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-   -   Th-Whispers (http://forums.blackcatgames.com/showthread.php?t=11627)

Edy94 7th Jun 2009 01:14 PM

Th-Whispers
 
I've been working on this map just few hours so far.
I don't have too many info about it. In this early stage all i can say is that the style is like in th-Asylum but with a lot more creepyer atmosphere.
Ill come with new info and screens when i got some ;).

One of the corridors:
http://img390.imageshack.us/img390/1...2009060.th.jpg

~Getty

Schleicher 9th Jun 2009 02:32 PM

Looks more like TH-Novaprospect ;D

Eh jk, noice. The right map in the wrong place can make all the diff..erence in the world :o

Edy94 26th Mar 2010 10:28 PM

Some updates

http://img260.imageshack.us/img260/9...ot0018a.th.jpg http://img260.imageshack.us/img260/1...ot0017c.th.jpg http://img543.imageshack.us/img543/4885/shot0016.th.jpg
http://img179.imageshack.us/img179/5...ot0015d.th.jpg http://img696.imageshack.us/img696/2...t0014yu.th.jpg http://img683.imageshack.us/img683/3...t0013cy.th.jpg
http://img179.imageshack.us/img179/1...ot0012x.th.jpg http://img686.imageshack.us/img686/3...ot0019h.th.jpg

Still much left to be done. I hope ill be able to work some in the easter break ;)


NeuroFunkeR 27th Mar 2010 12:39 AM

that looks like ummm... nice! I like it!

Trapmaster 27th Mar 2010 06:16 PM

Looks great :D Good detailing too.

As I always said Get, you got lots of potential and are able to greatly
improve that skill, not many people can do that - practise is everything.

Edy94 31st Mar 2010 02:33 AM

Heh thanks for the compliments :D Also i'm verry glad you liked it. Ill do my best :)

Edy94 3rd Apr 2010 04:48 PM

Fast question: Is there a way in making a brush/surface only visible in a mirror? im having a evil idea xDD

Thebos 3rd Apr 2010 07:27 PM

Been a while since I fooled with UED, and although I do not think that is possible, you might be able to replicate the effect:

A) Add invisible brush, if required, for any kind of direct interaction.
B) Make the mirror translucent.
C) Behind translucent mirror, create a portal to another room that is dimensionally the mirror image of that main room except the "invisible" object is present/visible, and the room is otherwise empty.

Main thing is to have the object oriented in the mirror room so that it looks like it is reflected.

Would expect the effect to be helped by low light and the "invisible" object being in a position that nothing else can get behind (unless it is supposed to looked ghostly since all items behind it are visible in the mirror. Also, suspect the best effect would be if the lighting of the overall mirror room is low/nil, but the object itself is very bright.

Main issue that might kill the effect is if something is supposed block the object as it moves past (such as the player). This could be prevented by clever placement I think.

Edy94 24th Apr 2010 12:29 PM

Quote:

Originally Posted by Thebos (Post 240020)
B) Make the mirror translucent.

Marking the "translucent" option on the mirror's surface dont make the objects behind it visible. Tried doing it in other ways too but didnt worked.
Anyone some ideas? :(

Edy94 30th Apr 2010 06:40 PM

The mirror scene is on hold untill i figure smth else.

Heres 2 new rooms:

(possible the doc's room. not yet sure if ill make a "kill the doctor" objective)
http://img227.imageshack.us/img227/9...ispers4.th.jpg http://img504.imageshack.us/img504/2...ispers3.th.jpg
~god! love the lighting ;)

(one of the objectives room which will include random vacs and body placements)
http://img443.imageshack.us/img443/4...ispers1.th.jpg http://img202.imageshack.us/img202/6...ispers2.th.jpg
~none of these stuff is finished so the final product may be way impoved

Hope you like it :P

Sly 30th Apr 2010 07:38 PM

That's looking real nice, especially the lighting. Nice creepy look.

Edy94 12th May 2010 11:10 AM

Thanks. glad u like it :)

I got more questions xd
Q1. I need a actor which will make a Dispatcher stop working when its triggered by a trigger actor. Does exist any? i once heard something about a "destroyer" actor. dont know what he does.

Q2. Is it possible to atach a teleport actor to a mover? i mean when mover moves, it moves with the teleporter too. Maybe theres same techique as for doorknobs? never atached doorknobs.

mcfarrel 17th May 2010 08:52 AM

Quote:

Originally Posted by Edy94 (Post 240484)
Thanks. glad u like it :)

I got more questions xd
Q1. I need a actor which will make a Dispatcher stop working when its triggered by a trigger actor. Does exist any? i once heard something about a "destroyer" actor. dont know what he does.

Q2. Is it possible to atach a teleport actor to a mover? i mean when mover moves, it moves with the teleporter too. Maybe theres same techique as for doorknobs? never atached doorknobs.

Q2 Answer - Attach mover should work

Q1 Answer - I have to check the Dispatcher src, but just to ensure I am getting Your idea. Do You want to stop the dispatcher list of "commands" (during execution routine) befor it terminates itself, right?
Maybe I should make some daughter class of externally controlled dispatcher...

lightfoot 20th May 2010 05:57 AM

Dunno about UT, but in 2k4 I would try a Triggertrigger, setting the initial trigger (the 1 calling the dispatcher) to inactive. Nothing needs to be destroyed then.


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