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So, what are you working on right now?

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Looks like we need one of these. Use this to post images or teasers of whatever you happen to be working on at the moment. Sharing feels good, and can inspire other people to keep working on their own maps. :)

 

Use spoilers if appropriate!

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Now that's going some places. Are you saying this is the mission that took "2 months of on and off work"?

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Now that's going some places. Are you saying this is the mission that took "2 months of on and off work"?

 

What you saw was maybe 15% of the level. Currently its a about 50-70% larger then a T2 mission, i think anyway.

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Sweet Footage!! How long did you say it would take you 'till completion? =)

 

It's a shame though that you spoilered the nice way to that purse. Maybe you should think about re-editing that video.

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I'm working on a classic Thief-mansion-heist type of mission. I picked up DarkRadiant about a week ago, so I'm still not sure why the game crashes when I add more than 1 light. Any ideas? I've func_static-ed most of the decorative brushwork already. Or does Doom 3 simply hate big tall environments? Or am I not doing something right?

post-130-125611801677_thumb.jpg

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Just wanted to point out that this thread isn't limited to FMs of course (currently stated in the subtitle). Go ahead and post WIP models, textures, sounds, characters, anything!

 

@Campaignjunkie: should probably take that up in an editing problems thread so as not to derail this topic.

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so I'm still not sure why the game crashes when I add more than 1 light. Any ideas?

Feel free to PM me with a link to the map and I'll take a look.

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Something everyone should be mindful of: When you post screen shots, if its really dark, try touching up the brightness in gimp or photoshop, so we can actually see :)

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a bit choppy/shakey, but very cool!

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I agree; the outdoor shots are quite nice. The indoor ones are pretty rough by comparison, but considering you've just started playing around, it's an impressive start.

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funny, I had the opposite impression, I preferred the indoor shots! Very clever loose floor tile there :) I like the water basin in the storage/warehouse room.

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In case you're abandoning your mission, please upload it somewhere. We can store it for you in our internal repositories for others to learn and take stuff from (we call that the "scrapyard").

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The snow in the first screens is very clever. How did you do those bumps?

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Actually, these are quite rough screens. The floor tiling looks unrealistic atop of the stone surface, the corner there is just a 90 degree connection, the edges of the fog volumes are easily noticeable, and some windows shine through the fog (I couldn't find the way to fix the latter two issues yet).

 

I like the water basin in the storage/warehouse room.

 

It cannot be seen on the shot, by I've rounded its upper edges, which was the main goal for me with this basin. And there is also a water leak and a pool around the basin, it can be hardly seen on the image.

 

In case you're abandoning your mission, please upload it somewhere. We can store it for you in our internal repositories for others to learn and take stuff from (we call that the "scrapyard").

 

I intend to finish this mission as I go through the basic tutorial, but it is really going to be very very small. I think it will hardly be interesting to anybody. Speaking of the actual, "real" big mission, I have no idea when I might start making one.

 

The snow in the first screens is very clever. How did you do those bumps?

 

What do you mean? This is a basic snow texture that comes with TDM. The trickiest part was to place a curved patch on the floor to make it look more or less realistic.

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I did in fact notice the rounded basin and the water leaking, parts of why I liked that shot :)

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dSpair: Fog light volume edges has always been a pain. Not found any decent solution. The best tips I can give is to design the FM so the fog edges mostly fall within walls and where there are doorways make them as few as possible, as small as possible and position a strong light in the doorway. This helps to obscure the fog edge somewhat. Perhaps one day someone will produce a different method like a giant particle effect or something.

 

The windows shining through fog is fixable. It needs a change to the material shader of the window texture. In the def you need to change the section eg:

 

{

map <path\name>

}

 

to become:

 

diffusemap <path\name>

{

blend add

map <path\name>

}

 

You'd have to copy the whole def into a new .mtr file, rename the def (and in your map) and include the .mtr file in a materials folder with your FM if distributing it.

 

Hope you finish this FM, tiny or not, looks good - hey! make a nice Christmassy FM coming down the chimney to do a bit of thievin'. :)

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The Fog is also somewhat a material, right? Couldn't you then just blend it out at the borders utilizing an alphamap? Maybe add some noise to the alphamap as well...

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