T3 FM: Crystal Clear Conscience Feb. 28/06 - by Judith
tiger@sound.net on 16/4/2006 at 22:59
You are quite welcomed, Judith! :cool:
And any of those minor nuiances are naught, but very small "blemishes", on a very enjoyable "beauty" of an adventure. (And I would have to say that your idea of expanding, into a real-world "freedom of choice" scenario, might certainly start to give T3 some of the needed recognition that it truly deserves?) :thumb: :thumb:
Judith on 16/4/2006 at 23:44
I'd replace "beauty" with "promise" ;) The process of "translating" your concepts and ideas into a game code ends with a strange result. Your fan mission is not as beautiful as your plans and assumptions were - lack of skills and a little impatience were my biggest sins :)
This time there's no place for such things, patience is a must-have as the environment-creating process is based mostly on 3dsmax static meshes.
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http://img213.imageshack.us/my.php?image=t3editor8wf.jpg)
Inline Image:
http://img213.imageshack.us/img213/8656/t3editor8wf.th.jpg
GlasWolf on 17/4/2006 at 03:47
If there are two things that will ensure your project takes decades to complete, they are generating custom content and a healthy dose of perfectionism. :D Very impressive stuff Judith, I'll see you in 2009!
STiFU on 17/4/2006 at 10:03
And of course, the more lights you put into your mission, the bigger will be the performance issues... ;) I think giving the player some more options how to play is not really classic thief, but rather roleplay like, which I do really apreciate. Really looking forward to see it. You might want to seperate some aeras through stone arches or caves, though. But I think you thought that far as well... ;)
Judith on 17/4/2006 at 10:57
Did I mention I plan to compose my own ambient music? :laff: And 2009 is when the DarkMod may eventually come out, so no worries until then! :joke:
Ok I'm serious. Firstly, creating landscapes in 3dxmax isn't that time-consuming - shaping a simple plane takes only a few minutes, and I don't want to do anything else in 3dsmax. Oh, maybe except for that tiny old wooden bridge over there :cheeky:
And yes, ligths can be a performace hit, when the scene is full of them, which isn't exactly necessary in woods. A few magic lights/torches here and there, AI with torches - that should do the trick (I hope). Btw. Long distance landscapes can be adressed with specific placement of zones, connected with ambient fog, which acts more or less as player fov :). At some distance, all the object in front of you just dissapear, the rest is a calculation and fog adjustments. It's not really that noticeable in the game, player just has a feeling he's in the forest after dusk - and the framerate is stable :)
Sir Lance on 21/4/2006 at 17:02
This looks a really good mission Judith but I had to give up because i kept getting seen. Too many restictions for me to enjoy it but thanks anyway.
tiger@sound.net on 21/4/2006 at 21:24
Quote:
Btw. Long distance landscapes can be adressed with specific placement of zones, connected with ambient fog, which acts more or less as player fov. At some distance, all the object in front of you just dissapear, the rest is a calculation and fog adjustments. It's not really that noticeable in the game, player just has a feeling he's in the forest after dusk - and the framerate is stable
I like that very subtle and joining "fog zoning" idea.
And does a very dense fog seem to help with long-distance sound problems?
(I know a T3 FM or two that could really use your sort of help.) :cool:
And btw, Judith, I did "fudge" a bit with beating your "crowded market" with my Ghosting of it. (I simply used T3's third-person mode to be "above and beyond" the crowd and perhaps, a bit like an "out of body" meta-physics experience, you might say?) :angel:
... Jim ...
Judith on 21/4/2006 at 22:07
Quote Posted by tiger@sound.net
I like that very subtle and joining "fog zoning" idea.
And does a very dense fog seem to help with long-distance sound problems?
(I know a T3 FM or two that could really use your sort of help.) :cool:
This, unfortunately is yet to be tested, right now I'm focused on buliding SM's in 3dsmax and then creating the environment, no sounds implemented yet :) Anyway, the distance between the zones is quite large, e.g. one forest path segment is about 2048 uu long. I hope this will help somehow :)
Quote Posted by tiger@sound.net
And btw, Judith, I did "fudge" a bit with beating your "crowded market" with my Ghosting of it. (I simply used T3's third-person mode to be "above and beyond" the crowd and perhaps, a bit like an "out of body" meta-physics experience, you might say?) :angel:
... Jim ...
Metaphysical fudge? Nice idea, :)
Judith on 22/4/2006 at 11:50
It's ok, until it grows bigger than the book by Aristotle :P. A little bit of metaphysics is a fine thing in FM, especially when contrasted with Garrett's scepticism :ebil: