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#1 Dragofer

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Posted 08 April 2015 - 07:04 PM

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Downloads - the most up-to-date
Dragofer's Stuff an all-in-one package of many of the assets found in this thread. Skins and materials have been merged so there's no overlap.

Individual downloads below:
Barouche - a posh carriage
Stagecoach - a sturdy carriage for four
Coffin - an old coffin
Hookah - a waterpipe for smoking Mandrasola
Ketch - a weathered small ship, fully mapped, modular so it can be sailing, moored, accessible etc.
Oil Lamps - posh or rustic oil lamps & lanterns
Vintage Lamps - very posh brass lights for mansions
Prefabs & Particles - a collection of prefabs and particles, i.e. fireplaces, furniture, see below for list of contents
Privy Chair - a rustic toilet seat
Seating - a church pews combo + two early rustic old chairs

Further downloads besides the all-in-one:
Schooner & Sloop - a test map containing two mapped ships
Caravel - a merchant ship made in Blender, including a scale model
 
 
Original release posts
Ships
Post #1 - Schooner [Variants: steamship]
Post #9 - Sloop (Post #33 ingame)
Post #97 - Caravel + accessories [Variants: scale model]
Post #123 - Ketch [Variants: sailing or moored, scale model]
More scale models including of a 5th ship, the Invernesse, can be found in Down by the Riverside (they're less optimised)
 
Carriages
Post #19 - Stagecoach
Post #102 - Barouche
A moving stagecoach setup can be found in both maps of Down by the Riverside
 
Lamps
Post #33 - Sphere lamps
Post #108 - Gas lamps collection
Post #120 - Vintage lamps collection
 
Ambients
Maritime ambients (included with the Ketch)
Dragofer's ambients
 
Other models
Coffin: Post #102
Altar: Post #102
Privy chair: Post #109
Hookah: Thread

 
Prefabs
Fireplace, marble: Post #113
Fireplace, rustic: Post #102
Statue with seating: Post #116
Naval clock
Covered loaded cart
Rustic bed
Ship-derived bunk beds
Workbench
Large garden arrangement
Rustic wardrobe
 
Particles
tdm_wisp - a glowing faintly pulsating orb of light
tdm_smoke_ceiling - black smoke for indoor fires
 

Original post in Dragofer's Stuff, starting from here
 
Spoiler

Edited by Dragofer, 10 July 2017 - 10:07 AM.

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#2 Noordung

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Posted 08 April 2015 - 07:39 PM

Very nice looking ship. Just dont make it too tight because I remember some problems in 1st officer room in your carrack. As a suggestion ship could have steam powered winches for sails and anchor like 19th century schooners. Since you cant really put many sailors on ship this would be perfect excuse for smaller crew.



#3 Moonbo

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Posted 08 April 2015 - 07:46 PM

Looks really good, the only crit I would have is the lack of hammers on the altar (assuming this is for TDM of course).


Edited by Moonbo, 08 April 2015 - 07:47 PM.

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#4 Springheel

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Posted 08 April 2015 - 07:54 PM

I'd be happy for others to use it before I do (a while still), though it still needs to be optimised a lot.

 

It's several months away, but there could definitely be a use for those ships in an upcoming project.


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#5 Tr00pertj

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Posted 08 April 2015 - 08:10 PM

Man That is awesome. Absolutely well made so far and very impressive.

 

There is a pop about 141.00 in the exterior sound effect stream I think sort of broke the otherwise engrossing sound environment. I could just imagine creeping on and looking over my shoulder as the crack of a rope struck a mast.


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#6 Dragofer

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Posted 09 April 2015 - 04:18 AM

Very nice looking ship. Just dont make it too tight because I remember some problems in 1st officer room in your carrack. As a suggestion ship could have steam powered winches for sails and anchor like 19th century schooners. Since you cant really put many sailors on ship this would be perfect excuse for smaller crew.

 
The problems of using a tight space are very familiar to me, I lost count of the number of times I wanted to extend the carack :P After my last experience this one will be more user-friendly. The rooms will use the whole width this time, and with the different hull this new ship has almost the same interior length and width as my old one despite being much smaller. At this point I'll also say that it takes almost the same time to build a smaller ship (exterior) as a larger ship.
 

Looks really good, the only crit I would have is the lack of hammers on the altar (assuming this is for TDM of course).

 
That was meant as a church of God, but with a few tweaks and extra patches the cross can turn into a Builder hammer.
 

Man That is awesome. Absolutely well made so far and very impressive.
 
There is a pop about 141.00 in the exterior sound effect stream I think sort of broke the otherwise engrossing sound environment. I could just imagine creeping on and looking over my shoulder as the crack of a rope struck a mast.

 
Thanks for your opinion :) - yeah, you can hear a car and someone speaking at some points in the recordings, so my plan is to take a clean 20 second piece and loop it.
 
That's quite stormy weather you're imagining there, my impression is that most of the sound the ropes make is the clattering in the wind and when the mooring ropes rub along the hull and make a creaking noise. But there's a decent ambient for very stormy seas too:
wind - http://freesound.org.../sounds/115332/
sea - http://freesound.org.../sounds/246515/

Edited by Dragofer, 09 April 2015 - 05:20 PM.


#7 Bikerdude

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Posted 09 April 2015 - 05:22 AM

Very nice work young man, that ship is very impressive. My only crits/feed back are -

  • The darkwood used on the hull wont show up to well in-game as its too dark. Maybe change it for "textures/darkmod/wood/boards/ship_hull_dark"
  • The fence on the board plank woudnt be of much use for grabbing onto at the top near the ship. Fyi the handrail should be no more thna 48 units above the plank.
  • Very nice alter, but instead of a scross we should have a builder symbol/model.


#8 Tr00pertj

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Posted 09 April 2015 - 08:48 AM

I get what your saying about creeks from the moorings rubbing against the hull. Thats very much part of the internal sound file I think. Environment effects anyone would be happy with but I didn't hear any poeople.

Edited by Tr00pertj, 09 April 2015 - 08:54 AM.

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#9 Dragofer

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Posted 13 April 2015 - 04:09 PM

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A new ship today, a sloop for a modest merchantman or for a traveller who's in a hurry:

 

Spoiler

 

 

And the altar was slimmed down to 600 polys and has a true hammer symbol on it now:

 

Spoiler

 

These ships are enjoyable to make so I'd like to do a few more different types for fun. Maybe some small reusable ships for harbours, but I'm open to literally any suggestions  :)

 

Edit: Some ambient loops for use on ships, 5 files, the source sounds are from www.freesound.org:

 

- sailboat_interior_loop. Sound by AugustSandberg

- weather_wind_docks_loop. Sound by jimsin

- weather_wind_aggressive_loop. Sound by deku

- water_ocean_stormy_loop. Sound by kangaroovindaloo

- water_ocean_stormy_ondeck_loop. Sound by kangaroovindaloo

 

www.dropbox.com/s/d2aatkgploy5v07/maritime_ambients.rar?dl=0


Edited by Dragofer, 14 April 2015 - 04:15 AM.

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#10 Bikerdude

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Posted 13 April 2015 - 04:20 PM

Very impressive as always young man :-)



#11 RPGista

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Posted 17 April 2015 - 02:01 PM

Sorry mate, did you say you made those "inside" DR?! Because that would be mental, you deserve some kind of award or something, those models look very refined, plausible you know. And theres a whole fleet of them!

 

Im not sure people are actually aware of the kind of work going on here. Amazing stuff, hopefully you'll put it to good use in your own mission?

 

BTW whats with all these creative work being modeled in DR, Airship Ballet's chests, these ships... :)


Edited by RPGista, 17 April 2015 - 02:02 PM.

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#12 Dragofer

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Posted 19 April 2015 - 04:35 PM

Thanks! I'm glad to hear you like these.

inside DR?


Using DR is a bit of a habit - by now I'm familiar with the editor, unlike Blender. There are a lot of vertices to drag around, but it works eventually and it's much less technically involved, skipping things like unwrapping and exporting, and you can use the same controls you've practised in map-building already. Maybe this explains the latest trend in using DR this way.

Sometimes I wonder if there are differences between a patch (.ase) "model" and one in Blender, like performance, but then again in a patch ship it's much easier to turn off/on shadows and clipmodels or for someone else to make changes.

hopefully you'll put it to good use in your own mission?


Certainly, the sloop will be the only reliable connection between a settlement in Newfoundland and an outlying locale, and the tallship brings an unwelcome visitor. What fun mapping is :P
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#13 Bikerdude

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Posted 19 April 2015 - 04:54 PM

 Maybe this explains the latest trend in using DR this way.

I make all my  models in DR, I just wish the .ASE export didnt screw about with the textures.



#14 Obsttorte

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Posted 20 April 2015 - 01:38 AM

I've fixed this a while ago. Do you have the latest export script? (I barely remember greebo forgetting about adding it)


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Mapping and Scripting: Apples and Peaches
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#15 Bikerdude

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Posted 20 April 2015 - 04:55 AM

I've fixed this a while ago. Do you have the latest export script? (I barely remember greebo forgetting about adding it)

I could have sworn I asked him to intergrate the latest script into the DR 2.03, here is a copy of it -

 

Spoiler


#16 Obsttorte

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Posted 21 April 2015 - 01:11 AM

Nope, that's the old one. Use this instead: http://forums.thedar...orter/?p=318475


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
My wiki articles: Obstipedia
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Texture Blending in DR: DR ASE Blend Exporter

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#17 Bikerdude

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Posted 21 April 2015 - 03:15 AM

Youv'e linked me to the ase_blend_export thread?.



#18 Obsttorte

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Posted 21 April 2015 - 01:07 PM

The blend export script works like the normal export script if you don't use the blend texture. ;)

 

I don't have a fixed version of the original script lying around, although I think I've uploaded it once here. But I would have to search it. It's easier if you just use that one.


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

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#19 Dragofer

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Posted 07 May 2015 - 11:35 AM

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A horsedrawn stage coach, and some new lamps. They would use these coaches in the past for covering long distances overland with packages, passengers and maybe also funds for a business transaction onboard.
 
ZZWm76R.jpg
 
7P7S6Dp.jpg

 
abxawRt.jpg
There are real candles in the lanterns, and you can look out through the windows (or guards can look in).

 
O6oLZkN.png
Stats for this one are: 9800 polys, of which 5400 polys are shadowcasting, with 7 different textures (2 wood, 2 metal, 2 leather, 1 glass). If you'd like to use it in your map too, here's a link:
 
[Obsolete]
 

AKTgP2S.jpg
Also 2 new lights: the tall lamp is electric with a bulb, with those dangling ropes it's 3100 polys, 1300 without. It's strange because the ropes and their ends are fixed at 1 subdivision. Luckily lamps aren't set to cast shadows.
 
The small one is an old oil lamp at 540 polys.
 
Fiddling with the textures and technical setup so they become usable is on my to-do list ;)

Edited by Dragofer, 29 June 2017 - 10:19 AM.

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#20 Airship Ballet

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Posted 07 May 2015 - 11:51 AM

Core mod *bangbangbang* core mod *bangbangbang* core mod *bangbangbang*


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#21 Bikerdude

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Posted 07 May 2015 - 12:36 PM

Agreed, a lot of these incredably impressive models will have to be added to the mod, the stagecoach while impressive is a tad too modern. But on the subject of the stagecoash, you should make one thats static and closed aswell for mappers to use (will have less tris with no interior etc)

 

@Dragofer, can you PM a link to all the models you have made and I will go through them and add all the apropriate ones to the SVN so they are part of the eventual 2.04 update.



#22 Springheel

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Posted 07 May 2015 - 02:28 PM

I don't think the stage coaches are especially modern. 

 

"By the mid 17th century, a basic stagecoach infrastructure had been put in place.[6] The first stagecoach route started in 1610 and ran from Edinburgh to Leith"

 

It's pretty damn impressive, but what format is it?  It's harder to include assets that aren't models or entities.


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#23 Goldwell

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Posted 07 May 2015 - 02:39 PM

I don't think the stage coaches are especially modern. 

 

Agreed, and they would make an excellent addition to the mod.

 

Speaking on the topic of what gets added to the core mod how does that process work? is it upto just whoever places the models in the SVN or do you guys discuss things behind the scenes? or is it just one person deciding what they think should be added or not?


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#24 Dragofer

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Posted 07 May 2015 - 03:48 PM

Thanks for your comments  :)
 

Agreed, a lot of these incredably impressive models will have to be added to the mod, the stagecoach while impressive is a tad too modern. But on the subject of the stagecoash, you should make one thats static and closed aswell for mappers to use (will have less tris with no interior etc)

 
I've followed your suggestion and stripped out the interior. That reduced the total polys by 1000 and now 2100 polys cast shadows. And it led to a fun discovery: the dark wood is actually a colorme texture! I've made another version of this coach that uses the colorme texture for the trim too, so you can select the trim or body panels and give them new colours with the _color spawnarg. A small downside is that the trim looks less sharp because the original texture gives a shadow at the edges.
 
Exterior - [Obsolete]
Exterior, colorme - [Obsolete]
 
BNDYioi.jpg
 
compared to
 
ZZWm76R.jpg
 

 
 

@Dragofer, can you PM a link to all the models you have made and I will go through them and add all the apropriate ones to the SVN so they are part of the eventual 2.04 update.

 
 
Sure, a lot of these things just need to be fixed up so they work properly.
 

I don't think the stage coaches are especially modern. 
 
"By the mid 17th century, a basic stagecoach infrastructure had been put in place.%5B6%5D The first stagecoach route started in 1610 and ran from Edinburgh to Leith"
 
It's pretty damn impressive, but what format is it?  It's harder to include assets that aren't models or entities.

 
They're all a collection of patches made in DR. The components of the stagecoach could be converted into .ase models so they show up in the create models list, but a prefab would come with preset spawnargs and can be tweaked easily by other mappers.

Edited by Dragofer, 29 June 2017 - 10:20 AM.

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#25 Springheel

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Posted 07 May 2015 - 03:54 PM

We've really got to get you a modelling program. :)


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