Gambit on 21/9/2007 at 13:20
I can already imagine the coolness when Darkmod is realeased (somewhere in 2008) -
- A horde of FM mappers overloading this site with Darkmod FMs.
- Someone trying to remake Bafford´s mansion with Darkmod.
- Someone remaking his own old FM with Darkmod.
- Someone trying to use falling crates with rope arrow as part of his FM objective/plot.
- Someone creating an improved mantling playground.
- Someone making you play Doom 3 with stealth instead of a BFG. Much more scarier.
- Beauty contests.
Gambit on 23/9/2007 at 13:37
WoW !
Congratulations ! The water reflections are spetacular. And the city is incredibly detailed.
This may be a fan mod but it´s written "professional work" all over it. Game companies should hire you guys for that.
Jeshibu on 23/9/2007 at 15:35
Not until they finish this project, I hope.
The videos look good, as usual. What's happening in the water video when the player enters the water though? There are some dark ... things close to the player on the surface. Is it the player's reflection?
ZylonBane on 23/9/2007 at 15:47
Regarding the new city video, a minor nitpick--
Torches should never, ever be mounted on or under wooden surfaces, and there should always be soot marks on the wall near them.
New Horizon on 23/9/2007 at 16:23
Quote Posted by ZylonBane
Regarding the new city video, a minor nitpick--
Torches should never, ever be mounted on or under wooden surfaces, and there should always be soot marks on the wall near them.
WIP map of course. Decals can be added later to dirty things up.
BrokenArts on 23/9/2007 at 16:25
Quote Posted by ZylonBane
Regarding the new city video, a minor nitpick--
Torches should never, ever be mounted on or under wooden surfaces, and there should always be soot marks on the wall near them.
They must use that smokeless oil. I use that for my torches.
Springheel on 23/9/2007 at 16:48
Quote:
There are some dark ... things close to the player on the surface. Is it the player's reflection?
Yeah, that's an issue we need to deal with...the playermodel is reflected, but because part of the reflection is actually reflecting the 'inside' of the model, it winds up looking quite bizarre sometimes. We've talked about it, but it's not a two minute fix and hasn't been high on our radar. I imagine we'll probably wind up turning the player reflection off if we can't fix it any other way.
Jeshibu on 23/9/2007 at 17:37
An obvious solution to me would be to disable player reflection if he touches the water's surface. Since you're not doing body awareness, you'd reflect the see-through inside and some of the outside of the player model when he does touch the water otherwise, and this way you can still see yourself if you happen to jump/lean over and look down.
Springheel on 23/9/2007 at 22:50
Quote:
An obvious solution to me would be to disable player reflection if he touches the water's surface.
It's not quite that simple...you can't disable only a part of a reflection, which is basically a camera projecting what it sees onto the water's surface. I'm pretty sure we can disable the player model when the player is in the water (with some effort), but I think that causes problems because several things are based on the player model (footsteps, for example). Programmers will explain it better than I. I'm sure we'll come up with something, but it's a minor cosmetic issue that's pretty far down the list of important things to do. :)