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So, what are you working on right now?


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#7326 Bikerdude

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Posted 12 March 2017 - 06:01 PM

Now that's what Im talking about, very impressive Spooks!

 

Just some feedbback from a cursory glance at the images -

  1. the wall to the left in the first image is very bare, so I assume its WIP..?
  2. the custom light texture you used for the windows needs tweaking, there should be no light from the solid lead-frame parts of the window.
  3. The dungeon is to die for (literally), only crit is the floor texture - its way to clean in camparison to the rest of the grimy walls etc.
  4. if the light coming through the windows in shots 2/3 is from a single source (moonlight or a single streetlamp) then the projected images should be parallel and not overlap.


#7327 Melan

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Posted 13 March 2017 - 02:21 AM

Very good job, Spooks! That second shot has a very strong Dishonored feel to it.


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

#7328 NeonsStyle

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Posted 17 March 2017 - 11:28 AM

Just beautiful work Spooks


Edited by NeonsStyle, 17 March 2017 - 11:31 AM.

I have a small YouTube channel making videos on a variety of games. Come and have look here:
 
https://www.youtube.com/c/NeonsStyleHD

 

 

 


#7329 Goldwell

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Posted 19 March 2017 - 09:48 AM

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I have another unannounced project that i've been working on and is due to be released very soon™. I wasn't planning on showing anything off until release but the way this room turned out is just too awesome not to share :)

 

W2lQ5rq.jpg

 

R8X4ngn.jpg


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#7330 Melan

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Posted 19 March 2017 - 05:25 PM

Nice use of light to lend a special mood to an already excellent scene. :)


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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

#7331 teh_saccade

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Posted 22 March 2017 - 05:57 AM

I realise I have given away too much information in this post; edited.


Edited by teh_saccade, 23 March 2017 - 06:54 AM.

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#7332 Judith

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Posted 22 March 2017 - 06:25 AM

(appears my forum actions are restricted as such that I cannot upload anything to "my media", use certain image extentions, reply to status or even update my profile, etc... punative measure no doubt - I don't trust me either, so np).

 

No it's not. AFAIK, users don't have permission to upload attachments. Maybe its for admins and TDM devs only. Just use postimage or other uploading site, imgur is fine too. This is normal.

 

As for the texture, try to put it in some real mission scenario, like two lights or one light + ambient_world. Now it looks like it's in max or maya or other modeling software (home grid). And it's kind of wet, I guess you didn't have that kind of specularity in mind.



#7333 Destined

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Posted 22 March 2017 - 06:46 AM

Any tips on how to kick yerself up the arse in order to get back into starting (for the third time) the same map..?

In my experience, it is best to just start. Anywhere. Draw a brush und see where you get from there. Also, you can try Springheel's modules (in case you have a City section in your map). I have recently spent a couple of hours on just building some house with the modules and randomly sticking them together. They actualy look not bad, considering how little time I have spent on them (although this is, of course, mostly attributed to the quality and design of the models themself)


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#7334 Judith

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Posted 22 March 2017 - 07:16 AM

Also, don't expect instant results, and try to do a bit every day, or once every two days. If you feel like you're going nowhere, switch tasks. Gather references, make a colour palette, write the intro text, draw a map, make a texture, write a material decl etc. Give yourself a lot of time, like a year, to make a mission. Take some time off, if you don't see progress, but go back to your stuff regularly, so you don't forget how it's done.


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#7335 teh_saccade

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Posted 22 March 2017 - 10:49 AM

I realise that I have given away too much information in this post; edited.


Edited by teh_saccade, 23 March 2017 - 06:54 AM.

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#7336 Judith

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Posted 22 March 2017 - 12:36 PM

Well, I came here with background mostly in UEd 2.x for Deadly Shadows and UE 3 editing (UT3, Gears of war PC), so you can imagine my frustration when I tried to use DR for the first time. It felt so backwards in comparison to what I had at my disposal (I mean UE3, not Deadly Shadows ;) ). Like, how can you have no GUI material editor in this day and age... I needed a whole weekend to get the idea behind the idtech4 and to get used to the controls. I changed almost all shortcuts, tweaked the color scheme too. I wasted at least a few days of work to get the basics of writing materials and importing models from 3dsmax. I did a sort of "tech evaluation" to see what I'll be able to make on my own, and boy that was long and painful. I'm more of an art person, while idtech4 definitely needs working in pairs: art + programmer duo can make the most of it in efficient manner.

 

I don't know your background, but from my standpoint, the thing you're trying to make is way too ambitious. I never released a TDM FM, but I have 2 (mediocre) TDS FMS and several tech demos under my belt. At this point, I'm better at making textures, models and environments than gameplay, so I'm trying to make some standard gameplay and small map, but with 100% custom textures and models. You're trying to make all that too + unique gameplay, + large environment. You're setting the bar very, very high, and IMO that can be very destructive, especially when you're a perfectionist. Noone wants you to burn out, we'd sure love to see a finished map :)

 

(Btw. I don't understand why the wet dream of every Thief(-ish) community mapper and their mother is to have a large explorable city in one map. There's a whole series of games that has already proven that it's no holy grail, more like boring boring ;) – I'm talking about AssCreed series)

 

Anyway, I'd probably cut on my goals at this point, or go over all the references, design docs etc., to see what's doable now, i.e. within a few months. What I'd like to do, what's important to me. Definitely not something that huge. Maybe you're that good, and you are able to do this, but to me it sounds a bit like one-man MMO project – noone has ever finished any ;)


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#7337 teh_saccade

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Posted 23 March 2017 - 06:53 AM

reverts to stealth mode unless required.


Edited by teh_saccade, 24 March 2017 - 12:37 AM.


#7338 Judith

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Posted 23 March 2017 - 07:02 AM

That's good, you shouldn't take offense, as that was more of a joke, and just my personal preferences. I find open worlds, city hubs etc. boring and empty experience. But somehow a lot of people like it, thus the popularity and saturation of open-world games right now.



#7339 Sotha

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Posted 12 April 2017 - 10:34 AM

Hi!

I am thinking of making a steam machine for my FM. The player needs to put a flame in the boiler and start the machine with a switch.

Is it possible to ask in a script whether an extinguishable light is lit or not? What command is used?

That way I could use the switch to call a script that checks the boiler flame and then if it is lit, trigger the necessary stuff. When the machine is on, I can also continously ask if the flame is on, and if it is not, I can switch the machine off.

Thanks!
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#7340 nbohr1more

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Posted 12 April 2017 - 11:34 AM

Should be possible with:

scriptEvent entity getEntityKey(string key);


Retrieves the entity specified by the spawn arg.

key: spawnarg name

Spawnclasses responding to this event: idEntity



But you'd have to find some common attribute link "inherit" == "atdm:moveable_candle_holder_base" || "some other extinguishable base"
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#7341 Sotha

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Posted 12 April 2017 - 11:57 AM

Oh, sorry. Somehow posted it here, but I intended to post it in the newbie DR questions.. Doh.

 

Here is the answer I found: http://forums.thedar...tions/?p=404586


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#7342 HMart

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Posted 12 April 2017 - 12:14 PM

I know that on vanilla doom 3 you can turn on and off a light with :     $light_name.On();  or  $light_name.Off(); But in this case i don't know how to detect the state of the light

 

But i know that you can ask if a entity is hidden or not, using the function:    $entityName.isHidden(); 

 

So i would recommend using   $light_name.hide();  or  $light_name.show();  To turn a light on or off.

 

In this case you can just do it like so;

 

if ( $light_name.isHidden() == TRUE ) // the object is hidden   

{

    dostuff

}

else if ( $light_name.isHidden() == FALSE ) // object is not hidden

{

    dostuff

}

else { do other stuff } // this is opcional



#7343 Johannes Burock

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Posted 17 April 2017 - 03:51 AM

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The next eight weeks i take part in a seminar for logistics. No family and no dog on-site. Because of the distance i also will stay several weekends from home...seems to be TDM time :ph34r: 

Hopefully after the training i will see where this stairway will lead to...:

 

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#7344 Bikerdude

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Posted 17 April 2017 - 05:37 AM

Glad to see your still around.



#7345 Epifire

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Posted 21 April 2017 - 01:45 AM

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Aight, well I wasn't planning on showing these till Lord Edgar's Disappearance shipped but we have enough home grown goodies still left in there as a surprise. Made up a safe set to flesh out the mechanics for two different kinds of safes. There's a standing floor version and a wall mounted one.

safe-room_zpsrokoorur.jpg

side-by-side-safes_zpsilygeu1j.jpg

The set is designed specifically for having fully script controlled mover actions. credits to Goldwell for scripting and recording this wonderful gif  ;) 

safe-animation_zpspsnnisla.gif

There are single and dual lock optional doors, with locked and unlocked clasps for scripting as well. So like four optional doors to use for both safe types.

 

epifire_2017-04-21_01.30.58_zpserbgj3lh.


Edited by Epifire, 21 April 2017 - 01:46 AM.

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Needing dem environment models?

 

Speak to the EPI!

 

Or rummage my online mesh repository instead...  https://www.mediafire.com/folder/7q1r8him1y63d/TDM%20Repository


#7346 Bikerdude

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Posted 21 April 2017 - 02:33 AM

These are fantastic Epi! very Dishonored like theme to them.. Are you intending to make them skin-able..?



#7347 Epifire

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Posted 21 April 2017 - 02:35 AM

These are fantastic Epi! very Dishonored like theme to them.. Are you intending to make them skin-able..?

Thankyou! Definitely doing a pingpong for themes between that and TDS in my art.
 

Well the source files can definitely be edited to create additional skins later from Substance Painter. At current I had no plans of additional skins but it's still open should there be a valid enough reason in the future.


Needing dem environment models?

 

Speak to the EPI!

 

Or rummage my online mesh repository instead...  https://www.mediafire.com/folder/7q1r8him1y63d/TDM%20Repository


#7348 Bikerdude

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Posted 21 April 2017 - 05:14 AM

Well the source files can definitely be edited to create additional skins later from Substance Painter.

Ah cool, I might have a go at doing that then. Will start of simple like removing text and changing colors.

 

Wonna drop me a PM sop I can create these for you, so you can include them in the final release.



#7349 Melan

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Posted 21 April 2017 - 05:55 AM

Very nice looking work, Epifire! (And Goldwell for rigging it up) That's some high-standards modelling!  :laugh:


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

#7350 Springheel

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Posted 21 April 2017 - 07:31 AM

Beautiful work! 





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