Judith on 27/7/2008 at 20:11
Quote Posted by Beleg Cúthalion
Hehe, does it cast a shadow? :p
Nah, but it probably could :) Not as a global light source, but a few lights placed neatly here and there ;) And it isn't CCC2 either, just finishing my experiments with cubemaps and practical applications thereof - before putting it finally in the wiki.
Beleg Cúthalion on 27/7/2008 at 20:19
So what are you Cabal guys doing all the time? :weird: Ziemanskye is churning out static meshes, you're making TDS for romantics and one might get the impression that you have all time in the world. :p
Judith on 27/7/2008 at 21:45
That's the problem, we don't have a guy with a whip standing over us, and reminding us of a deadline :cheeky:. I bet that most reactions after the release would be like "and it took you X* years to create this, huh?" :p
*Hopefully X doesn't stand for a Roman number :P
Flux on 27/7/2008 at 21:52
Well for sure I don't want x to be a roman number either.:p
Both shots from Judith and Beleg are very exciting.
And the oblivion reference reminded me something. Such sized levels are very possible here if one would prefer to have loading zones for every door you enter. Neither of us would want that, would we? I perused oblivion forums after the game was released, nobody complained about load-zones in that game.
Beleg Cúthalion on 27/7/2008 at 21:53
@Judith: X is ten.
Let me be your whip. I want the readables till St Nicholas day. :sly:
@Flux: Thanks. I'm trying to build something for your very special...desire. :p But loading zones are a no-no I think. Let Oblivion have them, but for Thief I'd even accept smaller levels to avoid such an immersion breaker. It breaks immersion because we are used to go from one end of Dayport to another without intermission.
Judith on 27/7/2008 at 23:11
Quote Posted by Flux
And the oblivion reference reminded me something. Such sized levels are very possible here if one would prefer to have loading zones for every door you enter. Neither of us would want that, would we? I perused oblivion forums after the game was released, nobody complained about load-zones in that game.
Well, the loading zones aren't that much necessary, but this type of design might be usefull, actually. Imagine a citysection where you have a lot of SM houses and the only frobable part is the door or window. After frobbing there's a fade out, teleport to "inside of a house" (located elsewhere to avoid low framerates), fade in. It works well with the player, I haven't tested it with AI yet, but it shouldn't be too difficult.
The other day I had some kind of "mage's house in the swamps" that used this system and was supposed to be the part of CCC2 (but I believe I lost it somewhere...)
Flux on 27/7/2008 at 23:22
Quote:
Well, show me all your feet, show me all your shoes*:
Heh, I missed that part. Here are my shoes.:p
Very early wip shots from some probable sequel to valley.
(
http://images.bittersense.com/villagepre5.jpg) http://images.bittersense.com/villagepre5.jpg
(
http://images.bittersense.com/villagepre4.jpg) http://images.bittersense.com/villagepre4.jpg
(
http://images.bittersense.com/villagepre6.jpg) http://images.bittersense.com/villagepre6.jpg
This will have to wait, simply because of story troubles and I don't want to hear any more pagan voices for myriad number of times while testing the mission.:p Hopefully, with Beleg's help, I will have to decide what to do with this setting.
Me wants to get his hands on some rooftop mission.;)
Quote:
Well, the loading zones aren't that much necessary, but this type of design might be usefull, actually. Imagine a citysection where you have a lot of SM houses and the only frobable part is the door or window. After frobbing there's a fade out, teleport to "inside of a house" (located elsewhere to avoid low framerates), fade in. It works well with the player, I haven't tested it with AI yet, but it shouldn't be too difficult.
Good idea, will the ai use the same teleport to chase back the player into the streets?
Judith on 28/7/2008 at 00:09
Quote Posted by Flux
Good idea, will the ai use the same teleport to chase back the player into the streets?
That was the plan, AI just needs a different script, but operating the same way and using the same sets of teleports as player. Not sure how their pathfinding/thief chasing system would behave, though, in face of such a drastic change of the environment ;)
prustage on 28/7/2008 at 03:39
Just for the record I am beavering away with T3ED like crazy at the moment but the result will not be an FM...
I work with kids in my area making movies for and by children. The current script we have involves travel to a vicious medieval / steampunk world. Due to the limited budget we obviously cant build the necessary sets so the whole world is being modelled in T3ED, the actors are being filmed against green-screen and then composited into the Thief world.
Once all the sets have been modelled, we then use FRAPS to "film" every shot of each scene (in God mode). We then film the equivalent shots in a green studio with the kids as actors and then composite the whole lot together using Sony Vegas.
Work gets shared out by ability. But we have two kids (aged 8 and 10) who have learnt T3ED and have been given specific rooms to model themselves. I am amazed how good they are. Other kids get involved with costume, script, editing, filming, finding props and of course acting.
Using T3ED in this way presents many challenges and architectural modelling. lighting and mechanics are very important. We have lots of special effects that the particle FX are proving very useful for, sliding doors, secret panels etc. One "set" is a large streampunk laboratory/machine room with rotating, pumping stream emitting machines - we are having great fun learning how to make wheels turn, pistons pump, sparks jump and steam puff.
Most sets have to exist in three or four versions: each with different lighting depending on time-of day, or different arrangements of furniture, with missing walls to enable certain types of shot or masked out "dropout green" areas that will have live action inserted. Some sets just have carefully lit meshes against a black or green background ready for compositing.
One problem we have is making large composite objects move. We have a beautifully modelled weapon consisting of about 30 or so meshes and some brushes in a close arrangement. We need to make the whole thing rise out of the floor at some point and film the process from a number of different directions. Unfortunately we havent found a way to make the whole thing move as a whole without turning each individual componment into an elevator. As a solution we have a "studio" consisting of the weapon modelled against green screen and a number of elevators placed around it. I get Garret to stand on the elevators and "film" (using Fraps) the view of the weapon as the elevator goes down. The net result is a view of the weapon apparently going up. We can then use film effects in post production to composite the "rising" weapon against a special set that has a green "hole" in the floor.
We are aiming for completion by October and I have to say that we wouldnt even have considered using this approach if it werent for the wealth of information on this site and the extreme helpfulness of the forum members.
By the time we are finished apart from the movie itself there should be all the architectural work required as a basis for an FM. We might start on that later...
Beleg Cúthalion on 28/7/2008 at 06:48
That sounds really interesting. Unless you want to cut out the lightgem with 16:9 bars or something, there should be a way of getting rid of it with the ini files - just in case you haven't done this yet.
@Judith: So you want to make an invisible teleport like in Temple of the Tides or Broken Triad? I'd fear about the AI, too, but otherwise this might prove useful.