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Sharing some screenshots


Jesps

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Just looking at the first screenshot, I think you definitely need to add a low-level ambient light to avoid the pure black shadows.

 

Inside the kitchen it looks like you might already have one, and it seems better (is that a human leg on the fire)? :)

 

The shots from the street look pretty neat--you've done some neat things with patches.

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Looking really good. Very impressive shots. :) I would suggest scaling the textures down in a few areas, they look a bit too big and stretched. I think that would help with the overall look. :)

 

Also, when it comes time for some light tweaking...fire up your map, but not in fullscreen...then you will be able to bring down the console and type 'editlights' and tweaking your lighting in real time. :) It's very handy.

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I see the ambient light in there just fine (I think the same thing happened with the other guy's screens? Maybe my LCD just shows pics brighter)

 

I like the work on that map! This is exciting seeing new public maps in the works at this early stage, pretty cool stuff.

 

I think some of the arches and bendy patches look a little odd, but maybe that's just me. Other patch work looks really great. I like the street scene a lot, very cool looking. The bedrooms look a bit bare, but this is early and you will surely add more details. I agree with NH on scaling down some textures, mainly the outside castle ones.

 

My only other complaint is that the jpg compression is pretty bad in the low light areas, would be better to have the jpg quality up around 90 or above maybe, or use png's. The file size on those can get a slightly big, but most folks won't have a problem viewing them.

 

BTW, do you have an idea or maybe a name for this mission?

shadowdark50.gif keep50.gif
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Thanks for the replies.

As for light, I have one ambient light covering the entire map. So I guess the ambient light level should be equal map-vide.

I would suggest scaling the textures down in a few areas

I did. Really improved some areas:

http://i91.photobucket.com/albums/k289/Jes...d/shot00013.jpg

I also retextured the bridge:

http://i91.photobucket.com/albums/k289/Jes...d/shot00014.jpg

and added a few details here and there:

http://i91.photobucket.com/albums/k289/Jes...d/shot00015.jpg

I've also added some sound-effects.

My only other complaint is that the jpg compression is pretty bad in the low light

I the game, the light level is a bit higher than the screenshots. So to compensate for that, I increased the gamma with Paint Shop Pro, and I think that is why the dark areas look a bit muddy (for these 3 shots I have not tampered with the gamma).

Edit: Oh, and yes it is a human leg on the fire

 

BTW, do you have an idea or maybe a name for this mission

No, I dont. It's not a 'real' mission, more like a "playing around with DarkRadiant to see what it's like"-map :)

Edited by Jesps
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I see plenty of ambient in those shadows already.

Some of you guys need to adjust your monitors.

And remember, at night there is virtually no ambient light anyway when you are dealing with moonlight and flames, which are basically point light sources.

Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

character models site

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In those three new shots I see pitch black now. If you use FRAPS to capture shots it retains the in-game gamma/brightness settings (at least for me - the Doom 3 shots are always much darker than FRAPS shots)

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In those three new shots I see pitch black now. If you use FRAPS to capture shots it retains the in-game gamma/brightness settings (at least for me - the Doom 3 shots are always much darker than FRAPS shots)

That's a really nice program, thanks! :)

These are some shots taken with Fraps:

http://i91.photobucket.com/albums/k289/Jes...06-08-04-33.jpg

http://i91.photobucket.com/albums/k289/Jes...06-08-22-11.jpg

http://i91.photobucket.com/albums/k289/Jes...06-07-47-98.jpg

http://i91.photobucket.com/albums/k289/Jes...06-03-59-96.jpg

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That's looking pretty good, I like it. (and the pics show up much better too)

 

I hope you continue to work on it, add some new areas, make more details and flavor (but not a hodge podge collection), and then if you follow the steps in Fidcal's tutorial you could actually make a full mission people could play!

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I'm really liking these shots :)

 

Only a few issues I see - some of the lanterns have yellow glass but cast white light, looks a bit strange.

 

Otherwise it looks really nice :) I like shot 4 out of the first batch the most.

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I'm not certain but I think I see a fragment of moon out of line? If so, you probably just dragged the skybox without texture lock on. If it is out of line you can just correct it in the skybox with surface inspector or reload the skybox prefab.

 

But looking good. Is that swimmable water?

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I'm not certain but I think I see a fragment of moon out of line? If so, you probably just dragged the skybox without texture lock on. If it is out of line you can just correct it in the skybox with surface inspector or reload the skybox prefab.

I just thought it was an object error or something, but moving the texture a bit fixed it.

But looking good. Is that swimmable water?

The player can swim in the water, but the ai just seem to fall to the bottom where they walk around until running out of air.

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If you ever have to move your skybox or change the specific location of the moon cube, it's easy to realign the moon texture, just select that face and do a 1.0 x 1.0 "fit"

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A little update:

 

I have extended the castle with some indoor areas. This is the place our thief needs to rob, and find some information. Following Fidcal's excellent tutorial, I have added readables, visportals, a food elevator, and even begun adding objectives.

 

Some shots from inside the castle:

 

http://i91.photobucket.com/albums/k289/Jes...18-41-13-95.jpg

http://i91.photobucket.com/albums/k289/Jes...18-41-33-86.jpg

http://i91.photobucket.com/albums/k289/Jes...18-41-42-72.jpg

http://i91.photobucket.com/albums/k289/Jes...18-44-19-12.jpg

http://i91.photobucket.com/albums/k289/Jes...18-45-00-91.jpg

http://i91.photobucket.com/albums/k289/Jes...18-45-08-93.jpg

http://i91.photobucket.com/albums/k289/Jes...18-45-48-30.jpg

http://i91.photobucket.com/albums/k289/Jes...18-46-48-19.jpg

http://i91.photobucket.com/albums/k289/Jes...18-47-05-22.jpg

http://i91.photobucket.com/albums/k289/Jes...18-48-15-34.jpg

http://i91.photobucket.com/albums/k289/Jes...18-49-28-60.jpg

http://i91.photobucket.com/albums/k289/Jes...18-50-04-85.jpg

http://i91.photobucket.com/albums/k289/Jes...18-51-31-54.jpg

http://i91.photobucket.com/albums/k289/Jes...18-53-44-16.jpg

 

Having tried DarkRadiant I have to say it's quite easy to use (easier than DromEd anyway), though I still need to learn most of the tools.

However there are a few things that have been bothering me:

Selecting textures: In the 3d view, and in the media browser I can select the textures with the middle mouse button. But in the texture browser I have not found a way to select them. Middle mouse button does nothing, and left mouse button hilights it, but it wont let me paint it on surfaces.

 

Shader not found: Many objects and textures when I browse shows up with a "shader not found" as this picture shows:

http://i91.photobucket.com/albums/k289/Jes...%20Mod/tap1.jpg

The "tap1" is shown with a texture in game. Have I forgotten to unpack something?

 

Thanks in advance :)

Jesps

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...

 

We have got only two possible ways. First, all of us will buy something like 8800 Sly, or we will see such ugly blocky architecture like that

http://img90.imageshack.us/img90/4359/castleindoor08tz9.jpg

via http://forums.thedarkmod.com/index.php?s=&am...st&p=146996

 

:huh:

 

You guys must share a forum somewhere... he posted your pic before you did?

 

And at a slightly different angle, no less.

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I believe most of the objects do show the correctshaders now.

 

I think one issue with that was that shaders used didn't have a specific editor image line in them. That's probably be sorted eventually.

 

When you select a tex in the browser right-click>apply to selection. That's under the media tab when you look for it, after that it should be in the textures tab browser and I believe left-click then applies to selected face/brush

Dark is the sway that mows like a harvest

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The "Shader not found" syndrom is probably due to many texture files not being released along with Thief's Den to keep the package size small. These will be contained in the larger Dark Mod release only.

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Looking good Jesps. Overhead floorboards - put some horizontal beams across underneath to support them where they are horizontal, higher than wide as the strength mainly needs to be in the height. You probably need these no more than 2 or 3 feet apart. This assumes that they are floorboards and may be walked on the floor above. The curved board ceiling in one shot I think you have got braced enough I think if they just form a ceiling.

 

I like the table and shelves clutter - nice atmosphere.

 

The texture on the front of those stones stairs need probably rescaling and aligning (is that stone?) but that hallway and stair is feeling pretty good.

 

Interesting style. Looks nice. Slight suggestion of 30's deco in some of those convex stone curves especially as they are light coloured. The concave recesses and arches look right though and rounded pillars etc.

 

Brilliant use of limited resources. Like the dining tables together!

 

Did you make that well? Stick it in a prefab quick - could be of general use. Is there room to climb in and out of there? eg, for the player to come up from below if it went down far enough?

 

Yes, the texture browser is like a temporary shortcut bookmark. They get added there if you click them in media browser or if they are already in any maps you have loaded that session (can be cleared to just current map with a button on the texture browser.) As Baddcog said, just left click textures on the texture browser to place on the selected surfaces.

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Guess I'll just have to live with the missing shades then.

 

SneaksieDave: The image maga is referring to is one I put on Photobucket, but never posted. He must have just browsed my page and found it.

 

Fidcal:

Did you make that well? Stick it in a prefab quick - could be of general use. Is there room to climb in and out of there? eg, for the player to come up from below if it went down far enough?

Yes the player can get in and out of the well. But if he shoots a rope arrow into the wood from below the rope usualy gets stuck in the wall as this picture shows:

http://i91.photobucket.com/albums/k289/Jes...22-24-18-35.jpg

The wall is made of patches, maybe that is the problem.

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Yes the player can get in and out of the well. But if he shoots a rope arrow into the wood from below the rope usualy gets stuck in the wall as this picture shows:The wall is made of patches, maybe that is the problem.
No, I think it does it in brush walls as well. I saw that recently where the the rope clipped into a stone wall and got stuck. Think it's just a glitch in the rope deployment code which will hopefully be ironed out. Don't delete that well. It's fixable one way or another and it's a nice fun entry for the thief into a courtyard or similar. :)
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