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Using Springheel's 2.05 Modules [download in OP]


Springheel

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I don't think there is anything wrong with offering an honest appraisal guys. Just because of recent blow ups, lets not discourage nor be afraid of letting people offer honest critique.

 

:P the issue I was having is that we've had the honest critique, several times now. It's time to move on and stop beating this dead horse, but it's back again this morning.

Let's Move ON! :)

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I always assumed I'd taste like boot leather.

 

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:P the issue I was having is that we've had the honest critique, several times now. It's time to move on and stop beating this dead horse, but it's back again this morning.

Let's Move ON! :)

 

I know, but being a message forum it is often too easy to take away a negative from almost any statement. Just trying to help keep things in perspective. Everyone here has the mod in their best interests.

 

Also, I think it's extremely important that everyone fully understands and is on the same page about this. The Square Enix forums drive me crazy with this kind of stuff, talking about Viktoria here, where I've had posts edited for no logical reason. I can't remember exactly what it was, but I had a link removed from my post once for ..er, I think it was sharing something that was a copyright infringement, but she hadn't even checked the link and it wasn't infringing on anything. Didn't ask me to remove it first or even inquire as to whether it was illegal, just gone.

 

Best practice is to ask first, make edits later. :) Right? haha

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Oh Jesus Christ Grayman!!! You can't DO THAT!!!

 

If you're going to post images like this, you NEED to include the complementary towel for drool/jizz cleanup!!!!

 

No I have to explain to coworkers I wasn't looking at porn, and they're not going to believe me!

I always assumed I'd taste like boot leather.

 

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The upshot is that, after a momentary learning curve regarding the module origins, this stuff goes up pretty quickly, and can give you nice detailed results.

 

nuff said

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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The upshot is that, after a momentary learning curve regarding the module origins, this stuff goes up pretty quickly, and can give you nice detailed results.

 

Fantastic work this shows how fast modular level making can be, again my kudos go to Sprinheel (sorry for all the constant praise but you deserve it ;P ) and also greebo for making two of the most important features in DR for kit bashing, grouping and model scaling!

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  • 2 weeks later...

Next episode is up. This is a short one, going over some performance tricks when using modules, including LOD and hide_distance.

 

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  • 4 weeks later...

Thanks! Knowing that mappers appreciate them is good motivation to make more. :)

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The modules are just awesome. In the map I've just started, I'm making extensive use of modules and prefabs to fill out

areas. They are just wicked. It's more like setting a stage rather than architecture. It's a really interesting way to look at

it.

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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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Enjoying these a lot Springheel, I'm making a harbour area at the moment and fleshed out a warehouse using the industrial stuff, a mansion-based "admiralty" type building and a timber sailor's inn on the waterfront. More half-length (and even thirds?) wall sections would be useful, and I suppose fairly trivial to make?

 

The issue with skins not showing on some of them is a bit annoying at first, but you get used to it. I feel like everything is vastly easier than DromEd ever was, so maybe I'm spoilt by that!

 

I don't know whose is the galleon model, but that's pretty cool too.

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The issue with skins not showing on some of them is a bit annoying at first, but you get used to it.

 

 

If you find ones where the skins don't show and post them here, it's an easy fix. I fix them as I find them, but I don't always find them.

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Multi Bella

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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Just yesterday, I used your interior modules, which are also very nice! One thing, I noticed, though, is that there are no corners that contain windows (or maybe I just missed them?), which I found rather unfortunate. Consequently, windows can only be used on straight walls, which makes the rooms quite big. I also noticed, as I wanted to use the exterior as well as interior modules on one building, that the window is placed at different heights on the interior and exterior modules. It is no drastic difference and I doubt that any player notices (or cares), but I wanted to mention it anyway. Still, it is fantastic, how quickly you can build a complete house with these modules. Figuring out at what height to place the upper floor, so it fits the staircase, is also a bit tricky, but no big deal. It suffices that you know the height once, then you can simply take this value later on. I can post the height I used, this evening, if anyone is interested. Just as for the exterior I have to say say: Great work!

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I didn't originally design the timber01 and interior modules to match each other, but later made at least one window model that (I think) does.

 

Your point about the corner windows is a good one. I suspect it wouldn't be too difficult to make one using the existing models I have.

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