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Springheel

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So much high quality stuff here. Great work!

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It would be good to have skins for those modules wit windows that uses colorme versions of the glass textures. This way mappers could color the windows using the "_color" spawnarg.


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

WIP's: Several. Although after playing Thief 4 I really wanna make a city mission.

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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To use a well known phrase all the kids use these days, 'man thats sic'. I think Ive said it before in this thread, but these assets are extremly impressive and better than some of the ones in T4.

 

One observation is the distance from the floor of the ground floor window in relation to the front door, the floor inside would be level with the bottom of the windows.

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It would be good to have skins for those modules wit windows that uses colorme versions of the glass textures. This way mappers could color the windows using the "_color" spawnarg.

 

 

I've included a few of my favourite windows as skins, but mappers will be able to add whatever skins they like. There's a great deal of flexibility in that regard.

 

One observation is the distance from the floor of the ground floor window in relation to the front door, the floor inside would be level with the bottom of the windows.

 

 

I see what you're saying. I have seen plenty of buildings with raised doors and low windows, though, so perhaps there are stairs going down on the other side of the door or something.

 

http://static.laterooms.com/hotelphotos/laterooms/246827/gallery/1-castle-hill-lincoln_171120111518168746.jpg

 

 

 

This isn't an example of anything, but I found it and want to keep it for reference later:

https://krisgamble.files.wordpress.com/2009/06/img_0295.jpg

 

perfect for posh modules: http://forums.thedarkmod.com/topic/11610-darkmod-inspiration-thread/?p=364608

 

example of city-kit pieces:

http://city.reallusion.com/ContentPreview.aspx?i=JIC155152d1f766aedf3

 

stone arches:

http://2.bp.blogspot.com/_nm9Z7cZ-L_8/SjddqIY0ngI/AAAAAAAAA9o/ey-uEqwQbQo/s1600-h/City+and+St+John%27s+042.JPG

 

medieval timber02 module:

http://www.polycount.com/forum/showthread.php?t=87615

 

timber02 modules:

http://www.polycount.com/forum/showthread.php?t=87615

 

great module site:

https://www.pinterest.com/gabsgomes/honours-project-proposal/

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For the textures:

 

I would say new folder for the leaves/grass based ones -

 

- textures/darkmod/decals/nature , eg tdm_leaves_edge_01, etc.

 

And then use the exiting path for dirt for the dirt//leaves/grass based ones -

 

- textures/darkmod/decals/dirt , eg tdm_dirt-leaves_edge_01, etc.

 

For the models:

 

- models/darkmod/nature/dirt

 

Why make models, would it not be easier just to make decal textures..? that way mappers can just use patches etc.

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Why make models, would it not be easier just to make decal textures..?

 

They're able to include more details, like decal edges that blend into the ground, shadows under bushes, etc, that cannot be done with single textures and would take mappers a lot of time to set up if they were doing them manually.

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They're able to include more details, like decal edges that blend into the ground, shadows under bushes, etc, that cannot be done with single textures and would take mappers a lot of time to set up if they were doing them manually.

Ah yes, that makes sense.

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models/darkmod/nature/dirt

is nice I think - most important is to put them all in one place


"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

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I've been making some dirt/junk models for the edges of walls and buildings. They're not as flexible as patches (you can't change the size), but they're able to include more details, like decal edges that blend into the ground, shadows under bushes, etc, that would take mappers a lot of time to set up.

 

My question is, where would mappers look for models like this? Would you want them all in the same place, or the leaf versions in a different place than the dirt ones? A few potential candidates:

 

models/darkmod/misc?

 

models/darkmod/junk?

 

models/darkmod/nature/dirt?

 

Or a new folder?

 

I plunked models/darkmod/junk/dirt_edge01_weed.lwo down on my grass and there are a few things missing.

 

post-3633-0-31118700-1427320088_thumb.jpg

 

Coming later?

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I must have forgotten to upload a texture somewhere. I'll look into it.

 

For the record, I decided to put them in the darkmod/junk, since that's where mappers will likely be looking when they want debris to scatter on the ground--whether it's piles of dirt, leaves or garbage is secondary.

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:o

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

WIP's: Several. Although after playing Thief 4 I really wanna make a city mission.

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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Very-very impressive!


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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Coming along nicely! I'm wondering, in total how many new lwo files are encompassing the new pack (all unique variants included)?

 

Also I noticed you mirrored the statue. Good call, as it looks much better with symmetrical details flanking the doorway.

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You need a model? Epi does you a model.



Toss me a PM I promise I don't bite.



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Coming along nicely! I'm wondering, in total how many new lwo files are encompassing the new pack (all unique variants included)?

 

 

There are 47 model files in the church set. There are about 5 skins for each one, so some decent flexibility.

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