazonne
Thanks for the tip Tiens :thumb: ...
You are wellcome :angel:
STiFU on 11/2/2007 at 18:53
Quote Posted by Tiens
Sorry, but what do you mean under "high fps"?:confused: What is it?
"fps" stands for "frames per second". You can see the pictures per second displayed in debugmode.