Visto visto!!! http://forumtgmonline.futuregamer.it...s/icon_nod.gif http://forumtgmonline.futuregamer.it...s/icon_eek.gif
Visualizzazione Stampabile
Un utente si è offerto di aiutare i modders di Phobos Mod nel ca,po audio , pare avere molta esperienza , ha lavorato a molti mod di HL2 ,"ReMixed", "Cold Blood", "Cause & Effect", "Opposing Shephard" ecc.ecc.
Ora è impegnato nel fronte di DooM III sempre nel campo audio con Hexen: Edge of chaos http://forumtgmonline.futuregamer.it...s/icon_eek.gif , e si è detto disponibile anche per Phobos http://forumtgmonline.futuregamer.it.../icon_cool.gif , potrebbe essere una mano in più per sviluppare gli effetti sonori di Phobos, nel forum ha aperto un topic e dato un esempio audio :
http://tf.mancubus.net/forum/viewtopic.p hp?t=134
Vediamo che ne esce fuori http://forumtgmonline.futuregamer.it...ns/sisi1xy.gif
Metto a disposizione di coloro che non hanno scaricato tempo fa il filmato i concept http://forumtgmonline.futuregamer.it...icon_smile.gif
http://img261.imageshack.us/img261/2...59232tw.th.jpg http://img261.imageshack.us/img261/2...10256do.th.jpg http://img341.imageshack.us/img341/3...22624jm.th.jpg http://img341.imageshack.us/img341/3...33280fj.th.jpg http://img261.imageshack.us/img261/4...36564fr.th.jpg
http://img341.imageshack.us/img341/9...44069ce.th.jpg http://img261.imageshack.us/img261/5...49654kv.th.jpg http://img450.imageshack.us/img450/8...52674ga.th.jpg http://img450.imageshack.us/img450/5...54844wf.th.jpg http://img278.imageshack.us/img278/6...39263he.th.jpg
http://img278.imageshack.us/img278/8...57400hw.th.jpg http://img331.imageshack.us/img331/3...00065ic.th.jpg http://img278.imageshack.us/img278/5...02450fo.th.jpg http://img475.imageshack.us/img475/7...04735ag.th.jpg http://img475.imageshack.us/img475/5...10872in.th.jpg
http://img331.imageshack.us/img331/7...14045kt.th.jpg http://img331.imageshack.us/img331/1...17349ev.th.jpg http://img475.imageshack.us/img475/7...20234dg.th.jpg http://img475.imageshack.us/img475/7...45185pa.th.jpg
http://img475.imageshack.us/img475/5...83835200rb.jpg
http://img259.imageshack.us/img259/3...50142pr.th.jpg http://img259.imageshack.us/img259/5...53208je.th.jpg http://img259.imageshack.us/img259/9...56076ww.th.jpg http://img259.imageshack.us/img259/1...47578jh.th.jpg http://img521.imageshack.us/img521/6...59254wu.th.jpg
http://img521.imageshack.us/img521/2...02436ol.th.jpg http://img453.imageshack.us/img453/2...05817ye.th.jpg http://img521.imageshack.us/img521/5...09095qn.th.jpg http://img260.imageshack.us/img260/9...35822cq.th.jpg
http://img521.imageshack.us/img521/4...83932622rh.jpg
Riuppo - TOTAL CONVERSION IMPORTANTE!
CI sono novità per qusta TC , non sono nuovi immagini sul forume sito ma un modders che stava lavorando ad una mappona SP per RoE, chiamata Refinery, ha annunciato che è entrato nella squadra di Phobos mod e che la mappa non verrà più rilasciata, in quanto è stato deciso di integrarla nella storyline di Phobos, in parole povere è diventata parte del mod, deve aver fatto davvvero un buon lavoro se si è giunti a questa conclusione :D
Ecco il messaggio originale e dopo qualche immagine(vecchia quindi non rappresentativa).
By DoomUK on D3W:
UPDATE:-
I'm pleased to announce that I have invited to participate in the upcoming mod from Team Future, Doom3: Phobos, and that the team leaders wish me to complete this level specifically for the mod.
The level is now being integrated into the mod's storyline, and as such, along with information on the mod as a whole, any further updates shall be found here:-
http://mods.moddb.com/6603/doom3-phobos/
SU D3W:
http://www.doom3world.org/phpbb2/vie...r=asc&start=20
Buona Notizia..piu sono...prima esce :muroblu: :schiuma:
Nuove immagini per Phobos!!!!
Curiosamente non sul sito ma su WIP!!
http://www.wadsinprogress.info/?a=listwads&wad=436
cmq eccole!! :D
http://img408.imageshack.us/img408/51/imagephptd3.jpg
http://img408.imageshack.us/img408/1340/imagephppt2.jpg
http://img408.imageshack.us/img408/9207/imagephpqx0.jpg
WOOOOOOOOOOOOOOOOOT
http://img110.imageshack.us/img110/896/phobosbu6.jpg
Nuovo sito online!! :D
http://tfuture.org/phobos/
...e vai non è morto, anzi :sbav:
Altre news, pare che il primo episodio sia quasi completato, il secondo in fase avanzata di sviluppo e il terzo a buon punto! :schiuma:
ps: devo dividere in due parti perchè ci sono troppe imb, ma questo e quello successivo sono collegati.
Citazione:
Originariamente Scritto da shaviro
....Citazione:
Originariamente Scritto da shaviro
Phobos Devblog #3
Disponibile ancora un aggiornamento di questa TC SP per DooM III: gli sviluppatori mostrano akcune mappe e parlano del loro lavoro, dalle ultime immagini possiamo notare come il lavoro sia di assoluta qualità!
The last month has been kinda quiet at the Team Future 'office'. It's been christmas, and like any other mod team, working people are having time off to see family and enjoy the holiday. But it has also been busy in the way that we recently were contacted by a german magazine called PCAction. They wanted to include us in their next issue, and we were more than happy about that. This, however, doesnt mean that all you non german people can't see the pictures. No, we are in fact going to release these on our site together with an update or a devblog, like this.
So. At the end of this devblog, you'll see two high resolution screenshots from Episode 1. We know we haven't been too kind with the high-res shots. We have actually only released one, but bear with us. They are coming. As for the rest of the devblog, we would like to talk a little about three individual maps from Episode 1 that we have been working on the last month's time.
We have also got a few new members. Isilme and Steevah. Steevah has been with us for a little while now. And since he is a concept artist he already did some concepts for us. Isilme is a new prop modeler that we hope will help us flesh out our maps with great looking props. On to the maps.
E1M1 - Mars City (geX)
Even though I'm the only one writing about this map it doesn't mean I'm the only one working on it. When this map is done all the level designers will have worked on it. This fits nicely together with our idea about us getting the best out of eachother as mappers. And this will really help you have a great start with Doom 3: Phobos. Since this is the first map of the game, we want you to get to know the world and feel very quickly when you first enter it.
http://img125.imageshack.us/img125/2...blog301kt1.png
With this map we are also explaining a lot from the original doom 3 games. Like where did all the magazines and half-eaten burgers come from? Where did people live and relax? This map is going to show you more of mars city that you would think would be there. This will help you feel that this is a city, and not just some random facility where people only work at. People actually live on mars, but they can't do that in labs only.
http://img299.imageshack.us/img299/8...blog302ki2.png
We are aiming at having E1M1 be kind of like a sandbox. You actually don't have to go visit all these areas, since you will only have one real goal that you can achieve fairly fast, but that doesn't mean that you can't look around and maybe even find new goals to complete. And this will also help you immerse yourself into the world of doom 3 even more than before.
E1M2 - Electrical Sub-Systems (DoomUK)
Once again, this level has been a collaborative effort between several team members, passing the baton between each other and taking turns to add geometry and layers of detail.
E1M2 can essentially be divided into two areas: Administration and Electrical Sub-Systems (ESS). While most of my contribution to the level has been focused around the industrial ESS sector, shaviro and bkt produced a large amount of work towards the Admin section. This gives the level a fitting amount of contrast in atmosphere.
http://img223.imageshack.us/img223/4...blog303dt4.png
As far as the aesthetics of ESS go, we wanted to capture the industrial themes presented in Doom 3 and Resurrection of Evil, but giving it a flavour of our own. Towering heavy machinery, gloomy corridors and a myriad of pipelines are all present, but with with a new take in regards to lighting.
http://img48.imageshack.us/img48/2715/devblog304hd7.png
Concerning gameplay, E1M2 has a good mix of horizontal and vertical level design philosophies. We came to a conclusion that D3: Phobos is not just a corridor shooter, and this level captures this attitude.
E1M3 - The Landing Terminal (shaviro)
Episode 1 Level 3 is a level that has been a long time in the making. It has briefly changed hands between geX, DoomUK and me. The level itself takes place in and around a landing terminal. This terminal is connected to a hangar on one side, and Mars City (including E1M1 areas) on the other. The hangar in E1M3 is a more official route to and from Mars City than the one seen in retail Doom 3. It's because of this that we chose to make an actual landing terminal where "travelers" would wait for scheduled lifts off Mars.
http://img110.imageshack.us/img110/1...blog305xy5.png
Not at all unlike E1M2, these considerations have resulted in two predominant styles: Mars City and Maintenance. Mars City style is a polished, friendly look that has already been seen in Doom3. Maintenance is the more gritty look where you get all your pipes, shadows and other Doom cravings. Another area of this level is an outdoor area in the center of the map, where you can see the top of the hangar doors as well as the buildings you roam. We have already shown this area in the Arachnotron shot. The monster and its combatants are actually standing on the hangar doors.
http://img48.imageshack.us/img48/1851/devblog306uh6.png
E1M3 is going to have a large focus on environmental puzzles. The level is like a jigsaw puzzle that will slowly be put together in order to progress.
That's it for the maps. As promised, here are two high-resolution shots:
http://img131.imageshack.us/img131/8...thumb02li3.png
http://img232.imageshack.us/img232/2...thumb01hr0.png
Hexen ma ad alta risoluzione questi sceenshots? :look:
Ed ora lil quarto aggiormanento.
Phobos Devblog #4
From: http://www.tfuture.org/phobosCitazione:
A new member has joined the team. He goes by the name Gait, is a level designer and has already started work on Episode 3. Welcome to the team.
But let's get started with what its all about, the models for Doom 3: Phobos. We, early on, knew that we wanted to create new monsters and characters. For this we needed new models that had the same quality, style and general look as Doom 3. This was very important for us because we are making an expansion. Few things would be worse than having the player realize that certain elements of the world just didn't fit in. The illusion would break.
When it came to the Federal Commonwealth of Earth, it was very important that they looked to be somewhat on the same quality level as the UAC. Even though we are using a little more polygons and higher resolution textures, we didnt take it too far because they had to fit inside Doom 3 and not stick out as foreign objects. We are making new faces for the FCE, and perhaps even the UAC marines as well. The reasoning behind that is that hey could use new heads, both for variety and a general quality upgrade.
http://www.tfuture.org/themes/phobos...male_thumb.png
http://www.tfuture.org/themes/phobos...eads_thumb.png
The FCE hires women, too, and you will get to see them. We had a good discussion about this, and we quickly figured out that you too often see women blown out of proportions in video games. We are not going to follow that lead. We wanted them to be just as any other FCE soldier, but with the few modifications to the armor that are of course needed for women to wear them.
http://www.tfuture.org/themes/phobos...male_thumb.png
It wasn't at all hard for us to come up with monsters we wanted to add. Most Doom 3 fans know about the Arachnotron concept. We wanted to realise that and insert it into our game. We also looked over other classic Doom monsters that needed an upgrade.
http://www.tfuture.org/themes/phobos...tron_thumb.png
Something people often forget about when talking models, is prop and map models. We work very closely with our modelers in order to make our areas even better with some great properties. A few of our mappers, like kristus, are able to make models themselves. That's very fitting in kristus' case as he is working on the hell episode. The fact that we are creating a new base on the martian moon of Phobos with a whole different style, demands new models as well. We knew we needed new probs for this. Of cause, you will still see some of the old cargo crates and barrels, but for the most part you will see new doors, computers and other environmental props.
http://www.tfuture.org/themes/phobos...fan2_thumb.png
http://www.tfuture.org/themes/phobos...fan1_thumb.png
These are just a few of our characters and prop models. All the examples seen in this devblog were made by tintin, our lead modeller.
Come back for a new devblog on Episode 2 of Phobos soon :)
dai che non manca molto!!!
Notizia anche su DooMItalia:Citazione:
Devblog #5 - There is a man on Phobos
After our last devblog we have seen some nice interest in Doom 3: Phobos. We greatly apprieciate the extremely positive feeback we have been getting. It makes it all even more worth while. Along with the interest we have accepted quite a few new members.
Bobbeh: Prop modeler.
GregTaylor: Character concept artist.
Neurological: Music/sounds and Gui guy.
Nynedown: Character modeler.
Chung Wong: Character/prop modeler.
Thank you all for joining. It will be great working with you.
Now, to continue down the road of devblog #3, we will tell you a bit about the maps in episode two. Episode two will take place on the martian moon of Phobos. As you may already know, the base on Phobos was established much later than the base on Mars, making it newer in both appearance and functionality. This is something we have worked hard to achieve, and we are half way there.
Episode 2 is the pivot point of the story, hence the name of the mod. It is there the story will really begin to take shape and you will begin to learn a lot about what you encountered in episode 1.
When working on episode 2, geX and I have spent a lot of time laying the foundation for the layout. The main challenge has been to create something that was different from Episode 1, but not so different that it would feel disjoint. This has lead us to some obvious inspirational sources, so the attentive player will notice a great deal of style references from things like Star Wars or the original Doom series. We have take a lot of care into making Episode 2 connect with the original Doom in style.
E2M4 - Containment Area (shaviro)
The Containment Area shares more than its name with Doom 1 E2M2. The layout of the level is heavily inspired by its old namesake. The area itself holds a lot of crates, obviously, and is connected to a platform further up above the surface of Phobos. This is the entry point to the moon for the FCE. Expect heavy resistance.
http://img207.imageshack.us/img207/5236/devblog0501.png
E2M4 contains more than just crates and conveyance. The establishment has been built upon ancient structures like those found on Mars. It is also here that the first signs of the hellish invasion are seen. Lava streams and general Doom gore are all around.
http://img207.imageshack.us/img207/6421/devblog0502.png
E2M6 - Command Control (geX)
This map is highly focused around water. As this part of the base is filled with water from the water systems. You need to find a way through the labyrinth of hallways without drowning. When working on this I thought a lot about how well valve have previously made these kind of areas feel like you were on the brim of drowning, and making you think very fast about your next move in order to survive.
http://img207.imageshack.us/img207/7439/devblog0503.png
After you survive the flooded area of this map you will end up nearer the surface, and you will have a good view of that and mars in the hologram control room. It is here you will find important information about how you succeed in the map and further maps aswell. Before you can this though, you will have to figure out how to turn on the servers again, since they have been shut down due to the water leak. In the way is the FCE who has a barricade in this part of the base.
http://img257.imageshack.us/img257/57/devblog0504.png
E2M7 - Gravity Manipulator (shaviro)
This is a monumental level in both style and story. Once this level is over, the game will change pace and appearance, quite drastically. It is the epilogue for Phobos and the prologue for Hell. The level starts outside of a speed elevator with connected offices. The style is a weird mixture, yet beautiful. Ancient architecture and bricks combined with human metal and fixtures. Once the player has solved a puzzle, gaining access to the speed elevator, he starts it.
http://img208.imageshack.us/img208/7172/devblog0505.png
The elevator closes the doors and slowly warms up. Warnings are heard on the speaker system. The elevator starts. A window to cave wall and pipes reveal the incredible speed the elevator is reaching. We're going down, fast. Once the elevator has reached its low destination, we are near the core of Phobos. This is where it all begins. And ends.
http://img208.imageshack.us/img208/9247/devblog0506.png
As the player exits the elevator, it soon closes and goes back up, indicating that other people (or beings?) have called it back up. Leaving the elevator area, the player goes through new locales similar to the initial ones in style. On his way he encounters a lot of electrical equipment and battery stations, huge cables going up to the surface and other places on the bases of Phobos. This is where the electricity for all the teleporters (and more) comes from.
This is only the beginning of the level. Completing it will leave the player with a distinct before and after feeling.
That's it for the maps. As promised, here are two high-resolution shots:
http://img208.imageshack.us/img208/2...pca03thumb.png
http://img208.imageshack.us/img208/5...pca04thumb.png
http://www.doomitalia.it/
direttamente da uno degli sviluppatori il devblog #7(ne abbiamo saltato uno ma vabbè XD )
Devblog #7 - Hell
Citazione:
Originariamente Scritto da geX
per vedere le immagini ingrandite(in modo da poter notare lo spidermastermind :twisted:
http://www.tfuture.org/kristus/hell01.jpg
http://www.tfuture.org/kristus/hell02.jpg
http://www.tfuture.org/kristus/hell03.jpg
Devblog #9 - The Constant
Citazione:
Yesterday I played around with monster spawning for Doom 3: Phobos. I wanted to change the teleporter, or spawn-in, effect of the monsters. The problem as I and others on the team see it is that you get too much of a warning in Doom3 when monsters spawn in. A break-down of the effect would go as follows;
1) Start sounds of whispering
2) Show neat and ominous particle effects
3) Strike the ground with a bolt
4) Spawn in the monster
The duration of this process is what bothers me. It takes between 1.6 and 3.6 seconds for a monster to spawn in. This fact alone makes the spawning monsters a useless feature, in my opinion. The player gets a warning as well as a detailed description of where the monster is going to teleport in. AFTER the couple of seconds, the monster will then have to land and scream at you. 4 or 5 seconds can easily pass before the monster is ready to claw at you.
Compare this to the old doom where an imp could teleport in with a "BZZT" and attack you instantly. No warnings, no delays, just 100% surprise and fast action.
I wanted to replicate this effect.
The first place I looked was in the teleport.fx files. These control the sequences of the spawn-in effects. It all made sense in there. There were delays, durations and references to different particle effects, lights and models. "Easy", I thought and for proof-of-concept I tried to delete everything in the fx. No go. While all the particle effects and lights were gone, the imp STILL took its sweet time spawning in. This sent me on a wild goose chase in the SDK. I couldn't find a variable for this delay anywhere and after a couple of hours in the SDK I tried to look elsewhere. Apparently the delay is a hard-coded value inside the base AI script for monsters. Kind of backwards and hacky if I may say so. I removed this delay and finally the imp could spawn into the area in all its instant-action glory.
http://img46.imageshack.us/img46/3401/1111it.jpg
The reason I've been playing around with this is because E1M3 has reached the internal demo phase where we pretty much just need to place enemies and items. While we already went through this process during the equivalent phase for E1M2, this still feels new for us and we are going to spend some time the following weeks experimenting with it. Even though we have a clear-cut vision of how the mod should play, we still need to spend some time getting there or even learning how to get there. The last thing we want is for the monster placement to become an after-thought. This needs to be done right. Doom3 never really went far in the experimentation of the combination of different monster types. How often did you encounter melee enemies AND long-range enemies at the same time? How often did you need to find cover? Were imps used for mainly melee or ranged attacks? How can we improve on that? These are some of the questions we're exploring the answers to.
E fatelo uscire dai :asd:
Eddai :bua:
Uffaaaaaaaaaaaaaaaaa :vojo:
Ci sono nuove img disponibiili! :D Speriamo venga rilasciato presto!
direttamente dal sito:
http://tfuture.org/phobos/
Citazione:
We're back with a small media update and a note on how the mod is progressing. Earlier this month we finished E1M4 for the internal demo and have moved on to E1M5. M4 was created practically from scratch in, for us, record time. Moving on to the next map is going to be yet another challenge for us as it's a completely different style. The map portrays a dig site with a lot of caverns/ancient styled locations. We have had Gait working on it for some time and now he will be joined by two additional. mappers. There isn't a lot more to say at this time. We're working extremely hard to bring E1M5 up to speed and we'd rather be doing that than writing up devblogs, so instead of a long boring rant we'll throw 5 brand new screenshots at you.
http://img689.imageshack.us/img689/2628/61729041.jpg
http://img94.imageshack.us/img94/9531/76219160.jpg
http://img337.imageshack.us/img337/2665/18485665.jpg
http://img72.imageshack.us/img72/4071/36690736.jpg
http://img411.imageshack.us/img411/5522/17978834.jpg
We have taken in a few new members in the last couple of weeks. More to come on these in the future.
...che sbavazza... si però dai e muoveteviiiiiiii; non vorrei che se esce DOOM4 voglio cambiare motore :facepalm: :bua: e cosi ricominciamo da capo x(
P.S. Hexen, medico ubriacone :asd: :tsk:
Si stai fresco, già ci mettono 5 anni per farlo, figurati se passano a DooM IV. :asd:
Ma neanche se li pagano ricominciano da zero. :asd: