grayman Posted March 8, 2012 Report Posted March 8, 2012 Very nice, though isn't it conventional that 'up' equals on for switches? Quote
fllood Posted March 9, 2012 Report Posted March 9, 2012 On 3/8/2012 at 10:59 PM, grayman said: Very nice, though isn't it conventional that 'up' equals on for switches?Not in Europe ;-) Quote "To rush is without doubt the most important enemy of joy" ~ Thieves Saying
Constantine Posted March 9, 2012 Report Posted March 9, 2012 That's interesting. I always thought that the upper position is 'on' Quote
Baddcog Posted March 11, 2012 Report Posted March 11, 2012 Not me but Gumdrop from TTLG (oh, lol, it is one image... I said the first and last would be great for us) Painted these and a few others, the others I didn't feel were a good fit but he's going to get me high res images of these. He also said he'd be willing to do some requests. I said a fair maiden, rich people, tdm related but nothing specific. If anyone has specific requestes that would be good to add to TDM let me know and I'll ask. Quote Dark is the sway that mows like a harvest
RPGista Posted March 11, 2012 Report Posted March 11, 2012 Yes, very cool, he seems to get real life photos and then paint over them on photoshop? Not that it matters much, but off the top of my head (its been many years) the oonly/earliest painter that would create portraits over a blurry background was Velázquez, he might be a good reference for grumdrop: Quote
Bikerdude Posted March 11, 2012 Report Posted March 11, 2012 here are some more WIp screen from my WH update - Re the previous post, very nice images there from Gumdrop.. Quote
pusianka Posted March 11, 2012 Report Posted March 11, 2012 I didn't play WH since the first version and seeing these screenshots I AM SO PUMPED TO PLAY IT!!! Quote
Baddcog Posted March 12, 2012 Report Posted March 12, 2012 Looking really good. Those shots show how far TDM has come really. A lot of the early missions were pretty rough and really had that early T2 feel. These have a lot more of the current T2 feel... "I can't believe it's the same engine' thing. But the first shot is a good example of how TDM can look better than T2 with the ceiling that just can't be done in T2 (sans objects with no/horrible collision and require modelling knowledge, etc..) if i hear any more plasticy complaints Imma gonna e-murder someone lol Quote Dark is the sway that mows like a harvest
SiyahParsomen Posted March 12, 2012 Report Posted March 12, 2012 Very nice Biker. I didn't recognize the mission until read the description. SH would be proud. Quote
Melan Posted March 12, 2012 Report Posted March 12, 2012 Plasticity! Plasticity! (good job; wish it was for a new mission, though) 1 Quote 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
Bikerdude Posted March 12, 2012 Report Posted March 12, 2012 On 3/12/2012 at 9:54 AM, Melan said: (good job; wish it was for a new mission, though)It will praticly be a new mission by the time Im finished with it.. btw can everyone see the images ok, as there a bit on the darkside for me. Quote
nbohr1more Posted March 12, 2012 Report Posted March 12, 2012 (edited) Those are some terrific shots Biker! I think we're quite lucky that Biker is so inspired by others' works. Winter Harvest was (perhaps) unfairly given poor marks so a little redemption for the mission is fine (in spite of the unfortunate behavior of the original author... ) Edited March 12, 2012 by nbohr1more Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...)
RPGista Posted March 12, 2012 Report Posted March 12, 2012 Thats fantastic Biker, I really like the overall feel of the textures and materials, the little architectural details (as well as the construction elements that give the spaces more expression) and the believable way things are organized. This is a full blown expansion then, I wonder how are you going to stretch the rather minimalistic storyline throughout all those new spaces, with reading material I suppose... Though you do have the means and the talent to add more recorded conversation and narration... Quote
Bikerdude Posted March 12, 2012 Report Posted March 12, 2012 On 3/12/2012 at 1:13 PM, RPGista said: I wonder how are you going to stretch the rather minimalistic storyline throughout all those new spaces, with reading material I suppose... Though you do have the means and the talent to add more recorded conversation and narration...Im gonna do what I wanted SH to do when i was helping him with it, the new story will be basic roughly on the old one, but just with more details etc so the player knows whats going one and is drawn in etc. I may add some dialogue and as SH is no longer on here I will ask Sotha or one of the other scripting/cinematic geniuses around here to help. Quote
RPGista Posted March 12, 2012 Report Posted March 12, 2012 (edited) ^ Sounds great. I was working on this yesterday, as an exercise on modeling, its an olive press (dont know the term in english), which might be used to decorate (rural) working areas (which seem to be lacking in TDM). I was wondering wether I should insist on the modeled details for the stone parts (wheels and base), or just round the edges a bit and hope to add the stone cuts and details mostly through future texture work? I might model it anyway for the practise, but I could save a simpler version for texturing. There's still work to be done on the handle and that wood core as well. Edited March 12, 2012 by RPGista Quote
Baddcog Posted March 12, 2012 Report Posted March 12, 2012 Looks pretty good. I think you could cut down on tris some. The wheels could probably be 20-24 sides max , they are pretty large so you don't want to go too few sides. A beveled edge would be good to keep them round/smooth/worn looking. But the rows in the middle and on the face (the extra cap segment on the far left one) are uneeded. I'd make the outside stones thicker, might as well put the stone splits in. Pretty large detail, and then you can just use a regular stone material (s)/skins on it and the normals will be the bumps in the stone. I don't think you need a normal map for this object specifically. It doesn't have any minor details to fake other than material noise. The smaller cylinders in the middle could be cut down a lot and not noticed. And the metal thing smack dab center seems way too high poly. If you want it to be useable, export the base as one piece. One stone wheel (i assume they are all the same size) with it's center at 0,0,0. And the whole rotating middle handle part as another (centered at 0,0,0). Then it can be combined/scripted. I can also see the center piece itself being used as a fountain base (with statue or pillar thing in the middle) Quote Dark is the sway that mows like a harvest
Tels Posted March 12, 2012 Report Posted March 12, 2012 Yeah, what Badcog says, if exported in these pieces, you can easily add a new center and some steps (basically just a cylindracl brush buried in the earth) outside, and get a fountain. Quote "The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950) "Remember: If the game lets you do it, it's not cheating." -- Xarax
RPGista Posted March 12, 2012 Report Posted March 12, 2012 Some pretty good info there, thanks! I think I might be able to cut the wheels faces by half manually, but Im not sure this program has an automatic way of changing subdivision levels (only upwards it seems, with smoothing). Anyway, I like the idea of using the base as a tank/fountain, though yes, it would probably need to be a bit more "solid" than that, a bit thicker. Will model the handle a bit, either replace or diminish the wheels polygons, work on those stone pieces... Quote
PranQster Posted March 12, 2012 Report Posted March 12, 2012 (edited) (11 July 2020 and this looks so funny now. These shots are quite old and much of this scene has changed.) Continued work on my pagan tree village. Many details yet to be added, but the main work is done. There are no secrets/loot, etc. yet, so no spoilers in these shots... AI are only in temp locations and on team 0 right now. Gamma upped a bit for screenshot clarity: That tree on the right needs to go... it shows a black trunk unless you walk up close and turn on the lantern. Edited July 11, 2020 by PranQster new info Quote System: Mageia Linux Cauldron, aka Mageia 8
Baddcog Posted March 13, 2012 Report Posted March 13, 2012 Is that a tree model/ If so what's the name? Quite possible just an error in the shader that can be easily fixed (and needs to be) Quote Dark is the sway that mows like a harvest
New Horizon Posted March 13, 2012 Report Posted March 13, 2012 If you're using either simple or enhanced Ambient, then the texture won't show up if the material file doesn't have the material stages for the bark setup properly. It's a simple matter of adding them in to get it working. Anytime you see a black texture while using simple or enhanced ambient, you can prove whether or not it's a material file issue simply by going into the menu and switching your ambient rendering to 'normal'. Quote
Baddcog Posted March 13, 2012 Report Posted March 13, 2012 Well, been working on this a bit on the laptop. Modular pillar set. Will have two top and two base options along with some pieces for fallen pillars, etc... Having a bit of a hard time getting a bake around some of this ionic topper though, tough shape to break down. 1 Quote Dark is the sway that mows like a harvest
PranQster Posted March 13, 2012 Report Posted March 13, 2012 (edited) On 3/13/2012 at 12:37 AM, Baddcog said: Is that a tree model/ If so what's the name? Quite possible just an error in the shader that can be easily fixed (and needs to be)models/darkmod/nature/trees/eoc_tree_001.ase On 3/13/2012 at 1:01 AM, New Horizon said: If you're using either simple or enhanced Ambient, then the texture won't show up if the material file doesn't have the material stages for the bark setup properly. It's a simple matter of adding them in to get it working. Anytime you see a black texture while using simple or enhanced ambient, you can prove whether or not it's a material file issue simply by going into the menu and switching your ambient rendering to 'normal'.Thanks, I'll check that out. Never looked for or noticed that option before, but knowing me I came across it and set it to 'enhanced' 'cause that sounds better, lol.... yes, it was set to enhanced. Will load the map later with ambient rendering set to normal. That tree's pretty ugly in DR and hopefully will look better in TDM. I used it to have some variety, but will have to remove it if it proves too ugly.Hmmm... I see the tree now with normal ambient rendering... I think I'll have to replace it. The texture on the trunk and bark is terribly stretched and distorted. Edited March 13, 2012 by PranQster Quote System: Mageia Linux Cauldron, aka Mageia 8
Melan Posted March 13, 2012 Report Posted March 13, 2012 Baddcog: I like that pillar. Would like to see more props like that, too. Quote 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
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