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So, what are you working on right now?


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#7426 Bikerdude

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Posted 03 July 2017 - 03:20 PM

Old or broken furniture, storage, dusty or hidden loot (paintings, chalices, wine, etc)

 

Lots of cobwebs and dust! and some lore friendly windows (skylights)


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#7427 nbohr1more

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Posted 03 July 2017 - 03:23 PM

Currently working on a rich merchant's manor. But I'm stumped on the attic. Got any ideas what kinds of purposeful rooms it could contain? It's very spacious.


Inventory storage? Lots of duplicate objects stacked in different sections. Crates, sacks, wine racks.

Jewelry appraisal room? Magnifying lens, jewel piles, etc.

Spare clothing room? Large racks of hanging garments.
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#7428 UberMann

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Posted 03 July 2017 - 03:49 PM

Quick response! Thanks guys! I like the skylights and jewelry room ideas. I thought about putting lots of storage junk there, of course, but it just felt too... unimaginative? But with a jewelry room that place will have a lot of purpose!


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#7429 Goldwell

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Posted 20 July 2017 - 01:21 PM

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Seeing as i'm in the final crunch mode of my WIP I wanted to share off one last batch of screenshots before beta (current goal is to hit beta by the end of this year)
 
lW0RXxa.jpg
 
2Egy3f3.jpg
 
ZxlmpPE.jpg
 
Y5THep9.jpg
 
Fe7mT0E.jpg
 
jvVaMNO.jpg
 
k2B3PBx.jpg
 
7FtEJyE.jpg
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#7430 RPGista

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Posted 20 July 2017 - 02:37 PM

Really like the creativity and the amount of detail you put into those interiors.



#7431 Obsttorte

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Posted 21 July 2017 - 03:00 AM

:o Wanna play


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#7432 NeonsStyle

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Posted 21 July 2017 - 05:15 AM

Really liking these images, from both Goldwell and Bikerdude. Awesome stuff. Can't wait to play them. 


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#7433 Dragofer

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Posted 21 July 2017 - 05:22 AM

This looks like an incredibly creative mission Goldwell



#7434 R Soul

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Posted 23 July 2017 - 07:12 AM

I recently figured out how to export from Blender to DR using the lwo exporter.


Edited by R Soul, 23 July 2017 - 07:18 AM.

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#7435 Spooks

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Posted 23 July 2017 - 10:41 AM

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Pretty excited to play the map, Goldwell!

 

Here's an update on my WIP. I took about a month long break from it. Sad news for those expecting my new mission but hey, look at it from the bright side! That was one month I wasn't stuck in a rut and now I'm back working on it with some new ideas.

 

Here is a screenshot from what I'd done before:

 

jY9OJMk.png

 

 

And another of the room I made over the last two days:

 

1FoZJPj.png


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#7436 Melan

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Posted 23 July 2017 - 01:36 PM

Very nice use of light there!


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#7437 Bikerdude

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Posted 29 July 2017 - 08:22 AM

Very nice use of light there!

Indeed, the semi-transparent curtain is brilliant. I never thought of doing that before (doh!) what tupe of light did you use Omni I guess..?

 

What is that long projection light in the second shot, it looks awesome :-)

 

NB. the shots a very dark btw.


Edited by Bikerdude, 29 July 2017 - 08:23 AM.


#7438 Bikerdude

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Posted 29 July 2017 - 08:26 AM

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Thought I would post a very hi-res screengrab of the city map a few of us have been working on -

P6tqqgJ.png


Edited by Bikerdude, 01 August 2017 - 07:20 AM.

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#7439 Spooks

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Posted 29 July 2017 - 08:36 PM

Indeed, the semi-transparent curtain is brilliant. I never thought of doing that before (doh!) what tupe of light did you use Omni I guess..?

 

What is that long projection light in the second shot, it looks awesome :-)

 

NB. the shots a very dark btw.

 

It is omni lights, the curtain materials is where the magic happens, it's off a codeblock either on my or Epifire's mapping threads.

 

The model is the harbour light Epifire made that's been included in 2.05 and the projection texture is the grate6 nbhor1 added with the cubemap update, but updated with a custom falloff.

 

They're supposed to be. :P I assure you it looks proper in-game, and there is always the gamma setting.


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#7440 Amadeus

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Posted 31 July 2017 - 05:40 PM

Oh yes, another city mission! Super stoked, biker, keep up the good work!


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#7441 Amadeus

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Posted 15 August 2017 - 05:03 PM

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I don't think Braeden gets enough love, so here is my attempt at it.
 

tOdrUh0.jpg
WyG8NgJ.jpg


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#7442 Fieldmedic

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Posted 23 August 2017 - 03:21 PM

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KxfzGQp.jpg

 

If everybody else's going to show their beautiful missions, I can't resist so show some of my work... :)    Can't decide upon making a hotel or a museum...


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#7443 Spooks

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Posted 25 August 2017 - 07:31 PM

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I really like that, Fieldmedic!

 

PZ01w97.png

 

Here is my art test room for the current thing I'm doing. I'm also looking at making some modules, which is a lot of numbers and not a lot of flash so this is pretty much the only thing worth showing at the moment.


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#7444 Obsttorte

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Posted 26 August 2017 - 12:24 AM

Nice one, Spooks. Two notes if I may dare

  1. Guessing from the brightness of the light that comes through the windows, their glass should be more brighter and less blueish.
  2. It is a matter of taste, but the stone window frames stand a bit in contrast to all the wooden panels. Also it looks odd that they stand out that much.

Love the skeleton, though :)


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
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#7445 Spooks

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Posted 26 August 2017 - 08:39 AM

Thanks, yeah, it's a shame that Spring's exterior mansion windows don't have an interior variation. I think a skin change can work in this case but I'm still not so sure if the geometry of the model will fit the interior, even when indented in the wall.


My FMs: The King of Diamonds (2016)

 

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#7446 Bikerdude

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Posted 26 August 2017 - 08:51 AM

Thanks, yeah, it's a shame that Spring's exterior mansion windows don't have an interior variation.

I made a number of interior prefabs for one set of the external wall/window sets.

Here is my art test room for the current thing I'm doing.

I created a lit skin for that window, should be on SVN.


Edited by Bikerdude, 26 August 2017 - 08:54 AM.


#7447 Springheel

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Posted 26 August 2017 - 08:53 AM

Thanks, yeah, it's a shame that Spring's exterior mansion windows don't have an interior variation.

 

Is interior_mansion01/window01_seperate.lwo not in 2.05?  I can send it to you if not, but I'm pretty sure it is.



#7448 Obsttorte

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Posted 26 August 2017 - 11:50 AM

 

Is interior_mansion01/window01_seperate.lwo not in 2.05?  I can send it to you if not, but I'm pretty sure it is.

It is. He probably missed the interior folder.


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

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#7449 Spooks

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Posted 26 August 2017 - 01:12 PM

 

Is interior_mansion01/window01_seperate.lwo not in 2.05?  I can send it to you if not, but I'm pretty sure it is.

 

 

It is. He probably missed the interior folder.

 

That is an interior version of mansion01_window02, what I used in the screenshot was mansion01_window04, which is both way bigger and only has one row of windowpanes.

 

I made a number of interior prefabs for one set of the external wall/window sets.

I created a lit skin for that window, should be on SVN.

 

 I assume this is on the speedbuild thread you made? Thanks, I'll take a look and see.


My FMs: The King of Diamonds (2016)

 

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#7450 Springheel

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Posted 26 August 2017 - 02:08 PM

That is an interior version of mansion01_window02, what I used in the screenshot was mansion01_window04, which is both way bigger and only has one row of windowpanes.

 

 

Sorry, I should have looked more closely.  That model was made for the church in the update to St Lucia...it's not actually to scale with any of the mansion modules, although it uses the same style.  That's why there's no internal version, since it's taller than the internal modules.  I could make a version with a smaller wooden frame if you like.





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