Judith on 26/6/2013 at 21:43
My little test chamber, this one's for general movement and mantling/jumping/turning animation testing.
Inline Image:
http://img819.imageshack.us/img819/9315/fg6n.jpgI'm trying to figure out the numbers for spatial ratio for the surfaces where player can navigate and get best flow from that. For example, running and turning on beams suck, even if they're 32 UUs thick ;)
Also, mantling seems to be smoother when objects use height values like 32, 64, 128 rather than 48, 96 etc. And, there seems to be a slight difference in terms of precision and ease of navigation between 1st and 3rd person, in the favor of the latter. But that should not be that much of a surprise, huh? :p
Beleg Cúthalion on 24/7/2013 at 09:14
Well, that's a dark and gloomy first impression. But dark corridors is what T3Ed was made for, so you're doing it right! :thumb:
Beleg Cúthalion on 25/7/2013 at 07:24
I did think about it, but I don't have a clear idea nor enough free time to just do it. But who knows? Hopefully T3G will suffice as a Halloween gift.
bikerdude on 28/7/2013 at 22:02
Quote Posted by Judith
Also, mantling seems to be smoother when objects use height values like 32, 64, 128 rather than 48, 96 etc. And, there seems to be a slight difference in terms of precision and ease of navigation between 1st and 3rd person, in the favor of the latter. But that should not be that much of a surprise, huh? :p
Anything you can do to make the mantling and climbing better is much appreciated. Take a wonder over to the TDM forums as Im sure grayman could give you some pointers on how the mantling system works in TDM.
Beleg Cúthalion on 14/10/2013 at 13:31
Hehe, nice idea. If you cannot replace the mesh, maybe using a different texture would be better than nothing. Unfortunately I have no idea about 3D modelling myself. By the way, have you combined the two halves of the Cradle map into one? I did this for the original map and the Thief 3 Gold project. It got a bit larger than the vanilla game could handle, but snobel found a tweak for it. Aside from that, with only brushwork and static meshes copied, you probably won't have these issues. But I guess it's already too late for that when you'Re far into development.
lolkabl on 14/10/2013 at 16:34
Quote Posted by Beleg Cúthalion
Hehe, nice idea. If you cannot replace the mesh, maybe using a different texture would be better than nothing. Unfortunately I have no idea about 3D modelling myself.
Yeah, I will do it if I won't make mesh. But I feel that solution is close, maybe it will be found. Anyway, I don't want to hurry )
Quote:
By the way, have you combined the two halves of the Cradle map into one? I did this for the original map and the Thief 3 Gold project. It got a bit larger than the vanilla game could handle, but snobel found a tweak for it. Aside from that, with only brushwork and static meshes copied, you probably won't have these issues. But I guess it's already too late for that when you'Re far into development.
Yes, I did. I even made it bigger, built another block near Stuff Tower. It was one of two ways to expand Cradle without breaking of future. Second one (that I didn't use, but maybe somebody will want) - new floor or two inside of tower. We can see some beds here in the memory, and also probably there is vestige in the Yard. But I made something else, cause i didn't want to make yard very long as it should be.
At first I've restored both parts of Cradle very carefully (I was afraid to create broken butterfly effect), removed all NPC (not very clever decision, cause I'm adding them back :D) and trash. I've built new block and after all I've merged both parts just copy-pasting, and it works fine. Tiens and Savar helped me to solve the problem with pools. And looks like I also have to thank snobel for it ) I also removed cells and treatment rooms and I made Tower little shorter, but it was ideologically, not necessary. The biggest problem is fps, it is a bit lower than in vanilla, but 10 years passed by, I hope that it's not problem anymore.