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So, what are you working on right now?


Springheel

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Nice! The third picture could use some more work (that wall is a tad unnatural), but the others are interesting.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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This is some pics from me playing around with Dark Radiant and TDM assets, there's no "story" to it, just playing around, but it could grow into something in time, who knows.

 

Is WIP btw. :)

 

 

 

https://drive.google.com/file/d/0B_xD8k_3dkNpWEZTM3hzc2dVMmM/view?usp=sharing

 

https://drive.google.com/file/d/0B_xD8k_3dkNpM3pXdkwwalF5RTQ/view?usp=sharing

 

https://drive.google.com/file/d/0B_xD8k_3dkNpNG9yU21DNEFIb0E/view?usp=sharing

 

https://drive.google.com/file/d/0B_xD8k_3dkNpYm1VMk9QTWN0LU0/view?usp=sharing

 

 

 

 

 

 

 

You are aware TDM already has a FM called "A House Of Locked Secrets" ? Or was it named that for another reason?

 

Also, the screenshots look good!

Edited by Deadlove
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When you dmap your map and enter it via map "mapname.map" and take screenshots, the screenshot will be named after the last mission played. So I assume, he just has played "A House of Locked Secrets" last, before testing his map / taking the screenshots.

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I've been on a DarkRadiant binge today and I'm coming down from the 20-something hour high. In the later part of the day I decided to experiment with cubemaps on textures and just generally try come up with good lookinpoint and ambient light, with satisfactory results:

 

 

 

GNFXr3t.jpg

ci33Bi8.jpg

mAuevJ0.jpg

 

 

 

Just the crappiest test map, but the materials weren't too hard to hack together. There's obvious oddities though, like the sofa being huge in that second screenshot. I know environment maps aren't supposed to align like real reflections do but the envshot command giving crappy pictures just exacerbates the issue. I guess there really isn't a proper cubemapping pipeline, you gotta make a material definition for every single texture, on every single cubemap you'd want to use.

 

I think it's definitely usable though, with some way blurrier and generic cubemaps (maybe even the default gen1) it gives a nice illusion of wood varnish, or a particularly wet surface. Now if you'll excuse me I'm off to crash to bed and sleep until next week. :wacko:

Yes, but it looks well most of all in the first picture.

The others looks like the overdone gloss in early Source games. Don't get me wrong. VERY good job!

"I really perceive that vanity about which most men merely prate — the vanity of the human or temporal life. I live continually in a reverie of the future. I have no faith in human perfectibility. I think that human exertion will have no appreciable effect upon humanity. Man is now only more active — not more happy — nor more wise, than he was 6000 years ago. The result will never vary — and to suppose that it will, is to suppose that the foregone man has lived in vain — that the foregone time is but the rudiment of the future — that the myriads who have perished have not been upon equal footing with ourselves — nor are we with our posterity. I cannot agree to lose sight of man the individual, in man the mass."...

- 2 July 1844 letter to James Russell Lowell from Edgar Allan Poe.

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You can use scale and translate to tune the reflection better but, yes, parallax corrected cubemaps would be ideal:

 

 

https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/

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Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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