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So, what are you working on right now?


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#7201 MirceaKitsune

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Posted 26 October 2016 - 05:09 AM

I'm back with more pictures, hope you guys enjoy them.

 

the rest of the screenshots: http://imgur.com/a/u6L7i

 

I really like how that's looking! Great work :)


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#7202 SeriousToni

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Posted 26 October 2016 - 06:15 AM

OMG YES YES YES !!! :o :o :o


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

#7203 refl3ks

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Posted 26 October 2016 - 10:44 AM

Very nice shots, indeed. The contrast seems a bit high, but that may onle be on the screenshots. Looking forward to the release :)

 

Thanks! That is one of my bigger concerns actually. I cannot increase the brightness of the ambient light much further considering it will be too bright and hard to hide. This map has too many open areas looking into each other, that's a disaster concerning proper visportaling the map (I'm sure the original dev's didn't concern themselves with visportals haha). Adding more lights to brighten areas is also a challenge considering the big open areas cause light to bleed resulting in performance issues. I'm in the process of turning some static props into models in those particular sections, maybe then I can add a bit more light without the sacrifice of performance.

 

Nice shots, refl3ks! :)

 

Thank you!


Edited by refl3ks, 26 October 2016 - 10:46 AM.


#7204 nbohr1more

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Posted 26 October 2016 - 10:57 AM

...

 

I think the lighting looks great but if you need to tweak things, please remember that the new "ai_see" spawnarg was added in 2.04

You can add little local ambient lights (or even normal lights) with "ai_see" "0" which can give a lift without lighting the player up like a Christmas Tree.


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#7205 refl3ks

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Posted 26 October 2016 - 11:04 AM

 

I think the lighting looks great but if you need to tweak things, please remember that the new "ai_see" spawnarg was added in 2.04

You can add little local ambient lights (or even normal lights) with "ai_see" "0" which can give a lift without lighting the player up like a Christmas Tree.

 

Something I did not know, thanks!



#7206 teh_saccade

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Posted 26 October 2016 - 06:27 PM

A quick test indicates that binding stops the steps even appearing.

That's a bit weird...
Wonder what the console says..?



#7207 NeonsStyle

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Posted 27 October 2016 - 02:22 AM

GUNS???? NO Definitely DO NOT want guns in TDM. Then it just turns into a shooter. It's unnecessary, and I see no gain in it at all. 


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#7208 NeonsStyle

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Posted 27 October 2016 - 02:34 AM

These IdTech4 volume shadows, I've been trying to use this for a guard with a torch. How is it done? I've done it accidently in places, but

when I try to reproduce it for this, it's hit and miss.


I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:
 
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Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedar...2017-update-16/

 

 

 


#7209 demagogue

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Posted 27 October 2016 - 02:39 AM

Guns aren't great all over the place for the vanilla game, but there are times they'd be good for specific AI in specific FMs. So having them as something mappers can use is good IMO.

The other reason they'd be good is it makes it easier to use the engine as a platform for other genres and time periods. With guns somebody could make a western, noir, war, cyberpunk, or scifi map just with some new textures and static objects and modifying the models.

Even then I think they shouldn't change the gameplay to a shooter, but I don't think people in our community are interested in doing that anyway or they wouldn't be here.
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Posted Image

#7210 NeonsStyle

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Posted 27 October 2016 - 03:53 AM

Guns aren't great all over the place for the vanilla game, but there are times they'd be good for specific AI in specific FMs. So having them as something mappers can use is good IMO.

The other reason they'd be good is it makes it easier to use the engine as a platform for other genres and time periods. With guns somebody could make a western, noir, war, cyberpunk, or scifi map just with some new textures and static objects and modifying the models.

Even then I think they shouldn't change the gameplay to a shooter, but I don't think people in our community are interested in doing that anyway or they wouldn't be here.

 

You're right Dem, I over reacted lol


Edited by NeonsStyle, 27 October 2016 - 03:53 AM.

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.thedar...2017-update-16/

 

 

 


#7211 Epifire

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Posted 30 October 2016 - 11:18 PM

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Well after a long bout of silence I've decided to come back for some more work on TDM. Over the last couple weeks I've been working along side Goldwell on the second installment of Lord Edgar...

 

 

EpvStPD.jpg

 

All new models that are specific to the FM. Besides the new audiograph player the rest of them all run off the same material for cleaner performance and will be seeing additional shadow mesh optimization where appropriate.


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#7212 Bikerdude

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Posted 31 October 2016 - 03:27 AM

All those models are fantastic Epi, what is the fuction of that panel..? looks like some some of rudimentary telegraph device..? And that device in the top r/h corner - all very T4/Dishonoured 'esq...



#7213 Obsttorte

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Posted 31 October 2016 - 04:44 AM

Yeah, the panel looks awesome. Very detailed. Good work, mista.


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#7214 MirceaKitsune

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Posted 31 October 2016 - 07:43 AM

I like how that looks!



#7215 Goldwell

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Posted 31 October 2016 - 08:06 AM

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The item in the top right is an audiograph player, featured in my mission in several locations. The vinyl circular tube is a seperate model so you can set it to spin while the recording plays, the whole thing works quite well.

 

As for the panel of the box, that's actually the internals of an electrical box.. There is another model with flayed and damaged cords that is not in the above picture which can be great for some Thieves who may want to sabotage the electricity that's powering a nearby piece of machinery / mechanism :)


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

 

Shadows of Northdale Campaign

ACT I | ACT II
 
Stand Alone Missions
Lord Edgar's Bathhouse | Spring Cleaning


#7216 Epifire

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Posted 31 October 2016 - 03:05 PM

Yeah part of the design behind the electrical box is that it houses an adjustable internal receiver. Still keeping to the design of charged air particles, the smaller gear is designed to be used with a wrench for tuning the reception plate (the one with all the fins and wire coming off it). Much as tuning lugs work for the design theory on the arc_transformer, this is just a different variant of the method. A lot of Dishonored and T:DS references during the construction of these as they were my main inspiration.

 

More to come in the future!  B)


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#7217 Dragofer

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Posted 31 October 2016 - 03:28 PM

Well done Epifire, you have a real strength for creating and texturing machines. That said, when you pull off something as madly detailed as this I'll be properly impressed  ;)

 

gWpJcw1.jpg


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#7218 Epifire

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Posted 31 October 2016 - 03:56 PM

Well done Epifire, you have a real strength for creating and texturing machines. That said, when you pull off something as madly detailed as this I'll be properly impressed  ;)

 

I hadn't forgotten :P I think that's my other project aside from the Castle Lab demo that I haven't tackled yet. Rest assured my off season is coming up soon and I'll be working full time towards game assets and beefing the living hell outta my portfolio.


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#7219 Dragofer

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Posted 02 November 2016 - 06:49 PM

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Meanwhile in Newfoundland, the lighthouse keeper's home.
 
phnGwsN.jpg
 
dW166qk.jpg
 
2JmOCXO.jpg
 
Hu3f8tj.jpg

Edited by Dragofer, 03 November 2016 - 07:50 PM.

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#7220 Amadeus

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Posted 02 November 2016 - 08:58 PM

I'm so exicited for more adventures in Newfoundland. These screenshots look great!

#7221 Goldwell

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Posted 03 November 2016 - 01:11 AM

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A few more shots from Lord Edgar's Disappearance

 

Wp4xBzY.jpg

 

tAFbHlA.jpg

 

tVJTYXm.jpg

 

aV2nJo3.jpg


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

 

Shadows of Northdale Campaign

ACT I | ACT II
 
Stand Alone Missions
Lord Edgar's Bathhouse | Spring Cleaning


#7222 Obsttorte

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Posted 03 November 2016 - 04:37 AM

itchy fingers ... wanna play


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
Let's Map TDM YouTube playlist: ObstlerTube
Texture Blending in DR: DR ASE Blend Exporter

End of shameless self promotion.

#7223 SeriousToni

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Posted 03 November 2016 - 04:18 PM

Indeed, all of those screenshots have a very nice atmosphere. Good job on this folks! I can not wait! :)


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

#7224 Anderson

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Posted 04 November 2016 - 01:37 PM

Very creative.


 "I really perceive that vanity about which most men merely prate — the vanity of the human or temporal life. I live continually in a reverie of the future. I have no faith in human perfectibility. I think that human exertion will have no appreciable effect upon humanity. Man is now only more active — not more happy — nor more wise, than he was 6000 years ago. The result will never vary — and to suppose that it will, is to suppose that the foregone man has lived in vain — that the foregone time is but the rudiment of the future — that the myriads who have perished have not been upon equal footing with ourselves — nor are we with our posterity. I cannot agree to lose sight of man the individual, in man the mass."...

 

 

- 2 July 1844 letter to James Russell Lowell from Edgar Allan Poe.

 


#7225 Dunedain19

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Posted 05 November 2016 - 08:21 PM

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They say no one has ever escaped from this City Watch precinct. This is unsurprising when one considers that those who commit misdemeanors find themselves facing advanced security systems. For those whose crimes are...of a more severe nature...there is simply no chance of getting out, unless it is to meet the hangman's noose or his guillotine.

 

Spoiler

Edited by Dunedain19, 05 November 2016 - 08:23 PM.

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