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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 :

 

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bookseller_2017-09-15_22.25.58.jpg

bookseller_2017-09-15_22.26.36.jpg

 

Any comments are welcome !

 

++


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Nohcelf


#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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Needing dem environment models?

 

Speak to the EPI!

 

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


#7466 R Soul

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Posted Yesterday, 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 Yesterday, 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 Yesterday, 08:44 PM

Impressive!



#7469 Bikerdude

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Posted Today, 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.





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