New DirectX9 DM clone - entombed
Forum rules
Please read the Forum rules and policies before posting. You may
to help finance the hosting costs of this forum.
Please read the Forum rules and policies before posting. You may
to help finance the hosting costs of this forum.
- cowsmanaut
- Moo Master
- Posts: 4380
- Joined: Fri Jun 30, 2000 12:53 am
- Location: canada
Re: New DirectX9 DM clone - entombed
new walls sent, lion fountain will be to you when you wake up, since you're probably soon to bed, and I'm soon to the store for hours to buy groceries and supplies etc.. I'll finish it all up when I get back. but at least you have somthing new to try
a screen shot with both in engine would be nice though 
Re: New DirectX9 DM clone - entombed
quick reply:
dse, could you also make wireframe screenshots?
dse, could you also make wireframe screenshots?
Re: New DirectX9 DM clone - entombed
No, you can't!DSE wrote:May I ask why ?
(I just wrote this to reach my 100th post, so ignore it
Finally playing and immensely enjoying the awesome Thimbleweed Park-a-reno!
Re: New DirectX9 DM clone - entombed
If it is not too much trouble I would just like to see the comparison
wireframe vs ingame screenshot.. (maybe others?)
how your walls are built and what you then add to achieve the looks the game has.
wireframe vs ingame screenshot.. (maybe others?)
how your walls are built and what you then add to achieve the looks the game has.
Re: New DirectX9 DM clone - entombed
Another nice thing, actually found in DM, would be the form-able or modifyable environment.
In DM you could destroy doors.
Entombed should probably enhance or try allow for these features>
scorch signs where fireballs hit walls. (how is darkness being handled? Do fireballs illuminate Darkness? What about Darkness Spells Des ir Sar, can Fireballs breach it?)
show signs of use or damage on walls if you hit them in succession, depending on weapon used..
---> so the dungeon forms and changes when you "use" it
I then personally always forget all about sound.
What would a fireball be without the searing crackling sound as it passes by,
the sword without the tsching when it is drawn out of its sheathe( this is when a click on weapon icon shows attackoptions)
lightningbolts, footsteps etc...
In DM you could destroy doors.
Entombed should probably enhance or try allow for these features>
scorch signs where fireballs hit walls. (how is darkness being handled? Do fireballs illuminate Darkness? What about Darkness Spells Des ir Sar, can Fireballs breach it?)
show signs of use or damage on walls if you hit them in succession, depending on weapon used..
---> so the dungeon forms and changes when you "use" it
I then personally always forget all about sound.
What would a fireball be without the searing crackling sound as it passes by,
the sword without the tsching when it is drawn out of its sheathe( this is when a click on weapon icon shows attackoptions)
lightningbolts, footsteps etc...
Re: New DirectX9 DM clone - entombed
If it is state of the art it should probably show Zeitgeist
modern haircuts of the champions
animated Health / Stamina / Mana bars.. not just a single pixelline, but a wave that resembles a water surface.
Health could be a bar filled with coloured "health-water"
I am just imagining how items >flasks with the physics animation(previous posts) would shake the fluid inside around, would really be a nice effect.
I know DSE, you are alone, but I told you these ideas nevertheless...
However there is not only form but also function.... one follows the other or so.
The interaktion in a game is crucial (what keys you use or what input device for what..) probably there is some room for tweaking entombed?
modern haircuts of the champions
animated Health / Stamina / Mana bars.. not just a single pixelline, but a wave that resembles a water surface.
Health could be a bar filled with coloured "health-water"
I am just imagining how items >flasks with the physics animation(previous posts) would shake the fluid inside around, would really be a nice effect.
I know DSE, you are alone, but I told you these ideas nevertheless...
However there is not only form but also function.... one follows the other or so.
The interaktion in a game is crucial (what keys you use or what input device for what..) probably there is some room for tweaking entombed?
- cowsmanaut
- Moo Master
- Posts: 4380
- Joined: Fri Jun 30, 2000 12:53 am
- Location: canada
Re: New DirectX9 DM clone - entombed
the walls are flat, the depth of the stone work is an illusion performed by displacement and normal mapping. so seeing the wireframe would tell you nothing except that the walls are very low resolution and very very flat.
Re: New DirectX9 DM clone - entombed
oh. so no destroying of walls, huh? thanks cows.
all the things I am suggesting are not that easy to get to work...
another feature >
collect multiple items into a pouch and sort it out later in which character inv the items go.
In inventory maybe there could be features like in a texteditor, select with ctrl /shift etc. to quickly move multiple items around
all the things I am suggesting are not that easy to get to work...
another feature >
collect multiple items into a pouch and sort it out later in which character inv the items go.
In inventory maybe there could be features like in a texteditor, select with ctrl /shift etc. to quickly move multiple items around
Re: New DirectX9 DM clone - entombed
And look fooking awesomecowsmanaut wrote:the walls are flat, the depth of the stone work is an illusion performed by displacement and normal mapping. so seeing the wireframe would tell you nothing except that the walls are very low resolution and very very flat.
Zoom - your ideas are really good but, and Im not being an arrogant tw@t here, I have most of them on my list and have been in other games (except the hair idea, what are you smoking
I really want to do caves next. So the place is full of stalagtites and stalagmites with the light reflecting off. I wish to god I had kept my art studies up
Re: New DirectX9 DM clone - entombed
DSE no problem. It does no good launching all these observances or mind constructs into thin air.
( btw, I quit smoking couple of years ago..
)
I guess a good thing for me would be to "wait" for the demo and then see what can be enhanced. Something like that.
What monsters could roam in a cave is also no good, too since you have no 3d artists for monsters!
( btw, I quit smoking couple of years ago..
I guess a good thing for me would be to "wait" for the demo and then see what can be enhanced. Something like that.
What monsters could roam in a cave is also no good, too since you have no 3d artists for monsters!
Re: New DirectX9 DM clone - entombed
Hey DSE - are you a member of any of the 3d modelling forums that are around (Scifi meshes etc). If you need artists for building and rigging monsters - they might be a good place to drum up help.
I could have a go at modelling some creatures - although I havent done a lot of character modelling.
Do you have any creatures in mind that you would like?
What sort of poly count?
Do they need to be rigged (i.e. bones?)
I could have a go at modelling some creatures - although I havent done a lot of character modelling.
Do you have any creatures in mind that you would like?
What sort of poly count?
Do they need to be rigged (i.e. bones?)
- cowsmanaut
- Moo Master
- Posts: 4380
- Joined: Fri Jun 30, 2000 12:53 am
- Location: canada
Re: New DirectX9 DM clone - entombed
I can tell you what I had planned once I got done a few more dungeon bits. I expected to create low poly to the range of 2000 triangles or less. Rigged an Animated with the basic needs, Idle, Attack, walk, die. The mesh is then exported as a .X format. He's currently using 3DSMax for his mesh. I'm using Maya. As for monsters I was intending to do revisited DM monsters.. meaning slightly updated designs of them. Something that captured the creepy mood I felt when I first saw them that no longer happens because.. well.. they are dated 
Re: New DirectX9 DM clone - entombed
Hey moonhawk :O) Cows is right. My current creature is around 8000 polys in high and 2000 in low detail.
I would love anything to be honest, spiders or scorpions would be great !!! If you are serious then I can post up a list of the required anims.
I would love anything to be honest, spiders or scorpions would be great !!! If you are serious then I can post up a list of the required anims.
Re: New DirectX9 DM clone - entombed
sorry forgot to say, no im not a member of those sites. I will take a look, would be cool if it was someone on here though. I fellow fan :O)
- cowsmanaut
- Moo Master
- Posts: 4380
- Joined: Fri Jun 30, 2000 12:53 am
- Location: canada
Re: New DirectX9 DM clone - entombed
Hi cows, the fountain looks good! Entombed needs more of that stuff !
Nevertheless I compared the fountain with the original
found slight differences;

I don´t want to sound arrogant here, just my 2 pence for possible improving :
For me the fountain would have its focus on the basin(water), not on the head(lion)
if the fountain was attached lower and the basin was 1.5 or twice the width size (broader, not higher)
The water which flows out of the mouth of the lion is too much for my taste. Then again it could be ok if so much water spurts out of the fountain, but for this the flow of the fluid is too slow. not enough convincing
I would suggest a tickle or increase flow rate
With less water (a tickle) the lower teeth and chin of the lion would show! now it is sad because you don´t see it.
(Cycle of use:? if drink out of fountain, basin will become empty... new water flows into the basin(very fast)
and stops(tickle) when it is refilled.end of cycle )
whatever just wanted to mention this..!
Nevertheless I compared the fountain with the original
found slight differences;
I don´t want to sound arrogant here, just my 2 pence for possible improving :
For me the fountain would have its focus on the basin(water), not on the head(lion)
if the fountain was attached lower and the basin was 1.5 or twice the width size (broader, not higher)
The water which flows out of the mouth of the lion is too much for my taste. Then again it could be ok if so much water spurts out of the fountain, but for this the flow of the fluid is too slow. not enough convincing
I would suggest a tickle or increase flow rate
With less water (a tickle) the lower teeth and chin of the lion would show! now it is sad because you don´t see it.
(Cycle of use:? if drink out of fountain, basin will become empty... new water flows into the basin(very fast)
and stops(tickle) when it is refilled.end of cycle )
whatever just wanted to mention this..!
Re: New DirectX9 DM clone - entombed
LOL, did you mean 'trickle' or 'tickle'. Also, remember that this is a pre-render done in maya or similar. This isnt 'in game'. I actually really really like it, I dont think we have to make everything exactly as it was in DM. Or do we ?
Re: New DirectX9 DM clone - entombed
Cows - I am at work at the moment so havent had a chance to do anything with it. I will let you know.
Re: New DirectX9 DM clone - entombed
oh well, yes I meant trickle. :O
hmm. No we do not have to make everything like dm...I am eager to hear what cows thinks about that.
probably best to not let details talk (unneccessary ones ) slow everyone. I fear I have polluted this thread already a bit
hmm. No we do not have to make everything like dm...I am eager to hear what cows thinks about that.
probably best to not let details talk (unneccessary ones ) slow everyone. I fear I have polluted this thread already a bit
- cowsmanaut
- Moo Master
- Posts: 4380
- Joined: Fri Jun 30, 2000 12:53 am
- Location: canada
Re: New DirectX9 DM clone - entombed
I will be chaning the basin a bit later on, This was only a temp texture for the wall but as for size I'm happy with it as is so far. I'm making things close to DM not exact DM. You may recall some of my previous work at doing monsters in DM as 2D renditions... They were quite different from those in DM. As it will be again. I only seek to capture the essence of the environment. DM didn't have bridges, hanging flags, Manacles *with* skeletons in them, camp fires, lanterns, shafts of godrays coming through cracks in the walls, etc etc. You may notice the view angle and width of the cooridors are already different, statues, ettins, campfires, and barrels already are within the game. Purist is not what we are seeing here 
there is nostalgia for the purist, and then there is an update to refresh a concept. Some people hate refreshing ideas.. other people love it. Batman begins, was not as the origins told in the books exactly.. there were a great many liberties taken. However it was an update.. a renewals for the time. That should he exist today, he might have been more like this.
I also think that deception on our part while doing dungeon bits would be rewarding to those of you playing, where you think you know where you are going.. but you don't
there is nostalgia for the purist, and then there is an update to refresh a concept. Some people hate refreshing ideas.. other people love it. Batman begins, was not as the origins told in the books exactly.. there were a great many liberties taken. However it was an update.. a renewals for the time. That should he exist today, he might have been more like this.
I also think that deception on our part while doing dungeon bits would be rewarding to those of you playing, where you think you know where you are going.. but you don't
Re: New DirectX9 DM clone - entombed
Not polluting ... just made me laugh. So thanks for thatzoom wrote:oh well, yes I meant trickle. :O
hmm. No we do not have to make everything like dm...I am eager to hear what cows thinks about that.
probably best to not let details talk (unneccessary ones ) slow everyone. I fear I have polluted this thread already a bit
- cowsmanaut
- Moo Master
- Posts: 4380
- Joined: Fri Jun 30, 2000 12:53 am
- Location: canada
Re: New DirectX9 DM clone - entombed
oh, and Zoom.. a side note about the water basin.. The focus is water, so I made it move. Automatically forcing you to look at it.. because it's the only thing moving
if you saw pouring water (perhaps with sounds too) and your characters were dying of thirst.. what do you suppose you as a player would do 
- cowsmanaut
- Moo Master
- Posts: 4380
- Joined: Fri Jun 30, 2000 12:53 am
- Location: canada
Re: New DirectX9 DM clone - entombed
zo door concepts
http://smg.photobucket.com/albums/v291/ ... odoor2.flv
http://smg.photobucket.com/albums/v291/ ... zodoor.flv
trying a few methods to make a zo door type barrier. I was also thinking of electrical charges, or slow flowing lava..
http://smg.photobucket.com/albums/v291/ ... odoor2.flv
http://smg.photobucket.com/albums/v291/ ... zodoor.flv
trying a few methods to make a zo door type barrier. I was also thinking of electrical charges, or slow flowing lava..
Re: New DirectX9 DM clone - entombed
very cool. The first one I like better. I do not think of a door(where is the switch?) but more of a barrier(resembles the ra doors but cooler, more eerie ghost like feel. Also nice particle flow there!
the second one, I think of as an heat wave kind of thing.
Imagination goes through with me, so I was already thinking about having this effect alongside a fireball.
Maybe even when the fireball is gone, it is still imminent ,a slight difference in temperature
that shows itself
(much the same like jet vapor lines on the sky that dissolve)
To mind come new spells .firewall/heatwall. just love the sheer possibilities
the second one, I think of as an heat wave kind of thing.
Imagination goes through with me, so I was already thinking about having this effect alongside a fireball.
Maybe even when the fireball is gone, it is still imminent ,a slight difference in temperature
(much the same like jet vapor lines on the sky that dissolve)
To mind come new spells .firewall/heatwall. just love the sheer possibilities
- Erik Bauer
- Adept
- Posts: 252
- Joined: Thu Jan 11, 2007 1:44 pm
- cowsmanaut
- Moo Master
- Posts: 4380
- Joined: Fri Jun 30, 2000 12:53 am
- Location: canada
Re: New DirectX9 DM clone - entombed
sorry, brain fart.. ra door, not zo door. Been a while since I played the game :S
Anyway so you like the tendrils, not the massive firey wall. Got it.
there is no frame at the moment, I was only testing FX. It's not particles either, just a texture moving across the surface. By warping the UVs on the surface I get more distortion. Making it look more smokey.
Anyway so you like the tendrils, not the massive firey wall. Got it.
there is no frame at the moment, I was only testing FX. It's not particles either, just a texture moving across the surface. By warping the UVs on the surface I get more distortion. Making it look more smokey.
Re: New DirectX9 DM clone - entombed
The bottom one is great, dont really like the top one TBH. Not sure which one everyone else is referring to (filename or posting position).cowsmanaut wrote:zo door concepts
http://smg.photobucket.com/albums/v291/ ... odoor2.flv
http://smg.photobucket.com/albums/v291/ ... zodoor.flv
trying a few methods to make a zo door type barrier. I was also thinking of electrical charges, or slow flowing lava..
