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So, what are you working on right now?


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#5726 Moonbo

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Posted 02 July 2014 - 10:38 PM

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Just a quick "before and after" with the fog light method. This is with an ambient light set at 7. The fog light is set at 2.

Without fog light:
Spoiler



With fog light:
Spoiler



It's a nice effect, though I've only used it to simulate old, hoary places. Not sure how it'd work in a more standard setting.
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#5727 Xarg

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Posted 03 July 2014 - 12:59 AM

For an ambient of 7, that's quite dark, the fog light at 2 must be having quite the effect to darken it up that much.. looks great!

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#5728 Bikerdude

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Posted 04 July 2014 - 01:18 PM

In a sorta of hurra to the new hedge models that Springheel imported and that are now part of TDM 2.03 I thought I would replace all the old hedges in one of the campaign mission's with this new model -

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#5729 New Horizon

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Posted 04 July 2014 - 01:25 PM

Hehe. I know that mission.

#5730 Goldwell

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Posted 06 July 2014 - 05:27 AM

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Some more screenshots from New In Town

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Edited by Goldwell, 06 July 2014 - 05:38 AM.

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#5731 Moonbo

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Posted 16 July 2014 - 09:37 PM

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Plugging away at the map, and am mostly done with the first section of the mansion proper, which is a guard house. As always, suggestions for improvement are appreciated. In particular, it's hard to make "normal" building interiors look unique and interesting. I've tried using changes in color/lighting, floor height, and room shapes, but any crits/recommendations on that point would especially be appreciated.

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Edited by Moonbo, 16 July 2014 - 09:38 PM.

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#5732 nbohr1more

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Posted 16 July 2014 - 10:02 PM

I like those shots.

If I have to offer a crit, I would suggest that you vary the wall textures a little. The 2nd and fourth shots have too much stone
and might look better with stucco instead. That and you've got a certain amount of visual density overkill in the 6th shot. I would
try smaller banners or remove\replace the one on the right.

Edited by nbohr1more, 16 July 2014 - 10:03 PM.

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#5733 Obsttorte

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Posted 17 July 2014 - 01:09 AM

Very nice shots. The easiest way to make rooms look unique imho is to break up symmetris. You have already done this by placing the rugs / runners on the floor non-parallel to the walls. You can do this with other things as well (but don't overdo this). In addition, you can add a slight variety in the colors of light sources. The differences should be subtle, though.

From what I can see in the shots the small rooms are lacking a bit of supports. Having Beams in their would break up the room geometry and add a texture variety to the scenes (stone + wood), which would also make the scenes more interesting.

In addition you can add cracks in the wall or floor, etc...

On another note: Rooms where there is moonlight falling in through a window should be more bright especially close to the window. In addition the light thrown into the room through a window should look like the window it is falling through. If you need help with the latter aspect I can help you out on it.
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#5734 Bikerdude

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Posted 17 July 2014 - 04:53 AM

Very impresive as always MB, my fav shot is the room with clutter.

On the windows front have you thought of sinking the windows into thw wall or are they not thick enough in DR for that..?

#5735 Melan

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Posted 17 July 2014 - 05:37 AM

My one reservation is, would a barracks room have those fancy windows? (Of course if it was repurposed, it could very well be the case)
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

#5736 Xcen

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Posted 17 July 2014 - 06:55 AM

Lost motivation after countless crashes with 2.00 and 2.01.

No problems so far with 2.02.

darkmod_2014-07-17_11.07.54_kl.jpg

WIP

Tris: 384
Verts: 400
Texture size: 256x1024

No normal map.

Still looking too clean but better than last time.

Texture for sword model with 530 polys in the making.


@Moonbo:

Some walls are a bit thin. Dependant on the size of the building and the actual floor a half to two meters are not unusual.

Most rooms are still cubes. Also try to break up the corners to hide texture seams. Supports and wood panels will do the trick.

Maybe too many windows in picture 4 and 6. Try to integrate the windows better in the wall and overall support structures of your rooms.

Be careful with that window texture.

http://forums.thedar...525#entry302525
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#5737 RPGista

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Posted 17 July 2014 - 10:18 AM

Very nice, could be a great substitute short sword for the player in someone's FM. I wouldnt worry too much about normals (unless you want to add more texture to the grip), but a good specular would go a long way in making the blade "shine". Some small scratches, gray areas where you wouldnt expect someone to polish the metal (like towards the center of the body), those would be areas that call for different reflection values.

In general, you want the edges to shine slightly more than the rest (emphasis), so they should always be lighter than the base gray level.

PS: Now that I see it in more detail, I see theres a pretty good job done already, so disregard that.

Edited by RPGista, 17 July 2014 - 10:22 AM.


#5738 Sotha

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Posted 17 July 2014 - 03:03 PM

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#5739 Goldwell

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Posted 17 July 2014 - 03:45 PM

Moonbo/Sotha both looking very good! :)

Edited by Goldwell, 17 July 2014 - 03:45 PM.

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#5740 Moonbo

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Posted 17 July 2014 - 07:10 PM

Hey all, thanks for the very good advice/feedback. It's probably a bit too late to substantially change this section, but I'll keep this all in mind for the next section coming up :-).

@Obs, good point, I'll try to make the windows lighter.

@Melan, yeah the building is old and has had other uses in the past.
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#5741 Digi

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Posted 17 July 2014 - 11:00 PM

@Sotha - looks like there's a texture off on the left hand side there, but it may be that the depth of the room is playing tricks with my eyes. Otherwise, cool! Especially since I realize you weren't showing us that pic to highlight the wall.

Edited by Digi, 17 July 2014 - 11:00 PM.

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#5742 Obsttorte

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Posted 18 July 2014 - 04:12 AM

@Obs, good point, I'll try to make the windows lighter.

I was actually talking about the brightness of the room, but you got a good point there.

EDIT: Taking another look at your images it appears that you are using a light to enlighten the window textures. If you do so, this is not the way to go (odd looking and performance houngry). The default way is to use a blend add of the diffuse map in the material shader.

        blend    add
        map        textures/darkmod/window/ornate/hammer_yellow
        rgb       parm3
Make the windows func_static and use the "shaderParm3" spawnarg to set the brightness.
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#5743 Xarg

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Posted 21 July 2014 - 04:13 AM

@Sotha, looks like something I'd expect out of Outlast: The Dark Descent ;)

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#5744 Springheel

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Posted 21 July 2014 - 06:55 AM

EDIT: Taking another look at your images it appears that you are using a light to enlighten the window textures. If you do so, this is not the way to go (odd looking and performance houngry). The default way is to use a blend add of the diffuse map in the material shader.


Controlling rgb by a parm3 is a great idea, but there's nothing wrong with using a light as well. That's a common mapper convention, and it has a few benefits, including lighting the player up if they are standing in front of the lit window.
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#5745 chedap

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Posted 23 July 2014 - 04:32 PM

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Might as well post here, too.
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#5746 Bikerdude

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Posted 23 July 2014 - 08:24 PM

Blinged up version of the first image and a DC drop from 1300 to 1050

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#5747 Obsttorte

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Posted 24 July 2014 - 12:39 AM

@chedap: Looks good, but why are there candle flames floating at the walls?
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#5748 chedap

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Posted 24 July 2014 - 01:38 AM

@chedap: Looks good, but why are there candle flames floating at the walls?

It's work-in-progress, not a design decision, if that's what you mean. Easier to tweak lighting first, then decide which model to use (in this case, they could end up on columns instead of walls). And since I'll probably model new light sources anyway I'm feeling too lazy for placeholders.

#5749 Bikerdude

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Posted 24 July 2014 - 04:54 AM

Young Chedap is using a lot of custom textures and a shed load of gorgeous patchwork, all very impressive for a new mapper!

#5750 AluminumHaste

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Posted 05 August 2014 - 05:23 PM

Just a quick "before and after" with the fog light method. This is with an ambient light set at 7. The fog light is set at 2.

Without fog light:

Spoiler



With fog light:
Spoiler



It's a nice effect, though I've only used it to simulate old, hoary places. Not sure how it'd work in a more standard setting.


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