Negke, Because Empathy Is Good And Accessibility Is Nice?
#341 posted by Spirit on 2013/04/11 21:00:12
ijed, indeed! It's very rare for women though, I think even blue blindness is more common. Lucky you!
Empathy Is The Wrong Word I Think
#342 posted by Spirit on 2013/04/11 21:00:45
#343 posted by JneeraZ on 2013/04/11 21:09:49
Empathy for the .. 1 color blind person who MIGHT play this and appreciate the forethought? There's a time for catering to your audience and there's a time for getting on with it... IMO.
Luminance Is Far More Important Than Color
#344 posted by Spiney on 2013/04/11 21:14:24
That Awkward Moment...
When spirit mirrors your map even though it looks like complete garbage to him...
Yeah I used that color oracle program on my map and it looks totally butchered. Luckily one of the maps I'm working on looks pretty good under all the different circumstance, you might have to wait a while for that badboy though.
I Am Normal Sighted, Color Vision Is Part Of My Research Though
#346 posted by Spirit on 2013/04/11 22:54:11
Don't worry about it looks all weird. These simulations are a) simulating the worst case and b) might not be too accurate and c) the actual "colors" that affected people see might be slightly different. Affected users are used to how things look!
You only need to worry about this (if you choose to) when you have things that are only "coded" by color. I.e. things that look identical and the only difference is color. Iirc the the buttons in Quake are fine in terms of being of obvious shape, but the on/off status of the base button might be problematic (can't remember really, it might just be fine thanks to lightness differences).
I only mentioned it here because sock's circle segments were exactly that (only the color codes the type) and the chosen colors were the dangerous ones.
Btw I do not care about the 1% of MacOS users or Internet Explorer. ;P
Blue & Yellow FTW
#347 posted by RickyT33 on 2013/04/11 23:09:22
#348 posted by sock on 2013/04/20 17:06:20
Lighting a map late at night is never a good idea, it just looks like a drunk hazy memory the next morning!
Image 1Image 2Image 3
Holy Crap
#349 posted by RickyT33 on 2013/04/20 18:01:37
That looks brilliant
Sock
#350 posted by mfx on 2013/04/20 18:15:30
those screens look awesome!
Now i�m crawling under my bed, in vain.
What Do You Drink Usually?
#351 posted by negke on 2013/04/20 18:17:14
Because I want some of it!
Sock
#352 posted by Drew on 2013/04/21 01:37:49
you are an asshole.
Great Work!
#353 posted by ijed on 2013/04/21 20:12:48
Latest Progress
#354 posted by sock on 2013/07/24 18:09:01
New Location, The Chapel of Saint Corthright Image 1Image 2
New player weapon model, The Shadow Axe Image 1
... with 5 sets of animations, 5 different skins to show amulet status, new swipe/amulet sounds and various blade particle effects.
Cool
#355 posted by ijed on 2013/07/24 18:17:04
I think the chapel courtyard could use some vegetation .mdls to accentuate the brushwork - which is spot on. Maybe the floor outside could be scabby grass as well?
Internally it's extremly neat and strong. The angle's a bit tricky but it seems like the red circular window will be a good focal point.
Does the knight stealth the player with that crossbow? I can imagine a poison version working like the HL2 poison headcrab...
The axe looks badass, nice and detailed but still rough and quakey, especially with the blood splatter. The lines suggest that it's throw-able, but maybe that's just me.
@ijed
#356 posted by sock on 2013/07/24 19:29:11
I know it is going to sound crazy but the Chapel of Saint Corthright is just a test map for the AI and particle effects. I took various bits from all the other maps and mashed them together, which is probably why it looks familiar. It is a real shame that the fitz engines (0.85/MarkV) do not have alpha texture support. I suppose I could create vegetation models with the alpha flag enabled.
I like the idea of a poison bolt Death Archer, I will need to think about a new skin otherwise it will be impossible to tell at distance. It certainly would be cool to have the Black Crab game mechanic, it always creates tons of fear when fighting groups of enemies.
Haha, I never considered the new axe to be a throwing weapon! The axe is based on a model by Lunaran (lunsp2) which I took in a different direction. I wanted something that feels like Quake but new and different from the original Axe. Plus this new model does not take up huge amounts of central screen space which is good for when in stealth mode.
Ah
#357 posted by ijed on 2013/07/24 20:24:18
That internal area did look a bit like one in another map which had lightning shooters.
Don't know if you saw these:
http://tomeofpreach.wordpress.com/2013/06/29/vines/
Which work without alpha and are pretty versatile.
Maybe you could also raise / lower the axe v model depending on how close the player is to an enemy, or if they're in stealth mode or not?
Alpha Textures Are Supported.
You just begin the texture name with a curly brace... like {alpha.pcx or whatever. Also you need to use palette colour 255 (the pink one).
The images look excellent, I'm glad that you're still doing work on ITS because I am a huge fan of the Thief series (and, obviously, quake). The work you and others do thrills me so much I wish I was working on a full game with you and the other inspiring mappers on this board!
Lol
#359 posted by nitin on 2013/07/25 00:30:17
at that being a test map. you are crazy sock!
#360 posted by sock on 2013/07/25 13:19:30
@ijed, for organic stuff to really work it needs decals, texture blends and alpha support (I believe these features are limited to a few engines). I don't work with a specific Quake engine which is why I have avoided it. Broken or ruined architecture is a different matter.
@Fifth, I believe the curly bracket thing only works with specific engines, I have not seen it used with Fitz engines.
@Nitin, I have plenty of square box test maps, the second phase to AI testing is proper map architecture which is why I did this little mash up. I know it sounds crazy but it produces really good results for the AI.
Fair Enough
#361 posted by ijed on 2013/07/25 13:55:53
RMQe, FTE and I believe Dark Places are the engines with fence texture { support.
Alpha Is Supported
With fitz too.
Trust me.
#363 posted by Spirit on 2013/07/25 17:32:53
Alpha yes, but { textures not.
Oriented Sprites
#364 posted by Preach on 2013/07/25 21:13:03
If you want small amounts of engine-neutral alpha masked textures, and you're willing to bake the lighting into the texture manually, you can use the technique from the grates in Quoth. Add a sprite with flags set to Oriented instead of VP parallel and you've got a single face with alpha masking. It can be a bit entity-intensive if you need lots of faces, but I know that's one place where ITS is willing to push the envelope : - P
#365 posted by necros on 2013/07/25 22:20:50
preach, i seem to recall you had some really cool method of dynamically creating ground clutter with entities... did you ever finish work on that? it was really cool.
i know it required the array compiler extension though... was that what stopped you?
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