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So, what are you working on right now?


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#7051 teh_saccade

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Posted 25 June 2016 - 10:24 AM

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Edited by teh_saccade, 17 July 2016 - 10:00 AM.


#7052 demagogue

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Posted 26 June 2016 - 02:18 AM

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I find the lighting render in DR prettily haunting sometimes.


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#7053 Bikerdude

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Posted 26 June 2016 - 06:02 AM

Very nice, my only crits are -

  • the dirt patches are are a tad too big, imho they should be small enough to just hint at dirt push upagainst the walls of buildings and such
  • The scale of some of the windows is too big, eg in the first shot the middle building upper and lower windows need scaling down.
  • That balacony would collaps the first time some one stepped on it, need supports underneath.
  • And lastly you have some lights set with noshadow, that shouldnt be. Eg the light shining on the wall to the right of the player, should be shining through the ledge.


#7054 demagogue

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Posted 27 June 2016 - 01:27 AM

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I'm sure somebody's said whatever is good in DR is even better with more z-axis.

Well I said it. Just now.

 

It's interesting to see how such a simple & quick change makes a big difference.

 

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@Biker.

- I'm going through different concepts for the streets. I wanted them to be dirt streets to begin with, since it's a provincial town. I want the streets to look muddy and thrown together. I think the mounds mud by themselves don't quite work, but I'll have to play around to find the right concept.

- Those particular windows are supposed to be stupidly proportioned to look ridiculous. So I acknowledge what you're saying. There's a reason for it just for them. But it's not the norm for other buildings.

- Yeah, that model comes with little supports but you're right, the model as it's given itself doesn't look very stable. Easy fix.

- No light is set to noshadow right now (well, maybe really old ones may be). The light on the right shouldn't be shining through anything because then it'd shine into a place the player will go, so it's properly on the default (shadow on). One of these days I'll take a light pass through the whole map to check what could use some noshadow for performance.

Thanks for your input. :)


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#7055 teh_saccade

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Posted 29 June 2016 - 03:53 AM

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Edited by teh_saccade, 17 July 2016 - 10:00 AM.


#7056 teh_saccade

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Posted 30 June 2016 - 04:35 AM

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Edited by teh_saccade, 17 July 2016 - 10:00 AM.

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#7057 Fieldmedic

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Posted 03 July 2016 - 07:25 PM

Demagogue, is that the ghost model from A Night To Remember? :)



#7058 demagogue

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Posted 03 July 2016 - 10:39 PM

It's not a ghost model. It's the normal female model.

When you push the button in DR that makes the 3D window render in "lit mode", then it just draws lit-up AI in that ghost-like way.


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#7059 teh_saccade

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Posted 16 July 2016 - 05:21 PM

I'll figure it out myself - thanks anyway.


Edited by teh_saccade, 17 July 2016 - 10:01 AM.


#7060 ERH+

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Posted 19 July 2016 - 01:52 PM

One of details from my submarine WIP mission that don't quite fit, but I still enjoy it more than finishing main elements: 230 words organized in random sentences: "adjective - noun - verb - adjective - noun" cycle. It still sounds repetitive so maybe I will push it to 500 words.

 


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#7061 ERH+

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Posted 21 July 2016 - 08:24 AM

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I think this mission will finally reach the surface. BTW fog light is quite good in adding volume to unlit surfaces - area below looks way more intimidating without big ambient light.

 

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#7062 Melan

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Posted 21 July 2016 - 08:46 AM

I like what I'm seeing... and not seeing.  :ph34r:


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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

#7063 Dragofer

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Posted 23 July 2016 - 04:48 AM

Very nice ERH, the whole place is very mysterious. I'm looking forward to it, in fact having nominated the Deep Trouble campaign as one of my top 5 FMs for the unique and hostile feel it had, an FM which I think is comparable in many ways to this one.

Regarding your techniques:
- that kelp does great things for the underwater environment, is it custom? I'd very much like to have it for my own underwater part.
- you're saying you have no ambient light underwater and it's all illuminated just by a foglight?
- could you share your technique for the reflective water surface please? Water surfaces have been an annoyance a long time for me.
- a suggestion of mine to try out would be to have a layer of fog over the water, the particles I've found quite useful for that are dustfog2 and dustfog4.
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#7064 ERH+

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Posted 23 July 2016 - 05:40 AM

-Kelp is just few crossed patches in two variants with decals/vegetation/ivy_mixed_pieces, and is spawned by seed in number of 500 each.

-Small (2000 x 2000 x 2000) ambient light is attached to players head, so you can see actual textures only in your proximity.

-By reflective water you mean mirror surface or light reflections on walls? I'm using custom animated light texture.


Edited by ERH+, 23 July 2016 - 05:56 AM.

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#7065 Dragofer

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Posted 23 July 2016 - 02:29 PM

-By reflective water you mean mirror surface or light reflections on walls? I'm using custom animated light texture.


Actually it doesn't need to be reflective, just more opaque - I don't like how clearly you can see into the water, even with a foglight down there. I remembered now that SteveL already developed a way to get the effect that I was looking for in Messing with Sea Water, that'll be very interesting to try out.

Edited by Dragofer, 23 July 2016 - 02:30 PM.


#7066 Dragofer

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Posted 01 August 2016 - 09:09 AM

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The officer's mess:
DezOr8Y.jpg

And one of their quarters:
NOkxtMv.jpg

That said, the junior officers sleep like this:
Cz2JDAs.jpg

Now and again, the whole ship shudders as it is being crushed in the grip of the ice.
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#7067 Goldwell

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Posted 01 August 2016 - 09:50 AM

Looks fantastic Dragofer! As is the norm with your posts whether they be models/ambient or map related is very intriguing :)

 

Is this perhaps a screenshot from the sequel to One Step Too Far?


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#7068 Dragofer

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Posted 01 August 2016 - 10:58 AM

Looks fantastic Dragofer! As is the norm with your posts whether they be models/ambient or map related is very intriguing :)
 
Is this perhaps a screenshot from the sequel to One Step Too Far?


Thanks, it is indeed part of the sequel - one of a variety of settings to come across, this being one of the larger ones.

Edited by Dragofer, 01 August 2016 - 11:23 AM.

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#7069 Melan

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Posted 01 August 2016 - 12:43 PM

Very moody. You have stuck to a common theme and brought out the best it could offer.


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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

#7070 NeonsStyle

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Posted 14 August 2016 - 01:01 AM

One of details from my submarine WIP mission that don't quite fit, but I still enjoy it more than finishing main elements: 230 words organized in random sentences: "adjective - noun - verb - adjective - noun" cycle. It still sounds repetitive so maybe I will push it to 500 words.

 

 

 

Quite like this, though I think the effect would be better if the words were said slower. Like builder, etc. I don't know the purpose of this room, but have you thought maybe cinematic would be better suited? Slowing gliding through the space, haunting music, random words. Love the room. 


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#7071 NeonsStyle

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Posted 14 August 2016 - 01:03 AM

Oh that is exquisite Dragofer. It almost looks like I could sit down and order a meal.


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#7072 Dragofer

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Posted 14 August 2016 - 04:26 AM

Oh that is exquisite Dragofer. It almost looks like I could sit down and order a meal.


Better not bother the cook after he's closed the kitchen, my ship cooks tend to be somewhat crabby after years of defending the wine supplies from mobs of sailors.
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#7073 ERH+

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Posted 18 August 2016 - 09:39 PM

mLWgaCL.jpg

 

Oh so my ship batteries are not too accurate, they look more like lead-acid car battery inside.


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#7074 Goldwell

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Posted 05 September 2016 - 12:37 PM

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Just finished building the exterior docks area for my upcoming city mission

 

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The Accountant
Part 1: Thieves and Heirs | Part 2: New In town

 

Shadows of Northdale Campaign

ACT I | ACT II
 
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Lord Edgar's Bathhouse | Spring Cleaning


#7075 nbohr1more

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Posted 05 September 2016 - 12:50 PM

Impeccable lighting Goldwell!


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