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So, what are you working on right now?


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#7451 Spooks

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Posted 27 August 2017 - 09:57 AM

When I finalize the modules and layout and it comes to the environment pass, I'll see about contacting you about it. Thanks!


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#7452 ERH+

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Posted 06 September 2017 - 05:23 AM

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I hope it will go through testing fast - anyone want to try?

 

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#7453 ERH+

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Posted 06 September 2017 - 05:25 AM

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#7454 ERH+

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Posted 06 September 2017 - 05:28 AM

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#7455 Goldwell

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Posted 06 September 2017 - 05:42 AM

Wow very unique and very impressive ERH+


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#7456 Amadeus

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Posted 06 September 2017 - 06:44 AM

Whoa! This looks amazing ERH!

#7457 nbohr1more

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Posted 06 September 2017 - 07:29 AM

ERH+ I played a little last night. It's awe inspiring. My only issue was that I couldn't see my inventory to cycle it with the helmet on.

I was testing on SVN so I'll double-check on 2.05.

 

This is probably suffering some sorta beta-test paradox. It looks so good that nobody wants to spoil it for themselves by beta-testing. :wub:


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#7458 ERH+

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Posted 06 September 2017 - 04:21 PM

@nbohr1more, yes this helmet overlay is somehow immune to overlay's level (100 not enough?) and you even have to blindly circle inventory to put down helmet itself.


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#7459 PsymH

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Posted 07 September 2017 - 12:53 PM

I'm speechless... :o



#7460 Sotha

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Posted 07 September 2017 - 11:36 PM

All those details make my head spin.

Amazing work! <3 <3 <3 \ <3 <3 <3
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#7461 NeonsStyle

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Posted 07 September 2017 - 11:43 PM

WHOA... those look absolutely awesome. Love your use of colour, and the details. I hope when you're done, you'll release those organ pipes. :) 


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#7462 demagogue

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Posted 08 September 2017 - 08:53 AM

Consistently interesting texture, color, lighting, and brush work in practically every shot.

People should take notes from these; it's really great work.

Can't wait to play it.


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#7463 Nohcelf

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Posted 15 September 2017 - 03:37 PM

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Hello,

 

I have almost finish my very first room for my first FM. I need to monsterclip the room and test if AI is able to walk around but I have at least 32x32 spaces between stuff... Should work if I'm not wrong.

 

3 screenshots :

 

bookseller_2017-09-15_22.25.31.jpg

bookseller_2017-09-15_22.25.58.jpg

bookseller_2017-09-15_22.26.36.jpg

 

Any comments are welcome !

 

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#7464 Dragofer

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Posted 15 September 2017 - 06:24 PM

(My phone screen is dark so I can't make out details too well but) that room looks very good, full of detail and good composition - things fit together well. I can see you like using lavish amounts of entities just like me - that's all well and good now, but if you later want to make missions of above-average size you'd need to get into the habit of using your 7000 entities more effectively.

 

On the topic of monster clip, AIs actually need more than 32x32 units of space to move, I use 33x33. You can create a 33x33 test brush to measure the width.


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#7465 Epifire

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Posted 16 September 2017 - 01:52 PM

Pretty slick stuff there Nohclef, I like the pacing and vibes with the details going on there.


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#7466 R Soul

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Posted 23 September 2017 - 07:14 PM

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I don't know if this is an FM or if I'm just trying things out, but I've found that I much prefer to make 'detail' objects in Blender.

 

E.g. curved ceiling with pillars:

tut_2017-09-24_01.08.38.jpg


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#7467 demagogue

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Posted 23 September 2017 - 08:27 PM

We've been encouraging mappers to do that from early on. It looks awesome!


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#7468 Springheel

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Posted 23 September 2017 - 08:44 PM

Impressive!



#7469 Bikerdude

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Posted 24 September 2017 - 02:39 AM

I don't know if this is an FM or if I'm just trying things out, but I've found that I much prefer to make 'detail' objects in Blender.

Nice to see some more of the ttlg alumni over here fella.



#7470 Goldwell

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Posted 05 October 2017 - 10:38 AM

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#7471 Obsttorte

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Posted 05 October 2017 - 02:15 PM

"The weather outside is frightful, but the snow is so delightful ... " :)

 

Nice one as always, Goldwell. The only thing that looks odd are those angled fences on that roof in the center of the image. A sheared patch with a suitable fence decal might look better.


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#7472 MirceaKitsune

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Posted 05 October 2017 - 04:25 PM

"The weather outside is frightful, but the snow is so delightful ... " :)

 

"And since soft shadows are on the snow..."



#7473 Melan

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Posted 05 October 2017 - 04:31 PM

Nice one, Goldwell!

 

(Those "soft shadows" are actually a light shader. Not there yet.)


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#7474 MirceaKitsune

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Posted 05 October 2017 - 04:53 PM

Nice one, Goldwell!

 

(Those "soft shadows" are actually a light shader. Not there yet.)

 

Ahhh... fair enough. Yeah a textured shadow makes more sense for emulating that sort of lamp. I saw another screenshot of real soft shadows being worked on though, so it's definitely getting there :)



#7475 HMart

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Posted 05 October 2017 - 09:23 PM

Very nice Goldwell, but your map does remind me that TDM needs a better snow material (perhaps a shader), i just hope that after the GLSL render is done i will be able to donate one (no promises), i'm learning GLSL shading for my game, for example one that "sparkles" a little as the player walks around, also those roofs need something to break the edges perhaps some ice spikes/ ice stalactites. I would also use some deformed patch's with the snow material applied to break the flatness of the snow along the roof surface, like we do to ground surfaces. 
 
something like this:
 
XL_19449_February_2009_038.JPG

Just my two cents. :)


Edited by HMart, 05 October 2017 - 09:24 PM.

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