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So, what are you working on right now?

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Yep. You've got to always be asking yourself. Is the scale right compared to what I know of reality. Can I make this better? The love

you put into your style, the more you will be appreciated as a mapper to the community. 


I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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Regarding scale it helps a lot to put a random AI somewhere in your scene. With that you have a reference point on how big everything is and it is easier to get the scale right. If you are more of a numbers person, you can use the info on this Wiki page: 1 DarkRadiant unit = 0.909 inches = 2.309 cm. So, if you know how tall a room should be in real life, you know how many units you need in DR to be realistic. The page also contains some useful information regarding how big any openigs may be, how steep a slope is traversible for players and AI etc.

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For the correct texture scale, is it alright to use "Modify Texture: Natural" in the surface inspector? Or is that unreliable for a realistic texture scale?

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I'm not sure what you're after. Thematically it's an industrial area. Technically, points of interest might be a glare light around the furnace and flare deform surfaces for the glow around the lamps (since we don't have emissive maps).


Some things I'm repeatedly thinking about...

 

- louder scream when you're dying

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Looks great Vanished! Tremendous amount of detail and beautiful lighting

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That’s all, just wanted to know what you were most proud of and wasn’t sure where my eye should be drawn to. It all looks great but for some reason I really like grates on the right that resemble a chain-link fence.

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14 hours ago, VanishedOne said:

I'm not sure what you're after. Thematically it's an industrial area. Technically, points of interest might be a glare light around the furnace and flare deform surfaces for the glow around the lamps (since we don't have emissive maps).

Sorry for being blunt but glow around these lamps looks rather bad. I've been trying to find a suitable effect myself, and IMO you'd be better off with something like light that has fogs/glare2 texture and noshadows/nodiffuse/nospecular set to 1:

obraz.png

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That isn't really the same thing. A glare light illuminates geometry within its volume, like any other kind of light (apart from a fog light set to paint on its own boundary too). Where there's no geometry there's nothing to illuminate. The flare deforms add a glow around the lamp independent of whether it's illuminating anything behind it; other candidates would be a tube deform (I got unsatisfactory results) or a particle effect.

By the way, glare2 has the noshadows keyword anyway, blendLights are non-shadowasting by default (in fact, forceShadows seemed not to work on them when I tried it), I don't think blendlights perform specular interactions (it's just a blend add stage), and as far as I know nodiffuse doesn't actually work. Nice-looking screenshot though.

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Some things I'm repeatedly thinking about...

 

- louder scream when you're dying

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Best solution would be to have a proper postprocess bloom for that, so the emissive texture alone would do the trick (perhaps with setting RGB to something higher than 1). Otherwise it's whatever gets the job done, without noticeable performance hit.

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A cloak of insanity has settled on me.

If you like mazes, WS7 now has one.

If you don't, well, ...

maze.jpg.0abfb273ec1c94254c274cb5d3670ba7.jpg

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Perhaps we'll find the Minotaur in there...

Edited by Amadeus
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