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Messages - atrblizzard

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31
Development / Re: Translation
« on: August 26, 2014, 02:15:08 am »
If you use the Unofficial Patch, there's an SDK tool you can use to extract the contents from the game. If not you can download VampireSDK at  Planet-Vampire. Once installed and the game has been extracted, there you can find the dlg folder inside vampire. I'd advise you to use Bloodlines Dialogue Editor for an easier workflow. Good luck!

32
Inventory Items and Weapons / Re: Weapon reference
« on: August 26, 2014, 02:03:53 am »
Awesome work as always Iraito! As for the skin shader, there is a custom skin shader created already for Unity 5 being presented
here
. Hopefully either that or something similar gets implemented along the way.

I almost forgot to update the main post for the claimed statuses. Doing that now.

33
Inventory Items and Weapons / Re: Weapon reference
« on: August 22, 2014, 04:57:35 pm »
Those are fantastic, great work Iraito! Really loving the details on the Colt, and no, it looks just as it should be. Do you mind if it gets posted on today's Devblog? I'll be showcasing them in action, might be only for the next one, for now, rendered screenshots should do fine.

34
Introduction / Re: Good evening!
« on: August 18, 2014, 06:34:22 pm »
Hello and welcome aboard!

No worries there, many of the Bloodlines fans are still new to WoD and are more likely to be fan of the games rather than the books.
Thanks for showing your support, and hope you enjoy your stay!

35
Development / Re: Translation
« on: August 18, 2014, 06:32:47 pm »
It's not on an urgent matter, but I figured if you are up to it, getting most of the work done before release would add a much higher possibility to have them implemented before release.

36
I have to agree with you Sansuni, this part of Santa Monica seems to be the most dead of all. Way deserted than it should be.

We did consider to have proper vista buildings, especially in the Santa Monica map to create a proper sense of depth in this world. That means proper life added to it, and also make it feel being part of the main world even more.

Eyes are an important visual factor, especially since we're redoing the cutscene sequences throughout the game, and maybe even improve the dialog scenes, it's important to emphasize on the character's look and feel, including the eyes. There are numerous ways to improve the eyes, and one of the best way to do so is by using a proper eye shader, that comes with eye depth and parallax support.

I fully agree on the minor but more lifelike idle animations, and having sort of custom ones for each major character would be great. Blending the gesture animations is possible, so there are even more varieties there.

If you mean the fire effects when you or other characters are on fire, they are done by particle animations, which again shouldn't be too much of a hassle to improve.

I admit the cutscene and the fire effects on the Griffith Park was a bit bland, mainly because of the odd animations and odd looking burning effects, but these will be improved at a much later point, but not before release.

37
That's a high possibility, for the Appearance and Strength points to affect the visual appearance on the player if its allowed by the player. Not to mention with alterations of muscle visibility, since a lot can be done with normal maps.

As for new appearance parts and outfits, it's in the plans, but it will be implemented only at a later stage. If anyone is willing to contribute with models that fit the WOD universe, they have my blessing and my greenlight to have them implemented. In short, there will be, but only in the distant future.

I have to agree, the way you develop your character is what you will remain with til the end of the game. What you will be able to customize during the game are your outfits and hair style. Everything else will be additive, based on your initial points and settings. You create the character, including the use of presets and sliders at the beginning of the game, but after that any physical changes are done through those two skill points mentioned above.

38
Inventory Items and Weapons / Re: Weapon reference
« on: August 18, 2014, 06:05:48 pm »
Awesome to hear! I'm looking forward to what you will make, creating new models or improving the old ones would go a great way towards the beautification of the game. I wouldn't worry too much on the complexity of the model itself. Make your models as high res as you want. It is easier to lower poly count than it is to raise them.

You can try out Toolbag and Quixel Suite (free while beta) to get the best out of PBR.

39
Inventory Items and Weapons / Re: Weapon reference
« on: August 11, 2014, 08:07:52 pm »
Seems I've managed to miss out on this thread. That actually looks really good, might need to fine tune the specularity but mesh wise, it's quite lavish. Might be a better idea to use PNG for the textures rather than JPG, just to preserve the details.

Great work so far, I'd be delighted to see more in the future!

40
Development / Re: Translation
« on: August 07, 2014, 03:05:41 pm »
Hi , my name is Nick, but as username I used my cereer nickname  8)  :o
Hello Nick, yes I remember you from ModDB, although apologies that you had to go through all this trouble in order to contact me.
Yes, the fonts used in game were broken into multiple sprites which are hard-coded, and it shouldn't really be an issue for Project Vaulderie.
I'll be trying to create a way to have anyone translate the game as easily as possible for multiple language that can be easily importer later on into Unity.
Since there's a lot of work to get a translation system done, I'd advise you to edit or finish up the current edited textures.

I can translate the game to french if need be.  And you get a bonus, I'm a professional translator!
Much appreciated for the effort, having all the possible language translations done is always a great addition to have.

I'll keep all of you posted about a better translation support, right now all I can say is having them stored in a spreadsheet (Google Docs or MS Office) should suffice it.

41
General Discussion / Re: Demo coming soon?
« on: August 07, 2014, 02:29:29 pm »
For a quick answer, yes, there will be, but we are not sure when exactly just yet. The first demo will probably be a multiplayer build as seen on the earlier YouTube videos with most functions done. We're still hard at work, while things are rather slow for the time being, it's best not to rush things, even if it's for a demo.

42
General Discussion / Re: 13 Clans ?
« on: August 07, 2014, 02:25:48 pm »
Hello Sebastian,

That's a good question. While we have intention to bring all 13 clans into the game, it won't be included before the main game is released. However if the community decides to help out on it (modeling and texturing), I don't see anything else that would hold off the inclusion for an earlier date.

43
Inventory Items and Weapons / Weapon reference
« on: July 03, 2014, 04:30:01 pm »
We all know the game came out in 2003 and such quality for today's standards is considered a bad omen. They need to be revamped with proper details, from bumpmaps to PBR support.

Here are the current/original renders of the weapons with a list of who claimed to redo the followings:

Melee

Baseball (Iraito)


Baton (unclaimed)


Bush hook (unclaimed)


Knife (unclaimed)


Fireaxe (Iraito)


Sledgehammer (Iraito)


Torch (unclaimed)


Severed Arm (Iraito)


Ranged weapons:

Anaconda (Iraito)


Desert Eagle (unclaimed)


Flamethrower (unclaimed)


Glock (Iraito)


M37 (Iraito)


MAC 10 (unclaimed)


Remmington 700 (unclaimed)


Remmington 700 (Bach) (unclaimed)


Crossbow (unclaimed)


Steyr (unclaimed)


Super Shotgun (unclaimed)


Uzi SMG (unclaimed)


Tutorial regarding on how to decompile models will come soon, stay tuned.

44
Development / Re: Testers
« on: June 26, 2014, 02:12:55 pm »
Hello and welcome to the forums!

We'll be certain to need testers in the future when we'll ready to release a working alpha demo in the near future and as always, we will keep you posted when it happens.
We'll also be in need for translators for the project once we get there, if you're interested you're more than welcome to contribute in those parts as well.
And no worries on your English, many of the community members aren't native English talkers either.

Thank you for taking your interest in our project!

45
Announcements / Re: Tier 1: Let there be players!
« on: June 26, 2014, 02:09:29 pm »
Thanks for the kind words, we hope we can bring new updates soon enough as we're slowly picking up on the pace again.

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