godismygoldfish on 13/1/2006 at 20:50
From what I can tell it's not. It seems to only allow you to mess with one clip at a time. Mostly just doing MTV-style post effects, from what I can tell.
doctormidnight on 13/1/2006 at 23:22
Quote Posted by jay pettitt
Similar to glaswolf, I'm not much interested in mapping a whole level here... Though I'm up for making some smaller mapping contribution... such as placing ambient sounds or doing AI mesh donkey work.
Me thinks there is some small confusion over the pass the parcel level thingie. There are at least two ideas floating around currently; make that 3 - because I think Ziemanskye is suggesting yet another.
1, suggested by doctorMidnight after reading Prustage's suggestions was a fun exercise. You know when you meet a group and do a team game to introduce yourselves - that sort of thing. I don't think docmidnight was particularly expecting great things in the way of a finished product, unless the process went suprisingly well. For the record - I don't think it's a bad idea.
Yeah, I wasn't suggesting that this should lead us to an end result, just that it might be useful as a starting point to see what the community can and will do. Ideally it would be done within a few weeks, and no longer than one month. Hell, it doesn't even have to be a complete level, it could just be a small house where the objective is to collect ingredients for a really nice stew.
jay pettitt on 14/1/2006 at 02:45
hmmm, stew.
In the mean time - prospective team members might like to go (
http://www.thieveshighway.org/forum/apply.php)
hereRegistration isn't automatic, don't expect insta-signup. I'll process applications when I get home: late afternoon, early evening UK time.
Crispy on 14/1/2006 at 05:51
Is a real name really required? :erg: Not that I don't trust you or anything, but as a matter of course I prefer not to give out that kind of information...
ProjectX on 14/1/2006 at 10:37
Quote Posted by str8g8
Beauty pass: bsp, textures, lighting, mesh placement
I'll do that one!
Ziemanskye on 14/1/2006 at 11:25
I got to thinking about the prototyping/testing working together thing the other day, and got about half a level plan worked up:
(
http://img301.imageshack.us/my.php?image=halfplan5cj.jpg)
Inline Image:
http://img301.imageshack.us/img301/1138/halfplan5cj.th.jpgI seem to have picked up/developed my own shorthand for what the things mean, but hopefully you can follow that enough - it's a rooftops and buildings thing, starting on a ledge from a generic apartment block and currently finishing on top of a gatehouse (I intended to expand the plan further, but the gatehouse was a good bottleneck to bring the 3 paths back together at)
I think I can get most of it built in about 2-3 weeks (no guarantees), but I'd like some square wall textures with windows and only an upper trim on them - because of how I build normally; on a 256x256 texture that'd be 192 up for the main wall, with the window starting about 64 from the bottom - as much of the other 64 at the top can be trim as you want, since this is mostly for the walls to mark the higher building boundary around the player. They don't need normal maps - they're just boundary anyway and it might help performance.
I'd also appreciate some new smeshes - specifically of one of those hexagonal turbine machine things from TMA and some single story ramshakle huts - I'll build them myself if I have time later.
The general outline of the level would be kind of like my own Townhouse - in that the player is under-equipped and guards teleport in to harrass the player, since they can't follow to all the places the player can get.
STiFU on 14/1/2006 at 11:38
Quote Posted by Crispy
Is a real name really required? :erg: Not that I don't trust you or anything, but as a matter of course I prefer not to give out that kind of information...
Don't you want your name in the credits of this campaign neither? I think something like that is always a good reference and so i'll add my name to it! :)
Quote Posted by godismygoldfish
Depends, I created all the image elements besides particles in Photoshop (used Wondertouch for the hallway torch) and assembled them in Premiere and After Effects. I also combined in chroma-keyed (green/blue screen) live action actors with silhouettes, which were composited into the final shots.
I'll try to get those programs. Has someone of our team yet experience with those tools? I think str8g8 would possibly draw the pictures and someone else could then make the cutscenes. If no one has experience with those programs i'll try to learn them.
Quote Posted by Ziemanskye
I got to thinking about the prototyping/testing working together thing the other day, and got about half a level plan worked up:
hmn, i don't understand that plan completely. A legend would be nice! :) But good work anyway! It sounds a bit like you want to start directly... :cheeky:
Ziemanskye on 14/1/2006 at 11:46
I don't think this'd be part of the campaign, even if we did have a roof-tops mission in it - this is just a bit of an experiment.
As for a legend, well:
White-arrows indicate up.
Black arrows indicate down.
Black and while arrows connected by a line indicate a ramp or stairs between floors.
Curved arrows indicate general progression - the ending arrow shows if you're going up or down.
Two black arrows pointing at a wall indicate a tunnel or passage beneath the player.
the S in a box is a secret door.
Thin lines show small ledges or direction of movement.
Boxes in grey show platforms which are accessible
Curved segmented loops are damaged walls/floors you can pass through.
The distorted Ls are doorways between rooms.
Rantako on 14/1/2006 at 11:46
I can do basic bsp/smesh architecture and lighting for the Beauty Pass, and scripting in the Gameplay Pass. Though I utterly suck at placing props and loot.
Ziemanskye - looks good, as far as I can tell. So is it something you're planning on making yourself, or to try passing around to see if that'll work? Just wondering - do NPCs work in your lightless map (can they see things to react to them? Are there any noticeably darker areas to hide in?) If they do, we could use something similar for any large outdoor missions, like the outside of the Baron's Castle, or watever we decide to do, so that it can have impressively detailed bsp/smeshes and still keep the framerate normal.
Edit: just noticed your post - makes more sense now.
Ziemanskye on 14/1/2006 at 11:49
I can build the bsp/lights/particles/effects of this - but I need help with the textures and smeshes, and could do with a more formal "Writing" pass to set up guards and readables and to generally kind of bring the place to life.
As for the lightless stuff - I haven't really tested it with NPCs, it got to a stage of too many alpha passes started to slow the frame rate....
Since the plan above is still floating I could throw a guard or something at the lightless to test though....