picklocke on 29/9/2004 at 21:49
that door does look very, very nice. I'm not really tuned into the whole texture-making process, so i can't really make "educated" comments; its just bitchin.
I was wonderin bout the floor though, is that just a high-res texture or does have some other maps applied to it? (i wanna say bump mapping but im not sure if thats the right term)
also i think the screen's for rGun's mod dont really do the lighting part of the engine justice; it seems as if theres only one type of shadow in those screens and its pitch black. The actual game does some pretty nice things with light and shadows.
Renzatic on 29/9/2004 at 22:13
Quote Posted by Picklocke
I was wonderin bout the floor though, is that just a high-res texture or does have some other maps applied to it? (i wanna say bump mapping but im not sure if thats the right term)
It has a normalmap (think bumpmap, but more complicated) and a specularmap (determines surface shininess) applied to it. You can't notice the specular because of the way the light is angled, that and I made it rather subtle since I wanted the tiles to appear a little coarse and worn.
picklocke on 29/9/2004 at 22:35
[after briefly reading up on how to apply -maps to textures and make them show/apply in doom3].... :sweat: i gotta lotta learning to do. thanks for the quicky lesson. and keep up the good work!
SneaksieDave on 30/9/2004 at 14:29
Cool! There is no ass large enough to prevent a kicking from this mod. And huge kudos on all the great textures being made.
cheese_thief on 1/10/2004 at 04:15
Who needs an editor for Thief 3 now?
I have a few questions:
Is this going to be like a campaign or just a recreatin of the Dark Engine?
Is there going to be multiplayer capability? That would kick mucho ass! Like a better Thievery! If you do have multiplayer, i have a suggestion. Please don't use the Thievery style lightgem-portrayal (for lack of better term). In TUT, the more shadow you were in, the more transparent you became. I think a beter solution world be the SPlinter Cell PT technique, where if you are in shadow, it casts onto the person in hiding and you have to be the judge if you are hidden or not. But that would be hard to do in first person and the lightgem would have no purpose, where you can't see yourself. Oh Yea! Body awareness! With D3's unified lighting, you could just look down at yourself to see if you are in shadow! That would be cool!
Oh, and something else that would be cool, is if you enable cahacter self shadowing, a la the Ultra Extreme Quality mod. Just imagine a thief emerging from shadow, with his face half shrouded in shadow cast by the hood. I don't think it would be that hard.
Good luck and I sure hope this all comes together in the end.
Renzatic on 1/10/2004 at 05:34
A Thief 3 editor would still be something nice to have, regardless of how many Thief type mods there are.
The mod is kinda being done in 2 parts. What we're working on right now is more akin to an FM platform, that way we can release it and let people work on their own stuff without having to wait for us to finish up a multilevel campaign. There's gonna be an FM or two included with the first release, but they won't be connected storywise to the 2nd half of the mod which is...well... a multilevel campaign.
Multiplayer? We've tossed around a few ideas but the main focus has been on singleplayer. If we end up implementing some multiplayer aspect it'll probably be different than Thievery or Nightblade...doing something similar would be redundant as hell. I'm leaning more towards co-op myself, something akin to Zelda 4-Swords where it requires a couple of people to help complete a mission...but in the end who knows what we'll do.
SubJeff on 9/10/2004 at 19:48
The frustration I feel is that without the D3 SDK you can't know what is really possible. And the most important aspects of this mod are the AI, by a long shot, and light engine and stealth.
I worry that all of these efforts will be for nothing if you find out that the AI implementation is not of suitable standard. Who is on AI? HAve you liased with BlackCat at all?
Fingernail on 9/10/2004 at 20:48
Judging by every other id SDK, everything we plan will be possible. Basically, they will release all code except the core renderer. Physics, AI and game system will all be there to play around with. Alright, it's still going to be a FPS, it's still going to have the same graphics (to a point), but as far as AI goes, we should be able to take it as far as is possible.
Which means our dedicated team of programmers, led by sparhawk, will be able to cook up some really cool features. However, we will never stray from our target. We will use a system similar (if not the same as) CVS, (such as SourceSafe), so work is ordered and not duplicated. All work is being kept track of by a local database, with links to forum threads and WIPs.
A new modeller just joined the team, Frank.
We have not liased with Black Cat. They are using a different engine, and are aiming for different features and gameplay. Whilst I'm sure that their expertise is great, UT is not the same as D3, sadly, in any useful aspects really.
ancient_scars on 9/10/2004 at 21:56
Never mind