prustage on 28/7/2008 at 10:36
Yep,
We dont use bars since the image is intended to be native 16:9 (i.e.filling a 16:9 screen, looking vertically stretched on 4:3) Consequently, every shot has to be cropped from 1024 x 768 (4:3) to 1024 x 576 (16:9) using VirtualDub but this doesnt completely hide the lightgem. So the lightgem - in fact the whole HUD - is disabled by editing the HUD section of T3UI.ini with the value Active=NOT.
Incidentally, am I right in thinking there is no easy way to create a composite object (what DromED called a "multibrush") and then assign properties to the whole thing (e.g. making it an elevator) without having to edit every single part individually?
Ziemanskye on 28/7/2008 at 17:59
No, there's no easy way to link everything together.
You could experiment with going mental with RigidAttachments, I suppose, but if you remember the cage the Builder's Chalice was kept inside in the OMs was all done with each part of the cage it's own elevator, I don't think that works.
(Actually, I'm almost certain it doesn't, having tried it with the bookcases in Schism. That doesn't totally mean that there isn't some way to do it, but even the guys who made the OMs and could ask the programmers didn't know of a way to do it)
STiFU on 28/7/2008 at 21:38
Even if you don't release it as a FM, we're always glad to see some new screenshots... :)
str8g8 on 29/7/2008 at 11:57
Wow, haven't checked here in a while, and lots of stuff going on!
MK, nice shots! have you considered releasing the mission episodically, rather than trying to finish all the levels at the same time? It would give you a lift to see something through to completion, and I know from experience that you will learn more quickly that way.
Beleg, that stuff is looking very interesting, a good rooftop mission. The medieval stuff looks ace, very reminiscent of the jumble of architectural styles you get in the T1&2! I must remember to post some textures I made a while back, some contain half-timbered stuff you might find useful.
prustage, I think your project sound awesome. Show us some production shots!
Judith: get back to the cabal! :ebil:
prustage on 29/7/2008 at 14:56
Here are some early shots of the set "Dr Z's Laboratory" from the movie "Doom Crystal"
(
http://www.rustage.net/images/1.jpg) http://www.rustage.net/images/1.jpg
(
http://www.rustage.net/images/2.jpg) http://www.rustage.net/images/2.jpg
(
http://www.rustage.net/images/3.jpg) http://www.rustage.net/images/3.jpg
(
http://www.rustage.net/images/4.jpg) http://www.rustage.net/images/4.jpg
Strongly influenced by clocktower I think you'll agree. There is a lot of movement in it. I'll see if I can put together a little mpeg to give you an idea of what it looks like with movement and actors. Incidentally, the weapon (images 3 and 4) is the thing we wanted to rise out of the floor in true Thunderbirds fashion. In the end we did that with a film effect rather than T3Ed.
(P.S. Just noticed some really bad texture mapping on the last image (4.jpg) - glad I did this - it might have gone unnoticed!)
Martin Karne on 30/7/2008 at 01:36
Excellent, now please try not to make the player enter in contact with any moving parts, which I remember one TDS FM did and Garrett ended up outside the world and died a lot, to the point of being impossible to get any further progress.
Beleg Cúthalion on 30/7/2008 at 07:09
@str8g8: Thanks a lot. I finally re-did these two half-timbered textures by copying one of JohnP's plaster textures (TENwall) as a background. Before that it was just plain white and I always thought the mistake would be the beams. Unfortunately it'll only have very few rooftops, but Flux and I am/are planning to do something bigger later on. :) By the way, what are YOU doing all the time? :sly:
@prustage: That surely looks like steampunk de luxe. Really freaky. Do you use JohnP's high-res textures? The clock texture looks like that, but I haven't found anything to make me sure. Usually I figure it out quite quickly, but this time...
@Martin: When I entered the Clocktower first I wanted to jump onto the pendula like Legolas and do some cool stunts, but it just did damaged to me. :erg: And if I hadn't seen how horizontal elevators work in the Oldstone Castle, I'd still believe something like that was possible.
Flux on 30/7/2008 at 09:33
So you enjoy making stunts? :p
Just want to let you know, I once experimented with scripts to make Garrett jump much higher than usual(5,6 times higher, could be even higher) after he does certain things(like finding jumpboots.:p) He was able to jump over further distance with this trick.
In case you/someone is interested, I'd remember how I did that script.
Beleg Cúthalion on 30/7/2008 at 10:32
It's not the jumping height, it's rather that Garrett cannot climb/mantle onto moving objects. The horizontal elevators in Oldstone Castle only worked because they had railings to push him to the side. The floor would slip beneath his feet. :erg:
By the way, have I bored you with my last two PMs or did you just have no time to reply?