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Mago's studio

Mon, 08 Dec 2003 17:23:50

mago

Hi there guys, I'm back from limbo again. I'm sorry to say I haven't worked much on the mod since my classes began... Anyway, I've started again this weekend, and you can wait for more movement on my part. <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> Enough with "sorry", and let's get to business: I've completed two NPCs yesterday at night. There are a new Tavern Keeper (female), and a Blacksmith. Somehow, I made them in about one hour each of pure work, but I think they are my best new sprites yet, hope you like them too. I've also started working on those new weapons, but they are though as hell, so this will take a while untill I come up with decent and completed work. Also, I wrotte some tips for the artists (I see we have a new one, that's great - Welcome aboard, 4th Class! ), but I'll post them in another thread, because this is my Studio and I sdon't want it to be a mess of unrelated things. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Mon, 08 Dec 2003 17:26:44

mago

Damn, I can't upload to the server! Please somebody help: once I get to the part where i should writte the command "cd httpdocs", the server tells me there isn't such file, and I can't access my file in the server... What is going on? <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( -->
Mon, 08 Dec 2003 19:12:44

Moose

Thats because it's no longer httpdocs, I think it's now public_html.
Mon, 08 Dec 2003 21:04:34

mago

Alright, I've made it, thanks a lot Moose! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Here are the previews (they are resized so they are a bit distorted): Tavern Keeper (woman) [img:1js36cn2]http://koraxdev.korax-heritage.com/mago/PREVIEWtavernkeeper1.bmp[/img:1js36cn2] And the Blacksmith [img:1js36cn2]http://koraxdev.korax-heritage.com/mago/Pblacksmith.bmp[/img:1js36cn2] Hope you like.
Mon, 08 Dec 2003 21:56:16

The 4th Class

[quote="mago":2tr8xknc](I see we have a new one, that's great - Welcome aboard, 4th Class!) Hey thanks! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> (BTW I'm actually not an artist - I signed in as the musician <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> ).
Mon, 08 Dec 2003 23:09:49

RambOrc

Hey they look really good! BTW the new artist is Nightwolf.
Mon, 08 Dec 2003 23:15:45

The 4th Class

* whistles in astonishment * <!-- s:arrow: --><img src="{SMILIES_PATH}/icon_arrow.gif" alt=":arrow:" title="Arrow" /><!-- s:arrow: --> O, I think I have a rough sketch of one of the town themes set up. It's pretty raw; I'll make it more complex later. Just give me some time to set the link.
Mon, 08 Dec 2003 23:56:56

Firebrand

Very good work Mago!! they look very good!! BTW I have read the suggestions you are making for us, I will try to keep them in mind, did you check out the "colored" sketch of the NPC I made?? Hope you do to tell me if I'm doing it OK or not, and what I need to make better, I'm sorry for not being here so frequently, but real life takes a lot of my time lately (anyway, once my vacations start I will have lots of time to work on everything again <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> ). Also, I want to say hi to our newest member 4th Class, I think that we now have almost everything covered, right Ramborc?
Tue, 09 Dec 2003 00:04:10

RambOrc

The one person we still sorely need is a mapper, or rather several. In my estimation, the amount of work needed to create/rework the maps for SE is comparable to that of making the 2D art for it.
Tue, 09 Dec 2003 00:16:53

Firebrand

That's a lot of work! heh! we have been working on art for some time now and I feel we haven't done much stuff.
Tue, 09 Dec 2003 00:24:32

The 4th Class

...sorry about the wait: errors with my server <!-- s:evil: --><img src="{SMILIES_PATH}/icon_evil.gif" alt=":evil:" title="Evil or Very Mad" /><!-- s:evil: --> . The rough draft is here, but I'll be placing final pieces in the koraxdev fileserver. (PS: If anyone has a list of all the map names/info in SE or Serpent Power, may I please see it?).
Tue, 09 Dec 2003 00:26:29

mago

[quote="The 4th Class":53pisnhm][quote="mago":53pisnhm](I see we have a new one, that's great - Welcome aboard, 4th Class!) Hey thanks! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> (BTW I'm actually not an artist - I signed in as the musician <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> ). <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> Oops... Guess I set my foot deep into the mud this time. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Anyway, welcome aboard to you mr. 4th Class, and to you mr. Nightwolf! Don't mind my mistake - I'm getting old and rusty as the time goes by... The fact is: I'm loosing it. <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> Firebrand: Hi there buddy! Yes, I did see your work on the Warrior leader, even though I haven't checked it in the WAD, only the screenshots Moose posted on the thread. I'm glad you are also able to work over those pencil sketches I made - I was afraid they wouldn't be used as much as I thought. You are doing an excellent work, keep them coming! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> I guess the main problem was the proportion matter I was talking about in the "Tips" thread. Probably, the only way to correct it is to decrease the sprite's height at no more than 80-90 pixels, and change the width also, since the sketches themselves are a bit too "thin". Don't worry though, I will writte more on the subject soon. I'm glad you guys liked! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Tue, 09 Dec 2003 00:35:05

mago

[quote="The 4th Class":1b75389x]...sorry about the wait: errors with my server <!-- s:evil: --><img src="{SMILIES_PATH}/icon_evil.gif" alt=":evil:" title="Evil or Very Mad" /><!-- s:evil: --> . The rough draft is here, but I'll be placing final pieces in the koraxdev fileserver. (PS: If anyone has a list of all the map names/info in SE or Serpent Power, may I please see it?). Gonna check out the sound! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> As for the map list, check the official SE guide here: <!-- m --><a class="postlink" href="http://www.korax-heritage.com/koraxdev/designguides/">http://www.korax-heritage.com/koraxdev/designguides/</a><!-- m -->
Tue, 09 Dec 2003 00:39:11

The 4th Class

WTH!? I can't gain access: the login password isn't working. <!-- s:cry: --><img src="{SMILIES_PATH}/icon_cry.gif" alt=":cry:" title="Crying or Very sad" /><!-- s:cry: -->
Tue, 09 Dec 2003 00:46:25

mago

Well, I read it earlier today! Are you sure you are typing right?
Tue, 09 Dec 2003 00:54:30

Firebrand

I'm happy you like my work Mago, I will keep working on the sketches and send something when I finish it, I'm actually working on the soldier sketch.
Tue, 09 Dec 2003 02:38:24

The 4th Class

[quote="mago":3h4blwa2]Well, I read it earlier today! Are you sure you are typing right? Down to the last character. <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> This is too weird - my server HAS been screwing around with me lately, so maybe it's just that. When I try to access the file manager, I get an error message: "This page cannot be displayed." And on top of that, the username/password only works when I'm browsing the internal file server in the Admin Center. I'll try to work around my server to see what's wrong with it, but if there isn't anything wrong with it, I just don't know what could be going on. <!-- s:| --><img src="{SMILIES_PATH}/icon_neutral.gif" alt=":|" title="Neutral" /><!-- s:| -->
Tue, 09 Dec 2003 15:57:53

RambOrc

Forget about the map list in the design guide, that was meant for the old SE on Doomsday - some of the maps will remain for sure, but a lot (if time permits) will be swapped/added or greatly modified. As for your access probs, do you access the internet through AOL?
Tue, 09 Dec 2003 17:21:44

Moose

Time for my say in these matters. Woo. Mago - I like your work very good. The 2 zips you uploaded yesterday don't seem to work though. 4th - One again a nice composition even though it is quite raw. Ramborc - Do you have plans for an updated version of the design guide early in the new year?
Tue, 09 Dec 2003 18:00:25

RambOrc

Whenever I get around it. At any rate, it doesn't have to be written all by me, anyone feel free to submit any kind of information intended for it, I'll put it into structure.
Tue, 09 Dec 2003 21:01:27

The 4th Class

[quote="RambOrc":238xxy75]Whenever I get around it. At any rate, it doesn't have to be written all by me, anyone feel free to submit any kind of information intended for it, I'll put it into structure. Well an RPG just isn't an RPG without a dungeon. And below that dungeon HAS to be a subterranean river or sewer. Then in that river you find a ferryman to take you to an underground island. (I wanted to do this in Dark Realms, and pretend one of the stone gargoyles was a ferryman). When I was updating Dark Realms about a month ago, I added a new level to the demo: The Water System (This was on Wadauthor so think 2D here). The tunnel that leads to this level is hidden underneath a pool of water in Eaute's Hideout (MAP04). You have to find a switch on that level that lowers the water level and, voila, that level can be accessed. Boy was THAT original. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> [quote="RambOrc":238xxy75]As for your access probs, do you access the internet through AOL? Yes. Would that cause a problem? <!-- s:?: --><img src="{SMILIES_PATH}/icon_question.gif" alt=":?:" title="Question" /><!-- s:?: -->
Wed, 10 Dec 2003 00:13:27

mago

[quote="The 4th Class":3qdif3zv][quote="RambOrc":3qdif3zv]Whenever I get around it. At any rate, it doesn't have to be written all by me, anyone feel free to submit any kind of information intended for it, I'll put it into structure. Well an RPG just isn't an RPG without a dungeon. And below that dungeon HAS to be a subterranean river or sewer. Then in that river you find a ferryman to take you to an underground island. (I wanted to do this in Dark Realms, and pretend one of the stone gargoyles was a ferryman). When I was updating Dark Realms about a month ago, I added a new level to the demo: The Water System (This was on Wadauthor so think 2D here). The tunnel that leads to this level is hidden underneath a pool of water in Eaute's Hideout (MAP04). You have to find a switch on that level that lowers the water level and, voila, that level can be accessed. Boy was THAT original. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> [quote="RambOrc":3qdif3zv]As for your access probs, do you access the internet through AOL? Yes. Would that cause a problem? <!-- s:?: --><img src="{SMILIES_PATH}/icon_question.gif" alt=":?:" title="Question" /><!-- s:?: --> That map description is really cool! Do you mean you can actually work with WadAuthor? Because then, you could also help out on that map making sector! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Wed, 10 Dec 2003 01:35:44

The 4th Class

Well I have been using Wadauthor for a few years, and my Dark Realms adventure is my first (and only) serious Hexen project. I deleted the link not long ago, but since you like it, I'll bring it back up sometime. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> The DR Demo had only 4 levels: I'll upload the first hub (5 levels) as soon as I finish the Water System: should take quite a while, actually. <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( -->
Mon, 15 Dec 2003 00:07:11

mago

I'm really glad the site is breathing again (thanks to the our almighty leader RambOrc). I have 4 new characters (NPCs) to upload: the Legion Leader, and 3 ordinary women (to be placed anywhere in the town). Just waiting for koraxdev to be up again. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Hoppefully, I'll have time to work on some more NPCs till then.[/img]
Mon, 15 Dec 2003 04:17:32

The 4th Class

YES! I'm so glad everything is up... <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> Why would those hackers devastate such a peaceful website as Korax' Heritage? <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> I'm also slaving away ... I'm working on the town theme: it definitely has to be more polished up. This coming week is the last week of school until the Christmas holiday, so I'll have to study quite a lot for the exams. But, after next Friday, for two weeks, I'LL BE FREE! <!-- s:twisted: --><img src="{SMILIES_PATH}/icon_twisted.gif" alt=":twisted:" title="Twisted Evil" /><!-- s:twisted: -->
Mon, 15 Dec 2003 11:47:33

RambOrc

LOL I'm not almighty, else the hackers wouldn't have gotten in... as for "devastating a peaceful site", they did the whole server, not just one site. Most probably they weren't even after RavenGames.
Mon, 15 Dec 2003 23:59:51

The 4th Class

[size=150:w0rmph49]THE WHOLE SERVER!?[/size:w0rmph49] <!-- s:shock: --><img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked" /><!-- s:shock: --> I wonder what they were after... <!-- s:idea: --><img src="{SMILIES_PATH}/icon_idea.gif" alt=":idea:" title="Idea" /><!-- s:idea: --> BTW People who don't have a life find such things funny. I know. I suck at punchlines. <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: -->
Tue, 16 Dec 2003 09:07:33

RambOrc

In case you misunderstood, I was talking about the hackers, not about you.
Tue, 16 Dec 2003 20:32:10

mago

Alright! Koraxdev is back on action. Still I couldn't upload the NPCs Previews... Somehow, all the time that I try to upload one of them, the picture will get heavily distorted, with negative or swapped colors, crazy looking... I've tried to change the files name, change the graphic's format (bmp, jpg, gif...) and sill i can't get a normal uploaded picture... Any idea on what's going on?[/img]
Tue, 16 Dec 2003 20:35:51

Moose

and your zips seem to have missing data and wont load in WinZip.
Tue, 16 Dec 2003 23:24:46

mago

I don't get it... I've just checked and they are fine in my pc... I even changed the Blacksmith and Tavern keepr's ones recently...
Wed, 17 Dec 2003 02:12:58

The 4th Class

[quote="RambOrc":2gfm8w73]In case you misunderstood, I was talking about the hackers, not about you. <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> Today's not a good day for me, is it? <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: -->
Wed, 17 Dec 2003 02:55:50

mago

<!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: -->
Fri, 19 Dec 2003 22:41:06

mago

Finished another NPC, a Peasant/rural worker. I didn't believe in the drawing much, but the sprite turned out kinda nice.
Fri, 19 Dec 2003 22:42:30

The 4th Class

Well don't just sit there, let's see it! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Fri, 19 Dec 2003 22:45:46

mago

Damn, I still can't upload any graphics to the server... Look how this one turned out (and it wasn't even as distorted as the others) : [img:22h4dd3v]http://www.koraxdev.korax-heritage.com/mago/Pea1hexenP.bmp[/img:22h4dd3v]
Fri, 19 Dec 2003 23:17:11

The 4th Class

Sorry, but the picture's not even loading for me - there's just an ugly red X <!-- s:x --><img src="{SMILIES_PATH}/icon_mad.gif" alt=":x" title="Mad" /><!-- s:x --> . You could try posting a link... <!-- s:idea: --><img src="{SMILIES_PATH}/icon_idea.gif" alt=":idea:" title="Idea" /><!-- s:idea: -->
Sun, 21 Dec 2003 10:52:49

Moose

Mago I got your e-mails yesterday and I like the NPCs wonderful work as usual. I'm going to put them in game now-ish. I'll see if I can upload screenshots when I'm done. And yes, my name is Chris.
Sun, 21 Dec 2003 11:24:00

RambOrc

You sure it's not Phil? <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Sun, 21 Dec 2003 11:43:49

Moose

Please less of the insults. But thinking about it your sort of right, my full name is Christopher Philip Bloomfield.
Sun, 21 Dec 2003 13:01:01

mago

Ah nice to know. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> My name is actually quite near my own nick: Magno. PS: Thanks for the compliments. And it would be nice to see them in game, I'm afraid of how tall will they look...
Sun, 21 Dec 2003 16:38:04

The 4th Class

Everybody at Ravenforums knows my fantasy name <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Sun, 21 Dec 2003 16:47:49

Moose

Lucas somthing begining with 'M'?
Sun, 21 Dec 2003 16:53:12

The 4th Class

O you genious you <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> Lucas is my real first name, and the last name is Marincak. Lucas Marincak.
Sun, 21 Dec 2003 16:57:35

Moose

[quote="The 4th Class":dhfcf67d]O you genious you <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> Ah, haven't heard anyone tell me that for a couple of days <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> . So we know my name, Ramborc's, Janis', your's and Mago's first name.
Sun, 21 Dec 2003 16:59:08

The 4th Class

Well, maybe just Mago's nick <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> .
Sun, 21 Dec 2003 17:05:55

Moose

Magno Scavoni or Scavone? I think.
Sun, 21 Dec 2003 17:19:15

mago

Yes, it's Magno Scavone. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Sun, 21 Dec 2003 22:30:16

RambOrc

[quote="Moose":250voadi]But thinking about it your sort of right, my full name is Christopher Philip Bloomfield. You mean your parents gave you and your bro the same name???
Mon, 22 Dec 2003 11:19:51

Moose

I mean my brothers first (given/christian) name is the same as my middle name.
Fri, 26 Dec 2003 13:09:41

mago

Alright people, RambOrc just solved the problem in uploading to Koraxdev (all you have to do is type bin command in the ftp directory (once you first log in). So I was able to upload all my NPCs. Most have seen them before, but there are two ew ones, and I'll post them here so we can keep a better track of what's going on in the NPCs' area. Here they are: City woman version 1 [img:bd7qex5w]http://www.koraxdev.korax-heritage.com/mago/NPCs/Citywoman1PREVIEW.jpg[/img:bd7qex5w] City woman version 2 [img:bd7qex5w]http://www.koraxdev.korax-heritage.com/mago/NPCs/Citywoman2PREVIEW.jpg[/img:bd7qex5w] City woman version 3 [img:bd7qex5w]http://www.koraxdev.korax-heritage.com/mago/NPCs/Citywoman3PREVIEW.jpg[/img:bd7qex5w] PS: They are based over the same sprite, yes, but I guess they can be in different places inside the twon, and they differ from each other enough to lure a distracted player. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> They were much faster to make... Peasant [img:bd7qex5w]http://www.koraxdev.korax-heritage.com/mago/NPCs/Pea1hexenP.jpg[/img:bd7qex5w] The 3 new Order' Leaders: Church Leader (Bishop?) [img:bd7qex5w]http://www.koraxdev.korax-heritage.com/mago/NPCs/Bishop3P.jpg[/img:bd7qex5w] Arcanum Leader [img:bd7qex5w]http://www.koraxdev.korax-heritage.com/mago/NPCs/mageP.jpg[/img:bd7qex5w] Legion Leader [img:bd7qex5w]http://www.koraxdev.korax-heritage.com/mago/NPCs/LegionLeaderPREVIEW.jpg[/img:bd7qex5w] The new ones are the Church leader and Arcanum Leader. In case you can't see any pics, you have to log in on Koraxdev.
Fri, 26 Dec 2003 13:18:44

RambOrc

Whoa, they look real cool. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Fri, 26 Dec 2003 13:25:34

mago

Thanks RambOrc. I'll try to make one more today, and as soon as I'm finished with the "NPCs sketches" image, I'll begin to work on those animated NPCs... I also have to make the Warrior's HS and porbably Korax' so I can't complain I haven't anything to do. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> I think I'll begin now.
Fri, 26 Dec 2003 13:58:07

The 4th Class

I love them all! <!-- s:mrgreen: --><img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green" /><!-- s:mrgreen: --> Awesome kick-@$$ NPCs, all of them, especially the Arcanum Leader. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Fri, 26 Dec 2003 14:29:19

mago

Thanks guys. I'm glad you like them. I have this one more, another tavern keeper, or even a shop keeper. I just made this one, in about 40 minutes, os it isn't very good, but at least it's one more in our ranks. Shop Keeper [img:1fquieeg]http://www.koraxdev.korax-heritage.com/mago/NPCs/ShopKeeper2PREVIEW.jpg[/img:1fquieeg] I'll try my luck on a full animated NPC next, probably a variant of the original Cleric or the original Warrior. This might take a while... I'll try to make more one-frame NPCs, of course - the more, the better. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Fri, 26 Dec 2003 14:32:02

The 4th Class

Anybody who can draw that in 40 minutes is a God in my book. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Fri, 26 Dec 2003 15:56:22

RambOrc

It looks good, dunno what you mean - OTOH as with all other NPCs, I'd like to see them in-game, Moose?
Fri, 26 Dec 2003 19:52:25

mago

Thanks a lot Class! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> I also have to congratulate you one more time - everytime I start to work on Korax Heritage, I put your music on. It's great! (I'll also answer your e-mail soon, but 've been busy lately) As for testing them in-game, I would also like it a lot. I'm trying to make them as small as possible, keeping a good quality (as you guys know, the more the pixels, the best the overall quality of shading and details), so I'm afraid they could still look a little too tall... Strangely enough, I can only play Vavoom in Software rendering mode (which left my pc very laggy), and with high resolutions, they could look cool in the environment. In Doomsday, though, I think the "blur" effect will make them loose many details...
Fri, 26 Dec 2003 20:40:52

Moose

Some are already in game, just have Church and Arcanum leaders and the new shop keeper. I'll upload a screenshot of what I've already done while I'm awake. And I'm sorry I have been doing much over these last few days but this cold thing I've got is quite bad and I've just been sleeping on the sofa most of the time. What a wonderful christmas this has been for me <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> Well I can really complain there are people much worse off than me.
Fri, 26 Dec 2003 20:43:20

The 4th Class

Ugh, my sister knows how you feel. Her cold was so bad, so ugly, so horribly painful, we all had to wear Latex gloves to use the computer. <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> But I think she's alright now...
Fri, 26 Dec 2003 20:48:35

Moose

[quote="The 4th Class":2nqwjtj4]wear Latex gloves to use the computer. Luckly I haven't been using my computer much, but yes the contents of my nose would make you need to ware latex gloves, but its the cough thats getting me down so much.
Fri, 26 Dec 2003 20:52:33

The 4th Class

And AFAIR the computer in your house is upstairs <!-- s:arrow: --><img src="{SMILIES_PATH}/icon_arrow.gif" alt=":arrow:" title="Arrow" /><!-- s:arrow: --> in your room? <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Fri, 26 Dec 2003 21:05:21

Moose

Well close, my computer is upstairs in my room. Phil has one in his room, then thers mum and dads in the office with dads work laptop (he's a home worker)
Fri, 26 Dec 2003 22:02:53

Firebrand

Hey Mago!! You have done a wonderful work with these NPC's!! <!-- s:shock: --><img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked" /><!-- s:shock: --> You have done them very fast! I haven't been feeling quite good lately, I have been sick and in bed for the last couple of days, I'm feeling better now, and I think I'm ready to get back to work with some stuff I never finished, I will let you finish those NPC's Mago, I just can't compare with your skills (yet <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> ), I'm trying to improve a lot with my drawings, but I think I still have a lot to learn <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> . Anyway, I think I will finish some of the monsters I was making (the ones from Shadowcaster), they won't take too much time (now I have recovered my strength).
Sat, 27 Dec 2003 18:56:57

mago

It seems most of our team is down due to sickness. <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> Anyway, I'm glad you guys are already getting better, it is really annoying to be sick in the holidays and don't be able to enjoy the free time. I guess I can thank my body then, because somehow I hardly get sick, even with the cold in Portugal. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Good to hear from you Firebrand! I'm glad you also liked the NPCs, and PLEASE don't be afraid of making your own! We will need every npc we can get, and if you feel you are having some difficulties at the process of making them, I'll be glad to help you out if I can. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> Moose, please take those screenshots! I must know if there's something wrong with those sprites, and how tey look in game. I'm very curious! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Sat, 27 Dec 2003 21:03:10

Moose

[quote="mago":1cfh4gry]it is really annoying to be sick in the holidays I'm getting used to it, of my 6 holidays this year I've been ill for 4 of them. <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> Those screen shots will do, and again I'm sorry for the delay.
Sat, 27 Dec 2003 21:57:03

Moose

Mago I've took a group screenshot of them all in a straight line, with the old shopkeeper in the middle as a reference. It's in my folder. Tomorrow I'll do the rest of the NPCs and if you want, close-ups of them all.
Sat, 27 Dec 2003 22:05:42

RambOrc

LOL like suspects lined up at the police... <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Sun, 28 Dec 2003 13:10:34

mago

Thanks a lot for that pic. The Legion Leader appears to be too tall, but the others seem acceptable... What did you feel while walking among them? Did they seem much taller than the player point of view?
Sun, 28 Dec 2003 15:03:10

Moose

Most of them felt about a head to tall, but some of them appeared to be off the floor a little so this may be because of me.
Sun, 28 Dec 2003 15:40:14

RambOrc

Try to set their Z value to minus something and see how they look.
Mon, 29 Dec 2003 01:51:13

Firebrand

Ok Mago, I will try to keep up my work on the NPC's I think that I can make an effort and get my skills up on this, I know it will be some time before I get it, I want to thank you for your help offer (I will really take it when I need it <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> ).
Mon, 29 Dec 2003 16:03:13

mago

Firebrand - No problem, just ask anything, anytime. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> I made two more NPCs today, one is a priest/acollyte (?) that is supposed to be placed in a temple or the city's church. The other is another woman to be placed anywhere in the city. The priest [img:12by07yg]http://www.koraxdev.korax-heritage.com/mago/NPCs/Acollyte1.jpg[/img:12by07yg] PS: This is based on a alpha version of the Bishop sprite. Woman [img:12by07yg]http://www.koraxdev.korax-heritage.com/mago/NPCs/Woman4.jpg[/img:12by07yg] PS: Now that I look at it, it seems to me there could be snother pixel line of hair, her head seem a bit too square... I'll fix it and upload later. Edit: The Woman 4 sprite is already fixed.
Mon, 29 Dec 2003 16:43:14

RambOrc

Oh yes, this just reminded me - not every human being has perfect proportions, IMO there should also be NPCs who are thin or fat.
Mon, 29 Dec 2003 20:49:07

The 4th Class

...and disabled, or handicapped, or lacerated. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Thu, 26 Feb 2004 21:19:34

mago

Hi there people, I'm back again. Now that my exams weeks are gone, I should have more time to show up and work on the project. Before I showed up though, I finnally finished the Warrior Hurt Skin (it's in my directory in Koraxdev, Moose), and I'm now able to start working on new things. My to do list for now: - Convert the death-by-fire frames to a wad. - Start work on a fully animated model (so I can draw the fully animated npcs over it). - Start work on the Swamp thing, if it is to be used. - Convert the Witchaven character to a wad. Later: - Start serious work on new HUD weapons and animations. - Develop NPCs in semi animated capacity (walking only, standing all around view, speaking, specific animations (working on the field, chopping a tree, planting seeds,...). - Develop new enemies (specially humans - soldiers, thieves, magicians,...). Well, that's all can remember right now, and it is sure a big load of work. I'm glad I can count on Firebrand's help. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Anyway here's the preview of the new HS: [img:3394axls]http://www.koraxdev.korax-heritage.com/mago/preview.jpg[/img:3394axls] PS: Remember to log in on Koraxdev if you aren't seeing the pic.
Fri, 27 Feb 2004 00:28:21

The 4th Class

<!-- s:twisted: --><img src="{SMILIES_PATH}/icon_twisted.gif" alt=":twisted:" title="Twisted Evil" /><!-- s:twisted: --> That HS is awesome, can't wait to see it animated. <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) -->
Fri, 27 Feb 2004 18:57:10

mago

Thanks Class! As for the art sector, I began to wrok on those burning animations for the enemies, and managed to finish 3 of them this afternoon. They are the Dark Bishop, Centaur and Wyvern. I upload the zip file with the respective WADs in my folder ( the file is "burningfoes1.zip"). As explained in the text file within the zip, the pictures weren't in Hexen's palette, which means we need to open every one of them, select the background manually, put it in the right color and then save in bmp format. Some of the pics also had some abrupt cuts, and needed some adjustments. Hope the animation will look good in game. (Nice work by Nightwolf?). The wad contains only the new frames for each enemie. Hope it isn't a bad thing. Class: I didng't get your last e-mail... I looked everywhere for it, but couldn't find in my mail box. Is there any chance you could send it again?
Fri, 27 Feb 2004 22:36:04

The 4th Class

Try now <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Sun, 29 Feb 2004 11:12:03

Firebrand

Hey Mago!!! Good to hear from you again! BTW the DS looks very good as always! I'm finishing the Dark Bishop's DS, it still needs a bit of tweaks and some more frames, I will have my exams soon, so I won't be able to work on it the next week, anyway, I might post it finished the next weekend or the next monday from this one (you know what I mean <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> ).
Sun, 29 Feb 2004 11:30:47

RambOrc

Meaning at that time the only one missing will be the Korax DS, right? Once that and the burning frames are done, the (this time really) final release of the KMOD 2.x line (2.<!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> could be released, allowing us to drop one of the three codebases forever. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Sun, 29 Feb 2004 11:35:16

Moose

And to that i say "woo". I'll hopefully not take to long to code the new DS and FDA.
Fri, 05 Mar 2004 21:31:55

mago

OK, I've finished the Ettin's and Stalker "death by fire" animations, they are on my directory over Koraxdev, by the name of burning_foes_part2.zip. PS: I've realized I've been naming the frames in two decimal numbers (ex: SSPTZ18). I can't see it anywhere in Hexen's WAD, and that may have a reason. Moose, please if there's any problems with those names, please say so.
Sun, 07 Mar 2004 12:10:32

Moose

Well I'm about to start implementing the FDAs you've done so far so hopefully in half an hour I'll be able to tell u if 'ETTINZ11' is valid.
Sun, 07 Mar 2004 12:14:06

Moose

Actually I can already tell you that it won't work, they should be in the form of '<name><letter>0' e.g. 'ETTFA0' then 'ETTFB0' I'll change the ones you've already uploaded for you.
Sun, 07 Mar 2004 17:22:44

mago

I feared it wouldn't, I just wanted to make them very different from the existing frames' names, and so I chose he z letter, but only after a while I remembered that it would go beyond number 9... Thanks a lot for sparing me the trouble. You are the best, Moose. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->Please post a description of how you did it, so I can do the same on the remaining ones.
Sun, 07 Mar 2004 17:36:55

Moose

What do you want a description of, what to name them? I've implemented the 5 you've already sent me, they work well. If you want to see them say so and I'll upload somtime later this evening, possibly.
Sun, 07 Mar 2004 20:43:13

mago

Sure I want to see them! Upload then when you, I'd appreacite it a lot. Anyway, I meant a description of how you named the new frames, so I can do the same with the future frames. (Ex: You named them something like r1, s1, t1, u1,...?)
Sun, 07 Mar 2004 20:53:24

Moose

I gave them a new name (the first 4 letters) eg. 'ETTF' for the ettin or 'SSPF' for the stalker. Then just named the frames in order A0, B0, C0, D0.... Hope that helps, if not I'll try to explain it another way. I might not upload a new binary tonight, if I don't I'll do it tomorrow which would personally be easier.
Wed, 10 Mar 2004 13:45:40

mago

I just uploaded the Affrit and Wendigo's FL sequences, the frames were named following the A0, B0, C0 logic, and the file is in my folder, named burning_foes_part3.zip. Edit: Alright, since noone logged in yet, I added the pig's FLaming sequence to that burning_foes_part3 file, and updated it on koraxdev. Now, it should contain the Affrit, Wendigo and the piggy. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Fri, 12 Mar 2004 22:15:19

mago

Alright, I've also completed the Heresiarch and Brown Serpent's flaming death sequences, that are uploaded in my folder as burning_foes_part4.zip. I've altered the first few frames from the Brown Serpent sequence in order to make it more realistic looking (by addind highlighted areas and more shadow contrast, caused by the fire). It should make it look better. I didn't do this on any other sprite, due to time issues. But if it looks really better, than I could make an effort and work on the other monsters too. You guys should choose if it is worth it. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Sat, 03 Apr 2004 14:01:50

mago

Finnally, I was able to finish the damn flaming death sequence, all of them. I guess the remaining ones were the reaven and green bull. I've finished them, and uploaded the whole pack on a file named Burning_Foes_FINAL.zip', in my fiolder. With the flaming death completed, I'll make the last hurted skin (Korax), and then move on with sprite creation (or should I work on Korax Arena too?).
Sat, 03 Apr 2004 19:21:35

Moose

Mago thats great to hear and shouldn't take me to long to do, but you forget to bin the upload so I can't use it. I've got the next 2 weeks off for easter holidays and I don't intend to go overboard with the old revision, so I should be able to do quite a bit to KMod in between this, school work and another project I'm working on dubbed MOOD.
Sat, 03 Apr 2004 21:10:50

mago

Damnit! I'm such a moron... Sorry about that Moose, I've uploaded the file again, this time I didn't forget about our goo'ol pal Bin Laden. Glad to hear everything is nice with you. I'm about to read that page you indicated. Quite interesting. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Sat, 03 Apr 2004 21:17:34

mago

I didn't need to look further - if you are going to start your own project, you HAVE to take a look at some of my concept drawings I was doing for a extinct project I was involved at. I made tons of drawings for it, but the guy never used them (not that I know of), and since it's already done, you wouldn't have to wait for me (as you guys know, I'm not that fast anymore):) . What so you say?
Sun, 04 Apr 2004 18:03:45

Moose

Woo, so is that all the FDAs done now? I'll get on with these tomorrow, shouldn't take to long. Sure Mago, if you e-mail me what you want me to see or put it on KDev I'll take a look at it and send them to Khris for him to see. If you want me to keep you informed about this project just say so and I'll give you a little insider info.
Sun, 04 Apr 2004 18:39:39

RambOrc

If Mago can make the last Damage Skin and Moose finish up all coding by the evening of Easter Monday, KMOD 2.8 could be released April 14 or so. Else it'd have to wait nearly two weeks as I'll be away in that time.
Sun, 04 Apr 2004 19:03:35

Moose

If mago can finish the DS by sunday evening, I can have the DS done by monday evening. I'll just be a mad rush.
Sun, 04 Apr 2004 19:21:45

mago

I don't think I can make it.... I have a major college work delirevry tuesday night, and I'm still working on it like mad. I should have started making the technical drawings this afternoon, but I'm still working on the concept, which means I won't have any spare time till tuesday night. We can always use Firebrand's Korax HS and release it as final, but if you guys want another stage of HS for him, could we wait untill 6 or 7 April? I would like to work on him.
Sun, 04 Apr 2004 19:30:28

Moose

Mago, 6th or 7th of april would be well within the times both me and Ramborc said. Oh and told Khris about your concept designs and I've told him how good you are, he said he can't wait.
Sun, 04 Apr 2004 19:31:16

RambOrc

Uhm Mago, Easter Sunday is April 11. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> I think that with the two stages it would be cool but isn't absolutely necessary, if that'd be the only thing standing between a release right after Easter or pushing it off once again, I'd say let's use the one DS for KMOD 2.x and maybe add an extra one in KMOD 3.x (and SE if applies). I want to start things rolling and I would greatly prefer releasing KMOD 2.8 and dropping that branch at last before releasing KA 0.1 public (which would be late April or early May the way things currently look).
Sun, 04 Apr 2004 21:45:14

mago

I know it's within the limit, but I wanted to say I won't be able to progress in any way till that tuesday. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> Anyway: As for the Korax HS, you guys know best. I think two would be better(much less work than 4), but since he already have one, and you think in I'll take too much time (I'll try to make it as fast as possible), then we can really talk about letting him go with only one. As for the concept drawings: I must say your friend will be probably very disappointed by the time he looks at the drawings. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> I'm far from good! Give me a couple of days to collect and scan all those images, and then we can talk more about this. PS: If RambOrc allows it, I would like to post the images in Koraxdev. I'm not bold, but I think some of those creatures and characters could even be useful for SE or SP.
Sun, 04 Apr 2004 22:03:25

RambOrc

I prefer a 2.8 released next week with only one DS for Korax to waiting several more weeks... I want at least a couple of weeks between KMOD 2.8 and KA 0.1 release and I don't want to delay KA because of KMOD 2.8 nor to release them in a different order. KMOD 2.8 won't create much of an interest any more, which is no prob IMO, we do it more for our own pride to finish up this development branch in a quality way (something most modder teams never achieve) and also to have another public release ASAP (last one was months ago). Focus should be on KA for the next several months because KMOD 3.0 release date is uncertain and SE is very improbable to be out this year (OTOH a release next year doesn't sound impossible to me). Uhm after some thoughts I propose we target KMOD 3.0 for June 14 (or whatever day it was again), because that's the 3rd birthday of Korax Mod. Using koraxdev for your stuff is OK as long as you don't give out the password to anyone else (e.g. Moose could show the images on his comp or save the images from kdev to his local drive and send to his friend some other way).
Mon, 05 Apr 2004 10:44:55

mago

I understand perfectly... It's probably the best idea if you give me a limit date (that would leave confortable time for finishing KMOD2.8 and releasing it as you planned), and if I'm not able to come up with the other HS, then we should release it anyway and focus on KA. No problem for me. As for the concept - I would never give the access away to anyone, but what I meant is that it could still be interestng for some new monster or characters in SE or Serpent Power. Let me just scan the sheets, and then you will realize what I mean. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> Thanks for the oportunity anyway.
Mon, 05 Apr 2004 10:59:35

RambOrc

Moose said Easter Sunday, that's 6 days from now.
Mon, 05 Apr 2004 11:50:46

mago

Alright, I've uploaded a zip file called Concept Drawings.zip in my folder, containing a few sheets (the most "finished" ones) of the concpet design I was working on a couple of years ago. It contais mostly animals and races. Here's a preview of the most detailed concept, a dragon: [img:k13behfw]http://www.koraxdev.korax-heritage.com/mago/MasterDragon.jpg[/img:k13behfw] PS: You have to be logged on Koraxdev to be able to see the image.
Tue, 06 Apr 2004 16:16:07

Firebrand

Your sketches are pretty cool mago! they remind me some of the characters in Metroid series <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> I think we could try to add some of them to our projects for some enemies/animals, it would give a nice ambient to the game.
Tue, 06 Apr 2004 21:10:03

The 4th Class

I really liked all of them, especially the picture with the various humanoids - that one is my favourite. Please post more when they are finished! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Wed, 07 Apr 2004 18:33:09

Moose

Ok, I've been working in KMod2.8 alittle today and noticed that I haden't done the bishop DS, I just downloaded it, and it needs to be uploaded again with the help of our good friend bin laden.
Wed, 07 Apr 2004 19:58:02

RambOrc

I'm still not sure which app is at fault here, Winblows command line FTP or the PureFTPD server I switched to some months ago. It's not a general prob with either, because the Winblows command line FTP was automatically uploading ZIP files in binary with the old ProFTPD server and my FTP client (CuteFTP Pro) is uploading ZIP files automatically in binary even with the new PureFTPD server. Grrr...
Wed, 07 Apr 2004 21:09:33

Firebrand

I have uploaded the zip file again, sorry for my mistake <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> .
Sat, 10 Apr 2004 16:21:34

mago

Sorry people, but I don't think I'll be able to finish the Korax HS untill tomorrow. I had severe problems on finishing my college work, and my teacher gave me the chance of presenting it yesterday. I've looked on the existing Korax HS today, and realized that another damage stage would be kinda hard to design (I didn't want to add just a few more slashes, but also work on pieces missing, probably changes on the general look), so I'll act as we agreed upon - If it's alright with everybody, I say let Korax go with only ONE HS, thus closing for ever the KMOD 2x series, and if we have the time and need of it, we can add a new, improved version of it in another later project. I've now "officially" began work on Korax Arena - I'm now working on converting the Witchaven guy to a Hexen WAD. PS: Moose, I have one question: The program I use to extrract the image files of the frames, only captures the bmps. That means none of the needed information attached to each attack frame exists in the created WAD. How are we going to determine each frame's stats (like X,Y,Z position, damage, place inside a series, and positioning on the screen)??? Also, it seems obvious I'll have to aextract Witchaven's sounds too. How am I supposed to do that? Or are we going to use Hexen\Heretic sounds for the Witchaven guy (which means more fantasy feel, since Witchaven has real life captured sounds?
Sat, 10 Apr 2004 19:29:17

Moose

If we're just going to use the 1 DS for Korax I should be able to have evenything done and tested later this evening or tomorrow. The only problem I can think of will be uploading, as you may already know I've been having problems uploading stuff to KDev, I'll try to fix the problem but if nothing works I'll need another way of getting the new KMod files to you, and I can't use e-mail. Any sugestions? Mago your question would be best answered by Camper, seem as I don't intend to work on KA yet because I hope to get KMod3.0 done for 14th june. Unless Ramborc has other ideas.
Sat, 10 Apr 2004 20:34:01

RambOrc

Mago: I have no probs with Korax having "only" one DS. As for Witchaven sounds, I thought you can extract them too with GFE - oh yes GFE, the latest version can be downloaded at <!-- m --><a class="postlink" href="http://www.geocities.com/TimesSquare/8271/downloads.html">http://www.geocities.com/TimesSquare/82 ... loads.html</a><!-- m --> , if anyone thinks it's needed I can transfer these files to kdev. Anyway, just a reminder, feel free to extract any other weapon/spell stuff not listed yet for the guy in KA, it might be used for him or another character later on. Moose: It's the best IMO if you work on KMOD 3, leaving KA to Camper, seems to be the best distribution of resources ATM. As for sending the files to me by e-mail, what's the prob with that?
Sat, 10 Apr 2004 20:45:55

Moose

KMod3 - Just what I was thinking, only thing is fitting work in between revision and (by then) exams. <!-- s:cry: --><img src="{SMILIES_PATH}/icon_cry.gif" alt=":cry:" title="Crying or Very sad" /><!-- s:cry: --> I can't send it via e-mail because I can't send e-mails. Although I guess if you made my Korax Heritage address and account instead of a forward address I might be able to send with that. Or try my hardest to get my FTP client working again.
Sat, 10 Apr 2004 20:49:28

RambOrc

Just did it, you can log in at <!-- m --><a class="postlink" href="https://korax-heritage.com:2096/">https://korax-heritage.com:2096/</a><!-- m --> and change your password to something else than moose. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Sat, 10 Apr 2004 21:03:25

Moose

Woo it works, I've now done everything so tomorrow morning I'll just give all the FDAs and new DS a final test check that I've renamed the .dll this time and then zip it and mail it to you. Then thats it KMod2.x done and dusted.
Sat, 10 Apr 2004 21:12:31

RambOrc

<!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Sat, 10 Apr 2004 23:40:13

mago

Very nice Moose. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Sat, 08 May 2004 16:24:54

mago

Alright, I forced my sorry ass to work and was able to succesfully modify the Clerics firestorm sprites to a a new HUD "weapon", the healing enchant. It's inside my folder, in the Korax directory, by the name of "Healing.wad". Here is the preview (remember to log in on Koraxdev before you try to see the pics): [img:3qjc8m21]http://downloads.orcishweb.com/koraxdev/mago/Korax/healingP2.jpg[/img:3qjc8m21] [img:3qjc8m21]http://downloads.orcishweb.com/koraxdev/mago/Korax/healingP.jpg[/img:3qjc8m21] PS: How are we going to add sounds for the new HUD weapons?
Sun, 09 May 2004 01:18:16

Firebrand

Nice work Mago! <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Sun, 16 May 2004 13:49:10

mago

Alright, I've finished another spell animation for the Cleric (this one took lots of time... <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> ), it's quite a general animation (can be used for other spells - I have the originals without the green glow, so it would be just a matter of adding different effects to it), but it's supposed to be the movement for the poison spell attack. The hand was terrible to draw, so I had to use one of Witchaven's pics and pieces of different cleric's attacks as a base, to save me the trouble and the extra time. Hope I could adapt it to game's look well enough. Here's a preview of the entire animation (remember to log in on Koraxdev to check the pic): [img:2ju4zkq1]http://downloads.orcishweb.com/koraxdev/mago/Korax/SequencePREVIEW.jpg[/img:2ju4zkq1] * Moose * : This pic was put together to help you define the frame's positioning in the animation. The original pic is a bmp file with the original size, so you can work with the needed dimension. The red line is just to separete one frame from the one below, and don't exist in the frames themselves. I noticed the two last frames are very big and can't be contained in the Wintex positioning window (a part of it goes beyond it's superior limit). If there's a problem, let me know, because I can safely cut the botton part of those frames, and they wouldn't loose any interest. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Sun, 16 May 2004 23:21:41

Firebrand

You could also use XWE to put the images into the WAD files and make the positioning with no problems. This one looks cool Mago, keep up the nice work!! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Sun, 08 Aug 2004 19:46:56

mago

After the now usual isolation for the final of the college year, I'm happy to say I'm back again with much more energy to start working on the project. I've been in holidays for two weeks, but took the time to complete the EXTREMELY boring and looooong task of converting dozens and dozens of the Witchaven character's frames and animations to Hexen, and now I think it's fully playable, ready to be included in Korax Arena. I had to go throug tons of changes on the original frames, so there could be some errors here and thre, but I've looked it over and I can't find any trouble. Also, the main modifications, aswell as important info on the sprites, were all included in the file, to make things easier for our magician Moose. The file contains the WADs and text files, goes by the name of Witchaven guy.zip and is uploaded inside the Mago -> KArena folder.
Sun, 08 Aug 2004 19:53:29

Moose

I'll take a look at it but it'll probably be Camper who work his magic for this, unless we also add new characters to The Chaos Sphere.
Sun, 08 Aug 2004 19:58:29

mago

Chaos Sphere?
Sun, 08 Aug 2004 20:01:40

Moose

Look here and here I think they should explain whats happening at the moment.
Sun, 08 Aug 2004 20:22:01

mago

Thanks for that. I see you are now working ahead on the next project. Well, anything you need, just tell me, and I'll see what I can do! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Sun, 08 Aug 2004 20:24:41

The 4th Class

Mago, friend. Wonderful to hear from you again! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> Be sure to check out the new MP3's I made. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Sun, 08 Aug 2004 20:28:10

mago

Hi there Class, I missed you a lot! I'm glad I'm back, I'm ready to help you again, I didn't forget anything. The first thing I'm doing now id downloading lots of new files to check out, including, OF COURSE, your new material. I've been listening to your musics regularly, I just love it!
Sun, 08 Aug 2004 20:33:10

The 4th Class

I too missed you and your great work, especially the new sprites for SE. The Arcanum Leader is still my absolute favourite! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) -->
Sun, 08 Aug 2004 20:33:51

mago

Sorry to bother, but could please someone tell me what should I download to be able to check the improvements both in Korax Arena and the new Vavoom updated maps? I mean, versions and all that?
Sun, 08 Aug 2004 20:39:22

mago

Class- you are too kind... <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> I've been planning new thing for those characters, hoppefully we will see more of them in the near future. But I read that KMOD 3 (the first planned SE) is going to be delayed, is that it? What should I really work now? I'd like to continue my experiences in new NPCs, specially the partially and fully animated ones, but I guess there are still some new HUD weapon animations missing for KA (like the firing animations for some spells). Should continue that? KA is still the main project now, right? I'm a bit confused... <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( -->
Sun, 08 Aug 2004 20:45:58

Moose

As far as I know, KA is still the main project, while I work on TCS in the background making a few improvments to Vavoom, adding mouse support so we can have a map for travelling, advanced spell creation system, advanced inventory, etc.... I'm not sure what you should be working on but if your bored more NPCs can't hurt, and I like them not only because they add depth to the game but because they are easy to implement <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> . KMod3 for the moment has been dropped due to my lack of interest in it, it was depressing me. And I've moved onto the 'Big 3' as it were.
Sun, 08 Aug 2004 22:01:40

Firebrand

Mago! Is good to hear from you again pal!! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> I think that most of the work for KA is the new classes sprites and some spell animations (but Ramborc should know what should be done first), you must know that KA development has some problems due to Vavoom's netcode, which makes the creation of new gameplay modes more difficult (Ramborc should know better than me the reasons of this <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> ), I have been working for a whole month on the Hunter class for KA, but unfortunately my HD damaged to the extreme of no backup and I lost my work on it, anyway, I will make it even better (just give me some time to finish updating my stuff, heh!), also I'm also working on maps for KA & TCS now, I did discover that I'm not bad for making them. As for versions of KA to download, you can download the latest one which is July 7, for latest versions of KMod 3 you can download the beta and then a patch that Moose made for it, the maps are on Darkraven's and Madpaul's directories on the FTP, you should check their work, it's really good!! If you need anything just ask, ok?
Mon, 09 Aug 2004 11:57:16

RambOrc

If I can get my act together and don't run into any major difficulties, I'll make the official KMOD3 release tonight. Next on the list to be released is KA 1.0 which will include DM, TDM and Football with an ever-growing number of cool maps, and now that Mago delivered the Witchaven character with 6 instead of 5 character classes, it's even cooler since some of his spells and weapons were to be implemented for other character classes (which have placeholders right now). <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> As for "main project", there is no such one. KA and the KH trilogy are being worked on parallelly, and by the time KH trilogy will be still well underway and KA long out in the 2.0 version, we can start with the coop mod, meaning we'll always work parallelly on an SP and an MP game for the foreseeable future. KA 1.0 is the next thing going to be released, and the way things look right now it seems TCS will be the next release and after that KA 2.0, but none of the order is mandatory, it can change any time. For KA, we need still following things on the art side (though none of it is mission critical): - in-screen weapons and smell animations (many of them are used 2x or even 3x as of now) - KA logo/start screen (the extended version of the current KH logo, with adding a Heretic, a Marine and a Witchaven guy on the picture, discarding the background - I can give you the original picture w/o background if you don't have it any more) - more posters like those two cool ones Firebrand made For TCS, you are welcome to create any characters, since maps are going to be refurbished and there will even be all-new custom maps, there'll be a lot of place for characters. For TCS, I'd prefer 2-3 fully animated ones over 35 one-frame standing ones (though such can be used too). The netcode thingie is that the current one has too many problems for stable and flexible online multiplay, so the more complex game modes have been postponed for the time when Janis writes an all-new netcode. This is not such a problem, since a simple deathmatch in these all-new resp. greatly refurbished maps with so many player classes and weapons is already quite a different thing from current online multiplayer shooters. So KA 1.x releases are going to be more on the art and mapping side, whereas 2.x releases will be more on the new game modes side. Any more questions? <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Mon, 09 Aug 2004 16:50:09

The 4th Class

Just an OT one: what happened to those riffs you promised? <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Mon, 09 Aug 2004 17:18:02

RambOrc

LOL been away for 3 days at a scout camp and before had quite a couple of things to do - I've just made myself a post-it, I might get to it one of these days. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Mon, 09 Aug 2004 17:42:23

mago

[quote="RambOrc":1hi76wap]LOL been away for 3 days at a scout camp and before had quite a couple of things to do - I've just made myself a post-it, I might get to it one of these days. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> LOL <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> Have you seen that movie called Memento?
Mon, 09 Aug 2004 17:56:38

RambOrc

LOL no haven't seen a movie since 1997. <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Tue, 10 Aug 2004 23:26:06

mago

- Firebrand: Thanks man, followed your instructions. I guess I'll catch up with the project soon. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> By the, I've seen that the Hunter character is from Golden Axe 3 isn't it? It's a classic series, but somehow I think the first one was the best by far, I guess I was impressed by it's great animation, creativity and innovative design. The GA 3 has a pretty good feature also, with the possibility of choosing which way to go in the end of a stage. It's funny, because in that game, my favourite was also the panther guy! - RambOrc: Thanks also. I've been working on that KA screen, but not in the way your are thinking... When I have something more solid, I'll come up with it, hoppefully you guys will like it? The spell animations are my main focs now, the new models/sprites are surely my next stage, I've been anxious to work on them for months now. I'm not sure about the posters, I'm not that creative... <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> What about that file with tons of posters from Dukeworld or something, did you get it? BTW, could I ask why you don't watch ANY movies since 97??? I can understand not watching TV, I barely watch it myself (apart from channels like National Geographic, Discovery,etc.), but cinema is an art with great potential. You don't even feel curious to watch movies with sword and wars like Gladiator or Troy?
Tue, 10 Aug 2004 23:33:58

Firebrand

Yes, it was an inspiration, but it doesn't has to be ENTIRELY the same character, I mean, we could change it a bit to fit better into the game (for example, I'm adding an axe as a weapon now), I have started my work on it's sprites again (as you know I lost my previous version due to a HD crash <!-- s:cry: --><img src="{SMILIES_PATH}/icon_cry.gif" alt=":cry:" title="Crying or Very sad" /><!-- s:cry: --> ), I really like those classi GA series (I played them all BTW <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> ).
Wed, 11 Aug 2004 00:15:26

RambOrc

I don't know, I just have a problem with such utterly passive spending of my time, you see when listening to music or reading a book your mind is stimulated because the information you get is very one-sided and you get it in a way that makes you create the missing parts of the whole. And when you play a computer game (well not all of them, there are many passive ones, I don't play such), you guide the action and your creativity (or at least your reflexes) is asked for once again. OTOH when watching a movie, you get all facets of the information delivered in a fully finished form, you only need to lean back, do nothing and consume it - definitely not my style. I don't have any prejudices or anything against movies or TV, I just can't sit tight and watch the stuff, I've got two Judas Priest concert DVDs which I'm really interested in but this far (in several months) I managed to watch only about a quarter hour from one of the two discs.
Wed, 11 Aug 2004 02:42:01

The 4th Class

OK, that's a bit extreme considering we're discussing movies. Reading is also passive spending of time, along with listening to music. But I know what you mean - and do somewhat agree with you, but for me, it's not watching the movie itself that's the lazy part - it's when you start to mindlessly eat large amounts of popcorn and potato chips that's when I abhor movies. The best way IMO to watch a movie is to not sit on a chair, but on a treadmill or those cardiovascular exercise bikes. Better yet - some kind of rotary-powered TV - saves electricity and gives you a physical workout. At least then you're doing SOMETHING. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> BTW RambOrc do you like theatre? I remember seeing The Lion King in theatre, and it was breathtaking - the acting, the performance, the props, the music.
Wed, 11 Aug 2004 09:54:00

RambOrc

I meant "active" in mind. At least when I read something, my mind tries to visualize it and to think about the things I read - something not really possible with movies where you don't set the pace and can't stop thinking about this or that sentence, because the movie rattles on. As for theater, I was never much of a fun of it, with school we've been a couple of times, of my own accord I never once went - a couple of times I've seen a street theater here and there, encountered by chance, and at scouting we often play "theater" (short scenes of our own), it's funny.
Wed, 11 Aug 2004 12:23:13

mago

Hey, I was just testing some things, and eventually I came up if this, when I remembered the potential for wall-sized textures (or patches), in Vavoom. It's just two real size images put together and editted a bit to look like a solid in perspective. I ripped the images themselves from a game called Spec Ops, but don't worry, any texture that is to be used in Korax H will be altered for originality purpouses (I'm the first not wanting a texture that feels worng, doesn't fit in the world's proportion, or will make someone say :"hey, I've seen this before!" <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> ). Here's the pic (The tree is also new, and the characters are there for comparising): [img:rllj3l8r]http://downloads.orcishweb.com/koraxdev/mago/Image4.jpg[/img:rllj3l8r]
Wed, 11 Aug 2004 13:28:13

mago

By the way, DeeJay, could you please post here what are the limits for a patch and flat in Vavoom engine?. It will be needed to know the space I have to work with.
Wed, 11 Aug 2004 13:35:36

dj_jl

Theoreticly the limits for patches are 32k by 32k, ZDoom's tall patches are supported as whell. As of flats, only standard 64x64 flats are supported.
Wed, 11 Aug 2004 15:30:23

RambOrc

OK I'm dumb, but I don't get it. What is it supposed to be?
Wed, 11 Aug 2004 17:34:00

mago

As I said before, these are two patches, in their original sizes, put together with this perspective effect to give an idea of how it would look in a 3d object, as skin. The idea is to show how well could work a wall whose patch is an entire, complete image (and not the sucession of small patchs, side by side). Once you have a wall texture to work as a base, you can add windows and doors without much trouble, meaning you can have a good number of those. Also, if you have like 10 different group of patches (each group enough to cover all faces of a house), you can just build 10 rectangular sectors (each respecting it's patches sizes, of course), assign just one texture to each face, and instatnly have 10 different looking, conving houses in-game. The other sprites are there to be a reference in comparising the sprite's (persons) sizes with the house texture's proportion, as well as to know if the windows are too big or not, etc. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Wed, 11 Aug 2004 20:57:13

mago

Here's a more realistic example of what I've trying to say: [img:3mc29e5l]http://downloads.orcishweb.com/koraxdev/mago/onepatchexample1.jpg[/img:3mc29e5l] It's supposed to emulate a real Hexen engine POV, but it's very crude perspective work, since it was done all in my PSP 4 and not ArchiCAd or something like that. <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> Anyway, it seems to me one patched solid faces have a much smoother and detailed look than if it was covered by generical patches. All the sprites in this picture have acutally the same size they have in real game, so it wouldn't look much different from this (of course, the perspective would be very different, as this looks strange because it's all worng, and Vavoom has features to make it look a lot less pixeled). And all the images combined here are also available to be used in future mapmaking, so nothing here is made up just for this photo (the grass exists, the mud path, the trees, the skyline, the walls), except for the roof.
Wed, 11 Aug 2004 21:18:09

RambOrc

It might also look good as a skybox pane, under certain circumstances. Indeed I was thinking about skyboxes with a forest on it, replacing the large number of trees needed in a map.
Thu, 12 Aug 2004 13:34:57

mago

I've finished moddifying the ripper HUD animation for the Warrior class. It was actually fun to do, hope you guy agree with this version. Anyway, just added the Claw to the fighter's arm and added his other hand holding the weapon for a better aiming. The animation is in the ripwarAR.wad, inside the KArena folder in my Mago folder. Here's the preview: [img:3njwcjpc]http://downloads.orcishweb.com/koraxdev/mago/ripperpreview.jpg[/img:3njwcjpc]
Thu, 12 Aug 2004 13:48:39

RambOrc

A couple of suggestions: - the weapon should be in the center of the screen (or is it that way already?) - IMO there should be less visible from both hands, maybe half as much - the dragon claw should be on top of the steel gauntlets, not on a bare fist
Thu, 12 Aug 2004 14:00:07

The 4th Class

OTOH the classes are all right-handed. Never once in Hexen was there ever a weapon fired with the left hand (unless it involved using both hands, like Arc Of Death). IMPO I think it's better the way it is now. This way, both arms are protected: the one holding it and aiming it is nestled deep in the claw, and the other arm, the one supporting it, is still protected and not hanging out in the open. Unless, of course, you meant that both arms wear gauntlets. Well, that would probably make even more sense, seeing that all original weapons are used with both gauntlets anyway.
Thu, 12 Aug 2004 14:34:07

RambOrc

Yep, that's what I meant - why would the guy pull of his gauntlets to use this particular weapon?
Thu, 12 Aug 2004 14:37:50

mago

Hmmm... Now that you mention it, the weapon HUD should really be cut down, I didn't remember the space it would block from the player's view. The Claw isn't in the center on the frames, but that has nothing to do with the orientation we get in the game screen. I thought Moose or Camper would just guess that the Claw should be in the center of the POV coordinates, while the left hand would just occupate the left side of the screen. By the way, I didn't forget about the bauntlet (or else I wouldn't put the other one), but I don't think it make much sense to put the Claw over a spiked piece of armor, specially when the Claw is so soild looking. It isn't possible in the real life, but I thought in the game it would make sense for the player to take off one gauntlet to wear the Claw, right before the weapon is selected. I just think it looks nicer this way, with the opposition between the old known glove, and the new weapon.
Thu, 12 Aug 2004 14:46:38

RambOrc

I'm still for the gloved version. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Thu, 12 Aug 2004 14:48:05

The 4th Class

Then again, the fighter would have one hell of a hard time trying to take the claw off, if he was a real person. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Thu, 12 Aug 2004 15:02:21

mago

Don't know, sounds like too much work for too little... I'd have to redo the whole thing, and it would take tons of time again... If you guys are really strong about the gloved Dragon Claw, then say so and I'll try to redo it, but only having to cut it down to 92 height (which means loosing much of the work that was put in shaping the arm to it's right position, and all the work put on the rotated gauntlet) actually means more time than I would like to spend in this particular weapon. <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( -->
Thu, 12 Aug 2004 16:12:24

RambOrc

Sorry, I really don't want to demotivate you... I guess I should've said sooner that by making the two Dragon Claws different from each other, little things like different colors would've already sufficed IMO.
Thu, 12 Aug 2004 20:21:20

mago

PLease, Im not avoiding criticism, I just would like to know if I really should put an extra effort on this weapon, or if the result is acceptable enough to go the way it is. Anyway, while I work on the cutting and editting of the Claw, I have some questions concerning my next target, the Darkness Hammer: - I've seen in the latest beta that this weapon is close range only, and each blow creates a certain area filled with darkness (or without light, if you are a negativist <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> ), which is a very nicely achieved effect, by the way. Since, as far as I could tell, there are no other effects taking place in that area, I thought some things could be done: What about if the hammer projectile that stay stationary in the center of the darkness area actually worked as a proximity Mine, exploding once a foe gets near? That would make for good strategies, specially in low lit maps, because it could be powerful and last much longer than flechettes (that doesn't work that way for fighters anyway). Another thing is that it could blind any foe inside the small area, without any long effect once outside. Actually, the darkness effect should take much mana to work like this, meaning only a few (3-4 at most) mines could be set up in sucession. The Darkness hammer could also have a explosion animation for hits in close combat, where the darkness area wouldn't be created (only non-hit attacks should create the drakness), not only for familiarity with it's other powers, but also to add cool effects in the weapon, working exactly like the Charged Timon's Axe. Once out of mana, the weapon would be just a normal battle hammer (BTW, if something i splanned, please let me know).
Thu, 12 Aug 2004 20:26:12

RambOrc

One thing shouldn't be forgotten about weapons, except for the one in slot #1, none will work at all without ammo, be it a projectile, instant hit, area effect or even melee weapon.
Sat, 21 Aug 2004 23:49:04

mago

Just a note about what I've doing lately. Apart from a series of tests on the dark hammer weapon (I might just go for the simplest one), I've also devoting 50% of my time in texture and flats conversions, but whenever I get a free time, I work on the new monster, swamp thing; hoppefully I can do this fast and move on to the other fully animated sprites. I decided to go with a different color from the example showed in my last tutorial, a more brown one, mainly because brown is a color very well represented in Hexen's palette, thus making the shading look nicer when resized and converted to 256 colors. Those are not final yet (the last one should show the green water reflexes, and I'm also studying the idea of putting a splash of water caused by the animal fastly raising it's massive body). Here are the pics for the 3 of the frontal attack frames (there's still one to make): [img:3b34knd7]http://downloads.orcishweb.com/koraxdev/mago/st1preview.jpg[/img:3b34knd7] [img:3b34knd7]http://downloads.orcishweb.com/koraxdev/mago/st2preview.jpg[/img:3b34knd7] [img:3b34knd7]http://downloads.orcishweb.com/koraxdev/mago/st3preview.jpg[/img:3b34knd7] PS: All the pics are from the original sized frames, so this is exactly how they would look in game (as long as nothing is changed during the future proccess). And yes, it's HUGE (around 100-110 height) - I hope it'll at least LOOK like a decent low-level boss for the first adventures in SE or TSP... <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> [/img]
Sun, 22 Aug 2004 00:20:12

Stryker

Those pictures look really good Mago!
Sun, 22 Aug 2004 11:42:29

Moose

Wow Mago, you once again impress me with your artistic skills, I guess I should be getting used to it by now <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> . I might have a go at adding one frame in as a still entity (like the NPCs) so we can get a feeling of how big the bugger is.
Sun, 22 Aug 2004 13:23:18

mago

Thanks a lot guys, it's good to hear you liked it. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> It would also be very nice to see how it looks in game, but I guess I'm not too worried. I've made lots of tests comparing the monster to other sprites, and even if we feel it's way too big, I also resized it to much smaller dimensions and it still remained recognizable.
Sun, 22 Aug 2004 21:11:14

mago

I decided to go with another version for the Warrior's Claw, a simpler one, so here it is. It doesn't look that good, but at least it's around the same size as the Heretic one (so it won't bother the view) and you can see it's in fact the warrior wearing it. I uploaded the WAD containing the animation in Koraxdev -> Mago -> KArena -> named WRIPPKA.wad. Here are a couple of screenies: [img:va0wmq3t]http://downloads.orcishweb.com/koraxdev/mago/KArena/ripper1P.jpg[/img:va0wmq3t] [img:va0wmq3t]http://downloads.orcishweb.com/koraxdev/mago/KArena/ripper2P.jpg[/img:va0wmq3t] PS: Yes, the claw IS bigger in the last frame. Actually I didn't noticed it untill I tried to copy and paste part of the claw, which wouldn't fit. It's made this way so it will appear as the arm was sent backwards by the power of the energy and so is closer to the player's face.
Sun, 22 Aug 2004 22:09:03

Stryker

That looks really good too Mago!
Sun, 22 Aug 2004 23:19:50

mago

Thanks <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->. I tried to imitate the impact effect aswell as the way the weapon grows bigger while travelling backwards, hoppefully all the animation looks fine.
Mon, 23 Aug 2004 22:40:37

The 4th Class

You really do underestimate yourself, Mago. This is fantastic work! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> Both the new monster and the fighter's dragonclaw are superb and I can't wait to see them fully animated!
Mon, 30 Aug 2004 06:05:12

mago

Just a quick note before my girlfriend come to pick me up: I'll be away till the weekend, holiday trip. Sorry if I couldn't finish more stuff, but I plan on taking the days off and then come back stronger. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> See you later pals. PS Class: Thanks. Really nice guy as always. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Wed, 08 Sep 2004 01:45:27

mago

Hey there. I know I should be working on the octupus thing, but I was anxious to try my hand at creating all-new, limb moving characters, aswell as some new tricks, and this is my first monster made that way. I was first inspired to make it for Class' episodes, but I grew ambitious, and think that, with some adjustments, this monster, when complete, can be used in both projects. I've finished the first series, the frontal, walking animation - it's a normal looking ogre, very "naked" still; I plan on adding different acessories to get easy different versions (by putting on a helmet and some chain mail, or a fur coat, etc... At least two or three versions). It also doesn't wield a weapon; I've been making tests with the Ettin's mace and it looks nice, and this way I only need to paste the weapon on the drawing, very simple. Here's the preview: [img:3e7qnmy3]http://downloads.orcishweb.com/koraxdev/mago/ogreA4.jpg[/img:3e7qnmy3] A close view of one of the frames. [img:3e7qnmy3]http://downloads.orcishweb.com/koraxdev/mago/frontalsequence.jpg[/img:3e7qnmy3] The whole sequence (notice that the number of frames are bigger than Hexen's normal ones; the first frame was repeated in the end for an easier conclusion). [img:3e7qnmy3]http://downloads.orcishweb.com/koraxdev/mago/animation.jpg[/img:3e7qnmy3] The sequence again, but smaller (better view to examine the animation's flow). [img:3e7qnmy3]http://downloads.orcishweb.com/koraxdev/mago/ogresize.jpg[/img:3e7qnmy3] A comparision between the new monster's size and the existing ones'. The red line, as indicated, is more or less the general player's PoV height (72-73 I guess). He seems a little too tall, something that should be tested. Edit- Unfortunetly, this post was included in the same as the other ones, making this page kinda "heavy" due to the big number of pictures. I recommend disabling the "Show Images" box (Tools -> Internet Options -> Advanced) for those with slow modems BEFORE loggin in to Koraxdev. This way you only have to right click the pic you want and choose Show Picture, and won't have to load all other older pics in the thread. The Ogre pics "weight" around 200 KB.
Wed, 08 Sep 2004 02:59:32

The 4th Class

Whoa! That monster is terrifying! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> I look forward to what he'll look like after he's polished up. I don't think he's too big - I think his size adds tremendously to the whole fear side of Hexen. And yes, Dark Realms will have an ogre realm in the third hub. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> The main trouble is that it will be impossible to actually finish the third hub and all subsequent ones without a decent compiler to modify the source code. For instance, I'd HAVE to have extra room for more sprites - enemies, items, etc. I know little about doing this, and I've heard that M$ Visual C++ works well for editing JHexen.dll (that's the source code, right?). Like I said, I know little about compiling in this way.
Wed, 08 Sep 2004 08:47:15

RambOrc

Wow I like this guy a lot, though to me it looks rather funny than fearsome. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> Lucas regarding your prob, IMO you'd be better off using Vavoom instead of jHexen, that way Janis and Moose should be able to help you out (and if it's only small things, maybe Moose will code it all for you in a progs file, if you beg him enough <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->).
Wed, 08 Sep 2004 10:26:41

mago

Hehehe, like many Ogres in pc games, this one should be a mix between a more or less stupid looking enemie, with terrifying power, on the other hand. This is the "naked" version, and it has no weapon, that's why it doesn't look as tough, but when I equip him some armor and a heavy weapon (club, mace), it will look more respectable. Like Class rightfully observed, the Ogre should be a little like a terrifying menace, at least for the low level player, once he first sees it (specially if he cames in the middle of a good pack of Ettins).
Wed, 08 Sep 2004 10:31:37

mago

I know it's kinda eqarly for that, but he shouldn't be slow, despite his look. He's huge and should take giant steps. No more easy targets like the Ettin. Also, his attack'swing should be VERY large meaning the player won't be able to just keep a little distance while unloading his own attacks (what happens with the Ettin and Centaur, and I hardly get hit by them at all during the game).
Wed, 08 Sep 2004 10:44:55

mago

Just one more thing: How well implemented are cinematics? I've been thinking and I guess I could create some simple 2d animations, like a little movie, which the player could only witness, abd couldn't take part on (automaticly being "locked" in the right position to view it). Imagine this example: Your mission takes you to a village. You don't know it yet but they are being overrun by Ettins and Ogres. You enter through the wall's gate and in front of you there's a house, right next to which there's a fight going on: An Ogre smashs a soldier and then another one, that came to help. He then notices you and comes to your direction. - Notice that the player had to go through the gate so he wouldn't be able to aproach the animation's spot from any other angle (thus being forced to watch it as the mapper wanted). - He woulnd't be able to move while the monster is killing the villagers, but this would only take a couple of seconds, after which the animation would end, and the Ogrewould turn itself in a normal, complete sprite and go after him (starting, of course, in the same spot in which he was at the animation's end). I thought I should ask because I have no clue of how advanced this feature is, and also how difficult it would be to make it's mechanics work (locking the player's view, starting the 2d animation, creating the "left-overs" of the animation in the actual game once it's finished (the Ogre sprite and the corpse sprites, at their right spots, in this case)).
Wed, 08 Sep 2004 21:47:18

Firebrand

I really like this new sprite Mago! It's really good! and having some new enemies is also a nice touch, as that's one of the areas that we will need to get working mainly (I think that if we add some good monsters SE will become a very great TC).
Wed, 08 Sep 2004 21:50:54

RambOrc

Already for TCS, we'll need tons of new monsters (well variations of existing ones, mostly). You can make an FPS with 7 different monsters all through the game, but not an RPG.
Wed, 08 Sep 2004 21:59:46

mago

[quote="RambOrc":39i8ritl]Already for TCS, we'll need tons of new monsters (well variations of existing ones, mostly). You can make an FPS with 7 different monsters all through the game, but not an RPG. Very true... That's why I put a halt on everything else and I'm focusing heavily on enhancing my little skills and working to get a good number of all new monsters right from this moment (if you put some thought into it and calculate the amount of art work, NOT counting any animated sprite, that should go in a TC rpg like SE, but mainly TCS, you will realise I already started late!). FireBrand: Thanks a lot. I'm just glad you are around, because that nice work on the skyboxes and map enhancing you have been doing I could never do equally well, since I'm a zero at map making, and still struggling with textures... <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Wed, 08 Sep 2004 22:06:35

RambOrc

That's why a team is important, so that every skill is present if possible. And don't worry about TCS, it haven't even been announced yet (maybe it shouldn't be until we've got a playable demo). In a good case, it might be out towards the end of this year. Of course it's always difficult to calculate, as many team members work in surges (like Camper who didn't do a single line of code for KA since early July, that's the main reason why public announcement and release is stalled).
Wed, 08 Sep 2004 22:08:20

Firebrand

Thanks! I have had a lot of problems myself trying to understand how to start with map making, but apparently my skills on that were good, heh! And don't worry, I haven't done any new textures from scratch yet, heh! <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Thu, 09 Sep 2004 01:40:17

The 4th Class

[quote="RambOrc":367le2hu]Lucas regarding your prob, IMO you'd be better off using Vavoom instead of jHexen, that way Janis and Moose should be able to help you out (and if it's only small things, maybe Moose will code it all for you in a progs file, if you beg him enough <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->). I don't know how to use Vavoom, except for running KA and other maps... <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> But I can learn it, with some help! <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Thu, 09 Sep 2004 12:01:36

mago

Just a quick note: I uploaded that small tutorial I made about sprite creation from scratch. It has minor changes in the speech to make it a little more understandable, but no real enhancement. Still, it's in my folder in Koraxdev for anyone who needs it and haven't read it. Sprite Editting (Advanced) B.doc RambOrc: I plan to rewritte it with some more details and include this as an extra in the first real download package we create. It's not much, but could be interesting... It's one of the items that I'll definetly include if we ever get to organize that cd with all our projects and extras.
Thu, 09 Dec 2004 18:21:32

mago

ALright, RambOrc I uploaded a zip file containing a WAD with a handful of new patches and flats that I'm currently working on and beta testing (in terms of visual mistakes (like overly repeated patterns), coloring and lightening or darkening needs, etc) - some clearly need more work, but those are good fr a first glance in new variety and for a first taste in what we'll need for future maps (more grass, more sand, more stone walls or colors, more roofs, more angles for "path" textures (there's only one way for the existing path flats, for example), etc.). So please guys take a look at this, and say something with you feel this one could be a little sharper, or darker, or use more vivid colors, or less dark pixels, etc... Don't mind the little mistakes, I already noted them, I would rather like to hear about general feel; it's particularly important to know if you agree about them "belonging" to the Hexen's theme, or are too realistic, pixeled, too big or poor detailed, etc... I'll try to upload more and more on a regular basis. PS: The file is at Mago>Textures and is called Sevtextbeta.zip
Tue, 15 Mar 2005 22:41:13

mago

Hmmm... Not really big news, but since I've been working a lot with textures, i thought it could be useful to let you guys know how they look like, by capturing PSP's preview tables, both for the patches and flats. Those are only the final textures, perfectly fit for immediate use in Hexen (well, they just need beta testing (colors, light level etc) and be plain good enough and interesting to make it to the mods, but that's for later, with the whole team or mappers). There are a lot still cooking, in different stages of completion, but anyway... Just check those out, they are only for update purpouses, but if you spot that one you on't particularly like, you can always point it out and we have something to chew for future "releases" concerning the textures wanted or not. As for the other things, I'm working on the gargoyles HUD weapons, I think I'll have them by the weekend, also Ive been sketching a lot of ideas and researching some history books, if I can keep up with some ideas, I see some nice cities/village maps soon... <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> [img:vlyjo65n]http://downloads.orcishweb.com/koraxdev/mago/Example15-3-05.jpg[/img:vlyjo65n] [img:vlyjo65n]http://downloads.orcishweb.com/koraxdev/mago/Exampleflats.jpg[/img:vlyjo65n]
Tue, 15 Mar 2005 23:18:57

Firebrand

These are great news Mago! I like the way those textures look, they look like they will fit perfectly to the game! It would be nice that you could upload them all in a WAD file sometime (not rushing you <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> ). As for the gargoyle HUD graphics, well I'm just waiting for those to start working more on that, I have been working a bit on the source code cleaning some weapons from the witchaven of unused code and adding some effects for the disintegration spell too <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> . Keep up your nice work man!
Tue, 15 Mar 2005 23:29:53

mago

Thanks bro. You have been doing a great work around here, on all fronts, it should me complimenting you! I would really like to upload the textures, but i'm not sure yet of which will be used and which won't. Also, I must find a system to organize them in a better way, so untill that it will be hard to have them in WADs (because it would be wasted effort, as I would have to put them later into another, with the right changes and the right naming system). But if someone want, I can upload the bmp files in temporarily in koraxdev, so you can have a closer look. A good bunch of those are alos on the newest beta texture wad I uploaded some days ago, also. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Wed, 16 Mar 2005 10:41:17

RambOrc

Wow. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> I think some of these textures could be used even for KA, especially that KA is NOT a Hexen mod (I myself haven't realized it until a very short time ago), i.e. its world is not fixed so nearly any kind of maps can be put into it (currently most of them are Heretic and UT world).
Wed, 16 Mar 2005 14:07:38

mago

Sure, I've also been thinking about making an arena like map myself, KA could be a good place to experiment and introduce some of the future work. You guys feel free to browse the list and if you think you could use one or more textures in something you are working on, just tell me and I'll send it (them) in wad format. Because I'll only strat to organize it by coherent names when I think there are enough material, and that alone could take a while.
Wed, 16 Mar 2005 15:06:23

Firebrand

It's OK, a good way to organize them could be to form something like a "theme" for the maps maybe (brick, wood, etc.), and to put them all on a single "theme" WAD file maybe, of course this is justa suggestion. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Also, take on mind that KA, for example, will use a single textures WAD file, this means that all the textures will be on one single file two at the most if needed, because WAD files bigger that a certain amount can't be edited anymore, maybe because of the format they use, but anyway, you are doing a really cool work here Mago!
Wed, 16 Mar 2005 15:20:03

RambOrc

Keeping maps, textures/flats, sprites and sounds in a separate wadfile each is IMO the best way both for KA and SE.
Tue, 22 Mar 2005 14:40:00

mago

Alright, I've uploaded the current stage of the Gargoyle's HUD animations, I left out the ones involving gems, as I don't know how they should look like. There's also a new one that I think makes sense on the gargoyle character, which is a flame thrower spell, that could do medium to low damage but would be very annoying for the opponents, but costing fast mana. Also, I think we could replace the 3 spread fireballs for a rapid fire (but weak) spell, that's also drawn already. Those are experimental, so voice your opinions if you disagree. It's all in the Gargoyle HUD.zip file, inside KArena folder in my own. For Firebrand: I included an example for you. One thing though, I wouldn't recommend making them in red skin, as red is one of those colors that are severely unsupported by Hexen's palette - just try to convert my example and you'll see what I mean. That's also why I put another example with a more Hexen friendly palete, kinda looking like real rock. Just a thought though, we can elaborate on this one, as the entire sprite will have to be colored accordingly. The whole series untill now: [img:3mplijou]http://downloads.orcishweb.com/koraxdev/mago/KArena/GargoyleHUD.jpg[/img:3mplijou] [img:3mplijou]http://downloads.orcishweb.com/koraxdev/mago/KArena/A2color1.bmp[/img:3mplijou] [img:3mplijou]http://downloads.orcishweb.com/koraxdev/mago/KArena/A2color2.bmp[/img:3mplijou]
Tue, 22 Mar 2005 15:13:38

Firebrand

How about making them blue? You know, the gargoyle walking sprites are blue, so it would be easier, of course, being all blue means you can change the colors, so maybe we could make gray or brown the "default" color of it, that's not a problem <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> . Great work Mago! I'm impressed by seeing the whole series of spells and I'm sure that it will be cool to make the sprites for the gargoyle! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> Thanks for your big help man! What would be useful for the next part of the job would be to separate the frames from the series for every spell you have drawn already, to avoid confusions or misunderstandings and to know which spell frames are already done and are able to be converted for in-game sprites.
Tue, 22 Mar 2005 16:23:20

mago

Hehe, no problem, hope you have fun, and anything you need, drop me a note! As for the colors: I also tried blue, by directly colorizing my example (the red one), and then converting, but this process alone didn't work well, the problem is that the blue also has a very limited range. BUT it could work if the coloring is done thinking of it's characteristics right from the beginning, and it would involve a lot of palette loading to see what works and what doesn't. To be honest, making it dark blue would save the trouble of recoloring the whole sprite model, but I'm one of those that thinks this color in particular doesn't fit the gargoyle character at all. I would much ratter see it colored in a mix of gray (like the other example, don't know why they don't show up in here), black like the Hexen gargoyle or maybe a very dark red... One thing that you should keep in mind anyway is the use of at least two colors to paint the hands: as you can see in the examples, I used two colors, one for the base skin and another for the shadowed areas. This avoid excessive use of the darken tool, which is very hard to balance and make the images be too contrasted and with too deep dark areas most of the times. Use the lighten tool for the light areas (usually the light source is from the high-left), but use more the airbrush with low opacity between the two base colors, to have a more complex and deeper coloring (example, pain the brown area but then paint the border with another thin layer of red, to make them blend, etc). BUT don't get too carried away, you must have a simple aproach or the images will be very different from each other. You must rememeber to use always the same tones and to use coherent lighting and shadowing, or else the animation won't be fluid. Always carry the previous frame next to the one being made so you can have a guide. Oh yes, and always paint the image in at least 2 times the needed size, because reducing it later often has good effects on the blending of colors. It's also extremely hard to paint them real size in a good way. Use the big size to add a number of details (marcs, tendons,etc.)even if they will be very simplified in the real version, because that's what adds realism to the image (or it will look too clean and won't have enough texture). Well, as you can see this isn't a very easy job... <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> Maybe the best would be to split the spells among us?
Tue, 22 Mar 2005 16:28:30

RambOrc

I definitely prefer the red in-screen claw, and I'd like a red gargoyle similar to the one in Heretic, not one like the Afrit in Hexen or the crap in Hexen II and Heretic II.
Tue, 22 Mar 2005 16:31:56

mago

Hmmm... I also do, but the problem is the palette convertion... But nevermind, I'll try to color it again to see how it will look in a more conventional tone. The problem is that I used a tomato red that has too much yellow, I'll try a more blood red and see how it truns out.
Tue, 22 Mar 2005 17:19:35

mago

I've taken the shape and recoloured it with one of Hexen's native reds (which is always a efficient way of having friendly palette colors), and went for a much more dark, alive red, which fortunetly turned out quite well IMO. Here they are, the Error diffusion convertion: [img:35ht5djx]http://downloads.orcishweb.com/koraxdev/mago/KArena/A2REDhx1.jpg[/img:35ht5djx] And the Nearest color convertion: [img:35ht5djx]http://downloads.orcishweb.com/koraxdev/mago/KArena/A2REDhx2.jpg[/img:35ht5djx]
Tue, 22 Mar 2005 18:00:07

Firebrand

I also like the red version a lot! I haven't tried the blue one myself, but it should look very similar to it, you are doing a really cool work here Mago!
Wed, 23 Mar 2005 00:07:16

Firebrand

Wow! it's not easy to make the shadows in the hand, I tried to do one of the frames for it, but I made two mistakes <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> , I took the original size, which doesn't allow for much detail, and I also used the darken tool for some zones of it, which makes it look strange, I think we can continue with the red sprites, those are the ones I like the most, could you please upload the last two images in BMP format Mago? The JPG version has some dithering on it, making the image to lose some detail, Thanks! I'm posting here my test image, so you can tell anything you notice for the sprite quality, which is the thing that we want to achieve now <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> . [img:1zs21xro]http://downloads.orcishweb.com/koraxdev/Firebrand/Karena/test.bmp[/img:1zs21xro] I found it to be very good (at least for me), please post any comments you want about it (good and bad, please), I'm doing it mainly to get a good technique with it, I'm improving myself on this, but I want to improve even more, Thanks Mago! I have found it really fun, heh! <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> EDIT: BTW, the BMP format doesn't show right on the board, just copy the image URL and paste it on another IE window, it should display and allow you to download it. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Wed, 23 Mar 2005 09:14:54

RambOrc

Gotcha, you still use IE! shame on you <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Wed, 23 Mar 2005 14:38:08

mago

Hah, nice work! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> I took the liberty of making my own version for explanation purposes. Let me just comment on a few things, in no particular order: -If you notice, most of Hexen's sprites have their limits clearly defined by a shadow line, even if very thin. If the sprite's limits are too bright, they will contrast too much on the enviornment besides it, making the image look out of place. That's why a line of shadow should be put outside the highlighted area in the big finger. -Hexen images tend to have very subtle volumetric suggestion, being heavy only on the outside area, like said before. Maybe the best way to achieve this is by using the airbrush in very low opacity, one mouse button with the light tone and the other with the dark tone. You then go on adding the tones, correcting with the opposite solor when needed. This way you'll never get too dark or too light areas, because the light level will never go beyond the base colors used. -Use the darken tool only to add the detailed masses, like the tendons or bones. Achieve all the rest with the airbrush, changing sizes if needed (I tend to use 10 to 30 max). I'm putting my example here, so you can see what I mean, but don't get it worng, keep up the good work! [img:2ywrkxo1]http://downloads.orcishweb.com/koraxdev/mago/KArena/testP.jpg[/img:2ywrkxo1] [img:2ywrkxo1]http://downloads.orcishweb.com/koraxdev/mago/KArena/testcorrectionP.jpg[/img:2ywrkxo1] [img:2ywrkxo1]http://downloads.orcishweb.com/koraxdev/mago/KArena/testREDhx2.jpg[/img:2ywrkxo1]
Wed, 23 Mar 2005 15:28:48

Firebrand

OK, I think I got it now, every sprite edge must be darker, I think it looks better too! Thanks for the help Mago, I'll try to finish it all now <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> .
Tue, 29 Mar 2005 12:29:58

mago

Just a quick update: The A series is done, no need to worry about that anymore, and also I'm completing the last two series (the ones with no letter), just so we don't mix efforts.
Tue, 29 Mar 2005 16:57:47

Firebrand

OK, be sure to keep me updated on those and upload them when you can, that way I or Moose can start working on the source code to add the weapons faster <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> which would mean less time for the next beta and less time to start working on the first official release <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> .
Tue, 29 Mar 2005 17:53:39

mago

Sure, I have the hands done, I'm just having trouble with the magic fire animation that goes around the hands... As soon as I have sonmething concrete, I'll upload and warn you.
Mon, 11 Apr 2005 18:04:18

mago

I'm out of internet connection from now on, but I can still access the project from my college, just to let you guys know in case I have difficulties in the future. I've been devoting quite a lot of attention to the Gargoyle HUD weapons, I don't want it to be a cheap new monster with poor or unoriginal graphics. Here's what I have so far, as far as advancements goes: The first attack is complete. The second shouldn't take long as it is composed of only one arm tweaked to assume the attack positions. This is the third weapon (weapon ready animation): [img:3ebek906]http://downloads.orcishweb.com/koraxdev/mago/KArena/Gargoyle/C1enh01.bmp[/img:3ebek906] [img:3ebek906]http://downloads.orcishweb.com/koraxdev/mago/KArena/Gargoyle/C1enh02.bmp[/img:3ebek906] [img:3ebek906]http://downloads.orcishweb.com/koraxdev/mago/KArena/Gargoyle/C1enh03.bmp[/img:3ebek906] [img:3ebek906]http://downloads.orcishweb.com/koraxdev/mago/KArena/Gargoyle/C1enh04.bmp[/img:3ebek906] [img:3ebek906]http://downloads.orcishweb.com/koraxdev/mago/KArena/Gargoyle/C1enh05.bmp[/img:3ebek906] I have put some hard work trying to figure out how to make the light hit the skin in a doable way, I think it turned out quite nicely. This hand is also used on another weapon. BTW the fire animation is taken from a Build game, but not sure which (might be Nam, Blood or plain Duke Nukem). This is the firing animation, still only one frame (the main one) and needs fire graphics: Nearest color [img:3ebek906]http://downloads.orcishweb.com/koraxdev/mago/KArena/Gargoyle/C3hexenhx1.bmp[/img:3ebek906] Error dithering [img:3ebek906]http://downloads.orcishweb.com/koraxdev/mago/KArena/Gargoyle/C3hexenhx2.bmp[/img:3ebek906] This is the last sequence on the base drawing, the cleric's fire creation spell: [img:3ebek906]http://downloads.orcishweb.com/koraxdev/mago/KArena/Gargoyle/D0REDanim1hx.bmp[/img:3ebek906] [img:3ebek906]http://downloads.orcishweb.com/koraxdev/mago/KArena/Gargoyle/D0REDanim2hx.bmp[/img:3ebek906] [img:3ebek906]http://downloads.orcishweb.com/koraxdev/mago/KArena/Gargoyle/D1corrected.bmp[/img:3ebek906] [img:3ebek906]http://downloads.orcishweb.com/koraxdev/mago/KArena/Gargoyle/D3alt01.bmp[/img:3ebek906] The last two frames are missing their fire animations, but i'll fix that later. Still two to go, but this guy shouldn't take long to be ready to try his luck on the Korax arena. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> Can't spend anymore time right now, so I'll see you guys later, hopefully everyone likes those so far.
Mon, 11 Apr 2005 18:07:50

mago

Damn it, just noticed the text file won't show the pics automaticly, it just doesn't seem to accept BMP files... <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> Sorry guys, but you'll have to browse the pics for yourself - they are on Mago -> KArena -> Gargoyle folder. Just refer to this post and you'll know which pic stands for in the animation process.
Mon, 11 Apr 2005 18:34:50

RambOrc

Whoa, real nice work. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> I don't want to step on anyone's toes here, but pics converted into JPG (even at 100% quality!) are not only fine in a browser but also took less time to load. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Mon, 11 Apr 2005 18:43:56

Moose

Rambo said it, real nice work. I'm excited about getting this in, should look great, even Cheapy won't fault you <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> .
Mon, 11 Apr 2005 18:52:15

RambOrc

Oh yes I want a rocket launcher for the gargoyle if possible. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Mon, 11 Apr 2005 22:02:21

Firebrand

Woah! <!-- s:shock: --><img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked" /><!-- s:shock: --> Mago you have surprised me once again <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> I really like the work that you did, really nice work I'm still practicing a lot to make the hands more textures myself, I really haven't done much advance on them lately, mainly because I'm out of enough time to make it happen and because I have some college written works (which I really hate BTW <!-- s:x --><img src="{SMILIES_PATH}/icon_mad.gif" alt=":x" title="Mad" /><!-- s:x --> ), I'll be out the next week, final exams week is coming and then I'm free again (during 2 weeks I hope), unfortunately for me, my mom wants to install a new dishwasher and guess who will be the moving guy <!-- s:cry: --><img src="{SMILIES_PATH}/icon_cry.gif" alt=":cry:" title="Crying or Very sad" /><!-- s:cry: --> . I'll have some arm ache when I finish, lol. Well I guess I should help her a bit with it. See ya guys later!
Sun, 16 Apr 2006 17:07:45

mago

Hmmm... Took my time, thats for sure. <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> Here's the latest development on the Gargoyle HUD. Things missing: - At least one more projectile attack. - Bazooka (8th weapon?) - Changing the character sprite from blue to red. - Add flying animation (rip from affrit most likely). Melee attacks (he uses both hands to slice the opponent). [img:1v4m1bhr]http://downloads.orcishweb.com/koraxdev/mago/KArena/Gargoyle/A%20Melee%20Preview.jpg[/img:1v4m1bhr] [img:1v4m1bhr]http://downloads.orcishweb.com/koraxdev/mago/KArena/Gargoyle/B%20Melee%20Preview.jpg[/img:1v4m1bhr] The C attack (projectile), first the standing animation, then the actual firing animation (ball of fire - standard projectile weapon, like shotgun for Doom marine) [img:1v4m1bhr]http://downloads.orcishweb.com/koraxdev/mago/KArena/Gargoyle/C%20Standing%20Preview.jpg[/img:1v4m1bhr] [img:1v4m1bhr]http://downloads.orcishweb.com/koraxdev/mago/KArena/Gargoyle/C3%20Final%2001.jpg[/img:1v4m1bhr] The D attack, look a lot like the Clerics 3rd weapon - another fire magic, probably the ground fire attack from the Dark Servant. [img:1v4m1bhr]http://downloads.orcishweb.com/koraxdev/mago/KArena/Gargoyle/D%20preview.jpg[/img:1v4m1bhr] [img:1v4m1bhr]http://downloads.orcishweb.com/koraxdev/mago/KArena/Gargoyle/D%20preview%202.jpg[/img:1v4m1bhr] [img:1v4m1bhr]http://downloads.orcishweb.com/koraxdev/mago/KArena/Gargoyle/D%20Preview%203.jpg[/img:1v4m1bhr] If you have a weapon suggestion, this is the right time to make it. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Sun, 16 Apr 2006 18:07:02

Firebrand

Woah! Nice work there! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->, it will look really good in-game, I really like what I see here, it even makes me wish to see this complete, hehe! <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> And about taking your time, no problem there, we all have been working at our own rythm here, as you can see, there are a lot of advances with KA code and maps, which is a good thing too, this is coming along in a nice way, there's a lot of work to do yet, but we'll get there eventually <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->.
Sun, 16 Apr 2006 22:20:29

Stryker

Yeah, you did great on them. I bet Cheapy would be pleased to know we are still working on this class. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Sun, 16 Apr 2006 23:07:56

The 4th Class

Well done, Mago! Fantastic work as always. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Mon, 17 Apr 2006 08:47:22

Crimson Wizard

Excuse me, just interested, in what project you use Gargoyle character class?
Mon, 17 Apr 2006 09:36:51

mago

Korax Arena (MP) - he'll be a new playable character (that's why he has a HUD (Heads-Up-Display)).
Thu, 17 Aug 2006 19:06:44

Crimson Wizard

Can 2D artists draw few thematical textures? I am making a small DM map for KA, it is a sort of dungeon, I am going to name it "House of Asp" and it needs some snake/serpent theme ornamental walls (and floor maybe), like those MONK textures with dragon.
Thu, 17 Aug 2006 20:14:31

RambOrc

You can use any original Heretic textures for KA (just not other games), there are some such wall patches I think.
Thu, 17 Aug 2006 21:18:16

mago

You can also check back a few pages and / or take a look at the severancebeta wads I uploaded in my folder (under KArena I think), see if you like any material in particular and I could try work from there (if you think the heretic ones are not what you are looking for, that is). <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Fri, 18 Aug 2006 09:25:42

RambOrc

BTW Mago, since FB is swamped with coding, could you create the poster + wall texture combinations I requested some time ago for KA maps?
Fri, 18 Aug 2006 14:14:45

mago

Where are the requests so I can get the details? Or anything goes? <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Fri, 18 Aug 2006 15:46:08

RambOrc

One of the KA topics has an exact list of what's needed, if you can't find it I'll try to find it for you.
Fri, 18 Aug 2006 19:46:29

Crimson Wizard

[quote="RambOrc":rqnhai8b]You can use any original Heretic textures for KA (just not other games) What games I may take textures from? I've already understood that Id Software's (Doom, Quake etc) are denied. What are permitted?
Fri, 18 Aug 2006 20:53:52

RambOrc

Basically Heretic, Hexen, Hexen II and Heretic II. You might also consider abandonware, but not too much if possible. We also took some stuff from Witchaven but as always one day the company might contact us and say we have to remove their artwork from KA.
Sat, 19 Aug 2006 18:20:24

mago

Hey, here's the first poster I managed to draw. It's based on a funny poster from the League of Gentlemen series (BTW, I recommend any one to watch it, it's freaking insane and hilarious), it came up alright but gave me quite a bit of troubles... <!-- s:cry: --><img src="{SMILIES_PATH}/icon_cry.gif" alt=":cry:" title="Crying or Very sad" /><!-- s:cry: --> The subject is to announce a "magic show" that the mage character will perform somewhere. It's kinda blurry, so much of the letters are gone. Still, it's possible to get the picture! PS: No, I don't have any idea of how translating those colors to Hexen's palette. Should be fun doing it. <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> Here's the preview: [img:2lvnsm2s]http://downloads.orcishweb.com/koraxdev/mago/KArena/Posters/post1PREVIEW.jpg[/img:2lvnsm2s] I have some more ideas of somewhat funny posters (Baratus in a recycle ad, Korax in a "Wanted" poster, Baratus in a "the Order wants YOU"). Ill post them as I finish, then get back to finally finish the Gargoyle.
Sat, 19 Aug 2006 18:25:32

mago

BTW, what's the standard size for posters to look good in game (aroudn 100 pix height at maximun?). Because this one is sized at 120 pixels height, which would take most of the patch, but I also don't know if it woud look too big.
Sat, 19 Aug 2006 20:08:21

Crimson Wizard

[quote="mago":2l5m52g2]PS: No, I don't have any idea of how translating those colors to Hexen's palette. Should be fun doing it. <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> Simply by using palette converter, for example those built-in of XWE wad editor. There's no trouble at all.
Sat, 19 Aug 2006 20:39:56

mago

Hehe, no that's not the problem, the problem is that blue and green in general are very badly covered by Hexen's palette, wich means when the translatiopn occurs, the aproximation system screws the iamge and you get a fairly different and crappy looking image. There are two methods I use: conversion by closest color possible or by error dithering. The first is best for making it look clean, but most of the fading is lost, and some colors get totally different (light red turns to light brown for example). The other gives you a very pixelated image, but ususally the colors are better preserved in their original tone (from a distance, up close they just look confusing). In this case in particular, the translation gives very bad results in the blue area, so will have to manually correct each sprite color class you think shouldn't be there by replacing it with others. It's kinda tedious, only that, and many times you have to make sacrifices as the limited palette can't do everything the true color table can, obviously. But thanks for trying to help, anyway! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Sat, 19 Aug 2006 21:05:13

mago

Well, actually I just did it, found the best result when I decreased first to standard 256 colors WITH error dithering, and then to Hexen's colors by nearest colors (he took advantage of a much more subtle pixelization process and the final was smoother than pure 16 bits to 256 Hexen). Moving on now, the image is 120 x 100 pixels and should look big in the game, but anyway this could be used on high surfaces or something to keep a little distance from the player. Will see if I can make another tonight.
Sat, 19 Aug 2006 21:14:44

Crimson Wizard

Ah, this problem. <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> Well, yes, I remember converting some other games' textures to Hexen's palette sometimes made some pixels became transparent.
Sat, 19 Aug 2006 23:38:19

dj_jl

[quote="mago":2nisqf2y]No, I don't have any idea of how translating those colors to Hexen's palette. Should be fun doing it. <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> You don't have to, Vavoom supports truecolour graphics.
Sun, 20 Aug 2006 00:58:43

mago

But... Then I have been mistaken for ages!!! <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> True color for any graphic? But how to put non-palette graphics into the WAD? Doesn't the editors force you to convert?
Sun, 20 Aug 2006 01:00:49

mago

BTW Janis, does that also apply to model skins <!-- s:?: --><img src="{SMILIES_PATH}/icon_question.gif" alt=":?:" title="Question" /><!-- s:?: -->
Sun, 20 Aug 2006 02:26:19

mago

Finished the other one, a bit blurry too, might have to do something about it. Here's the preview still in 32 bits (although at this size standard 256 colors should look pretty much the same). [img:2q8seeto]http://downloads.orcishweb.com/koraxdev/mago/KArena/Posters/prev02.jpg[/img:2q8seeto] Even though it's entertainment, there's nothing wrong is taking the chance to spread the message. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> Off to sleep.
Sun, 20 Aug 2006 08:11:19

dj_jl

[quote="mago":24zuk4zf]But... Then I have been mistaken for ages!!! <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> True color for any graphic? But how to put non-palette graphics into the WAD? Doesn't the editors force you to convert? Just put the PNG file as a lump and put it between TX_START and TX_END markers, all editors support importing a raw data file.
BTW Janis, does that also apply to model skins <!-- s:?: --><img src="{SMILIES_PATH}/icon_question.gif" alt=":?:" title="Question" /><!-- s:?: -->
Yes
Sun, 20 Aug 2006 13:12:08

mago

^ Thanks.
Sun, 20 Aug 2006 15:40:49

Firebrand

Well, that's good to know that textures can be used in PNG format now <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, this will help a lot for the posters, Mago, to see a nice size for posters, you can look inside the wad2.wad file under the "karena" subdir on your Korax Arena installation, let's try to use the same size for the posters <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->, also, could you remake the ones we already have, but using PNG format instead of BMP?? that would make them look better too <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, since I used separated patchs for posters, it shouldn't be too difficult to fix the existing ones for the newer ones, if you have any other issues, please post them here. BTW, nice new posters <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> .
Sun, 20 Aug 2006 16:36:57

mago

Firebrand - Thanks, will see and make the necessary changes. In the meantime, here's another one, not particularly original, but these are done to be fast... [img:2cq6newj]http://downloads.orcishweb.com/koraxdev/mago/KArena/Posters/prev03.jpg[/img:2cq6newj] The black part is supposed to be invisible. This is actually done over the true american poster, the face inside is that crazy dude with the hat.
Sun, 20 Aug 2006 17:45:46

Crimson Wizard

Nice one <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> But wouldn't it be better to say "The Legion wants you"?
Sun, 20 Aug 2006 21:36:23

mago

Well, it could be, but unfortunetly I have deleted the file where the letters could be inserted... I would have to redor the whole background image blending again. <!-- s:cry: --><img src="{SMILIES_PATH}/icon_cry.gif" alt=":cry:" title="Crying or Very sad" /><!-- s:cry: --> Another one, this was very cheap. took me about 40 minutes only. It's an obvious hack of a famous band logo with the Serpent Riders symbol. Not exactly a brain-cracker, but should be funny nonetheless. If guys disagree with using the name, just say so. I think it fits nicely in the theme. [img:23bw271b]http://downloads.orcishweb.com/koraxdev/mago/KArena/Posters/prev04.jpg[/img:23bw271b]
Sun, 20 Aug 2006 23:43:48

mago

Alright this is the last for a while, but it's not finished, I'm only posting here in case you guys wanna give opinions about the text, since english is not my first language and something might sound weird. One piece of advice though: this is the big image, once scaled down all the letters excpt WANTED were lost, so if you have any suggestion, it must be brief. [img:1v7za062]http://downloads.orcishweb.com/koraxdev/mago/KArena/Posters/prev05.jpg[/img:1v7za062]
Mon, 21 Aug 2006 06:37:21

The 4th Class

The image itself looks great. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> However, yes there are a few grammatical errors: There is a difference between "it's" and "its." "It's" is the short form of "it is," therefore saying "it is malevolence is only matched by it is thirst"* makes no sense. "Its" is the possessive form, so use that instead. Basically, erase the apostrophes. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> Secondly, there should be an s after "Korax'." As in, "If you feel Korax's presence." Some people include "s" if the last letter of the word is "s," others don't. I guess depending on where you live, either one may be the correct one. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> *And it should be "thirst," not "thirsty." Thirsty is an adjective, while thirst is a noun. But enough criticizing. Good work! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Mon, 21 Aug 2006 09:14:20

Crimson Wizard

There's also a mistake in word AGAISNT. It should be AGAINST. (Funny Lucas didn't notice <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> )
Mon, 21 Aug 2006 09:56:26

The 4th Class

Hah, I usually spot grammar errors easier than spelling errors. The brain just plays games with me and I don't see it. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> BTW Mago, I also really like the Bad Religion one - it's cute and sneaky. Maybe make a similar poster for Dream Theater? <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Mon, 21 Aug 2006 17:57:37

RambOrc

[quote="Crimson Wizard":10jcbbf0]There's also a mistake in word AGAISNT. It should be AGAINST. (Funny Lucas didn't notice <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> ) LOL that's maybe because he doesn't need to read English words letter by letter. <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> (j/k)
Mon, 21 Aug 2006 18:20:37

Crimson Wizard

Well, that's absolute true, RambOrc. He doesn't. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> (And me two <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> , I have good eye for others' mistakes, he-he) Did you hear about interesting phenomena - usually people do not read whole word in their native language, only beginning and ending. That's how they recall words from memory. As an experiment try write several lengthy words on your native language, shift letter order in the middle and show to your friends. More possible they will not notice anything and read them normally.
Mon, 21 Aug 2006 19:00:40

The 4th Class

ANTIDISESTABLISHMETNARIANISTICALLY Sorry, couldn't resist. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Mon, 21 Aug 2006 19:23:46

Crimson Wizard

I didn't mean THAT LENGTHY <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> Let's say middle sized then <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Well, maybe short ones will do it as well. Remember - AGAISNT. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Tue, 22 Aug 2006 14:14:29

mago

Hehe, actually my ignorance will go unnoticed outside the team, as probably nothing except the Wanted title will be readable, unfortunetly. The text will have to be that blurry mass just to give the impression something else is written, etc. On the side note, my english is getting poor, been long years since I last picked up a book to study the language, my French is also pretty much lost, but I'll have to begin study again soon, as knowing different languages is extremely useful.
Tue, 22 Aug 2006 15:24:45

Crimson Wizard

Bonjour... bonsoir... comci comca... j'e parle francais tres mal.. shit. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> (studied it for 2 years and almost forgot everything except for cool french prononciation of 'R')
Tue, 22 Aug 2006 15:54:49

mago

^ Hehe, I guess it might be harder for you, as my guess is that Russian and French (Latin based) are structurally very different? It should be easier for me, as Portuguese is still very close to it (and even then it was hard, but I was actually pretty good at it when in high school, if I may say so). <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Tue, 22 Aug 2006 23:25:33

The 4th Class

Because I live in Canada, I speak two languages: English and French, English being my native tongue. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> But since half my grandparents are from the Balkans I also know a very little bit about generic Slavic languages, mostly Serbocroatian. Overall I would say (with a very irrelevant opinion, seeing as how I suck at Slavic languages <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: -->) it's somewhat similar to Latin, with the declension of nouns and the three genders. But CW, I guess you're the expert on this topic. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Sun, 27 Aug 2006 08:24:05

Crimson Wizard

[quote="The 4th Class":2k8qli3p]Overall I would say (with a very irrelevant opinion, seeing as how I suck at Slavic languages <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: -->) it's somewhat similar to Latin, with the declension of nouns and the three genders. But CW, I guess you're the expert on this topic. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> Russian has those too (If I understood term "declension" right <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> ). Well, I suddenly got a crazy idea of how we may got some additional textures. What about commercial websites selling ... err.... ornamental tiles for example ? <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> like here: <!-- m --><a class="postlink" href="http://www.planetaplitki.ru/plitka_vostok/">http://www.planetaplitki.ru/plitka_vostok/</a><!-- m -->
Sun, 27 Aug 2006 08:33:35

Crimson Wizard

Huh, I found a good speicalized sites with textures: <!-- m --><a class="postlink" href="http://www.maks-models.narod.ru/texture/index.htm">http://www.maks-models.narod.ru/texture/index.htm</a><!-- m --> (mostly on english) <!-- m --><a class="postlink" href="http://www.animax.it/animax/Textures.htm">http://www.animax.it/animax/Textures.htm</a><!-- m -->
Sun, 27 Aug 2006 15:38:43

mago

Thanks those will be useful in the future. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->

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