WIP - HELP WANTED. Project is planned to be a 1980's-themed psychological horror full-conversion mod with open-world elements for Amnesia: The Dark Descent. Currently only one developer is working on this project, meaning myself. Level design will not be an issue for me, but I am still in the process of learning how to create custom models, so anyone familiar with Blender3D or any other modeling software compatible with HPL2 would be welcome. Although I've already made a huge variety of models, there's still a lot more that need to be made. Also, any programmers would be nice to have on hand. In the later stages of development, a sound designer and a graphic designer would be nice to have involved as well. Whether I get help or not, this being a full conversion (all models 100% from scratch) and my first Amnesia mod, it's going to take quite a while to complete. As of now, it seems to be coming along well, but any help that could make this process faster is appreciated.

Post news Report RSS Update 6-1-16

Update 6-1-16: New Screens & Tech Demo.

Posted by on

The good news: I've managed to make a huge variety of custom models for this mod that are not only higher in texture quality but are slightly lower-poly so that levels can be both more expansive and more detailed with little to no lag at all (as large as about four times the size of a normal Amnesia map). I've also improved the lighting for this mod so that every light casts shadows in a 360 angle. This project has also gained a sound designer.

The bad news: I've tried for several months now, but exporting monster animations from Blender3D into Amnesia has been a failure. I've gone to multiple sources for advice and help, but nothing has worked. The only option I have left is to get help from someone who has Maya3D who'd be willing to animate monsters for this project. Modeling in Blender3D is no longer an issue; just the animations.

Anyway, help for this mod in any way would still be greatly appreciated as it's a very ambitious and time consuming project. Feel free to contact me if you're interested; thank you.

Post comment Comments
Stayd
Stayd - - 144 comments

How DID you manage to make all the lights 360-degree shadow casters anyhow? HPL hasn't had anything like that since the days of Penumbra, outside of faking it with six spotlights.

Reply Good karma Bad karma+2 votes
Static1992 Author
Static1992 - - 11 comments

I made a simple white square .dds for the gobo and did the trick by placing six spotlights together in a cube shape and setting the FOV to ninety degrees. Unfortunately it shows a little the closer the lights are placed to a wall or ceiling and occasionally you can see a slightly bright line where the spotlights border each other but it hardly happens and its easy to work around.

Reply Good karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: