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Using Springheel's 2.05 Modules [download in OP]


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#51 AluminumHaste

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Posted 01 March 2017 - 09:26 AM

I don't think there is anything wrong with offering an honest appraisal guys.  Just because of recent blow ups, lets not discourage nor be afraid of letting people offer honest critique.

 

:P the issue I was having is that we've had the honest critique, several times now. It's time to move on and stop beating this dead horse, but it's back again this morning.

Let's Move ON! :)


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I always assumed I'd taste like boot leather.

 

#52 grayman

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Posted 01 March 2017 - 09:48 AM

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Some folks have seen screenshots from my WIPs since I started working with the new modules.

 

For those who haven't, here are some examples of what can be done.

 

WS4: The Warrens

 

ws4_warrens_2017-03-01_09.24.39.jpg

 

ws4_warrens_2017-03-01_09.25.31.jpg


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#53 grayman

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Posted 01 March 2017 - 09:48 AM

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WS5: Deceit

 

ws5_deceit_2017-03-01_09.28.19.jpg

 

ws5_deceit_2017-03-01_09.29.02.jpg


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#54 New Horizon

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Posted 01 March 2017 - 09:49 AM

Beautiful work! :)


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#55 New Horizon

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Posted 01 March 2017 - 09:51 AM

 

:P the issue I was having is that we've had the honest critique, several times now. It's time to move on and stop beating this dead horse, but it's back again this morning.

Let's Move ON! :)

 

I know, but being a message forum it is often too easy to take away a negative from almost any statement.  Just trying to help keep things in perspective.  Everyone here has the mod in their best interests.

 

Also, I think it's extremely important that everyone fully understands and is on the same page about this.  The Square Enix forums drive me crazy with this kind of stuff, talking about Viktoria here, where I've had posts edited for no logical reason.  I can't remember exactly what it was, but I had a link removed from my post once for ..er, I think it was sharing something that was a copyright infringement, but she hadn't even checked the link and it wasn't infringing on anything.  Didn't ask me to remove it first or even inquire as to whether it was illegal, just gone.

 

Best practice is to ask first, make edits later. :)  Right? haha


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#56 grayman

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Posted 01 March 2017 - 09:53 AM

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WS8: At Wood's End

 

Very little set dressing, mainly architecture at this point.

 

ws8_woodsend_2017-03-01_09.30.31.jpg

 

ws8_woodsend_2017-03-01_09.31.45.jpg

 

 

 

The upshot is that, after a momentary learning curve regarding the module origins, this stuff goes up pretty quickly, and can give you nice detailed results.


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#57 Springheel

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Posted 01 March 2017 - 10:22 AM

Apparently I'm out of likes, so :wub:


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#58 AluminumHaste

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Posted 01 March 2017 - 11:01 AM

Best practice is to ask first, make edits later. :)  Right? haha

 

I don't have edit power.....you're safe from me.


I always assumed I'd taste like boot leather.

 

#59 AluminumHaste

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Posted 01 March 2017 - 11:02 AM

Oh Jesus Christ Grayman!!! You can't DO THAT!!!

 

If you're going to post images like this, you NEED to include the complementary towel for drool/jizz cleanup!!!!

 

No I have to explain to coworkers I wasn't looking at porn, and they're not going to believe me!


I always assumed I'd taste like boot leather.

 

#60 grayman

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Posted 01 March 2017 - 11:46 AM

:ph34r:



#61 Bikerdude

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Posted 01 March 2017 - 02:39 PM

I like the very last shot, in the way the steps blend into the adjacent wall. On that shot the only crit is having a torch instead of a lamp on the outside - for such a well to do building.



#62 Obsttorte

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Posted 01 March 2017 - 04:39 PM

 

 

The upshot is that, after a momentary learning curve regarding the module origins, this stuff goes up pretty quickly, and can give you nice detailed results.

 

nuff said


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#63 HMart

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Posted 01 March 2017 - 09:51 PM

The upshot is that, after a momentary learning curve regarding the module origins, this stuff goes up pretty quickly, and can give you nice detailed results.

 

Fantastic work this shows how fast modular level making can be, again my kudos go to Sprinheel (sorry for all the constant praise but you deserve it  ;P )  and also greebo for making two of the most important features in DR for kit bashing, grouping and model scaling!


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#64 Springheel

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Posted 03 March 2017 - 12:14 PM

Next episode is up.  The Thieves' Highway:

 

 


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#65 Springheel

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Posted 11 March 2017 - 05:18 PM

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Next episode is up.  This one finishes off the street and demonstrates edge models, stone models, and the plain_stone02 set.

 


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#66 grayman

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Posted 11 March 2017 - 09:13 PM

Very nice. And quick.



#67 Springheel

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Posted 18 March 2017 - 12:29 PM

Next episode is up.  This is a short one, going over some performance tricks when using modules, including LOD and hide_distance.

 


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#68 Sotha

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Posted 11 April 2017 - 12:51 PM

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Played around with the modules for the first time today. Sure, they have few quirks, but once you know them, working with them is ultra-fast, fun and the instant results look gorgeous!

 

Big thumbs up, Spring! :wub: These really are a game changer for TDM!


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#69 Springheel

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Posted 11 April 2017 - 02:51 PM

Thanks!  Knowing that mappers appreciate them is good motivation to make more. :)


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#70 NeonsStyle

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Posted 12 April 2017 - 11:59 AM

The modules are just awesome. In the map I've just started, I'm making extensive use of modules and prefabs to fill out

areas. They are just wicked. It's more like setting a stage rather than architecture. It's a really interesting way to look at

it. 


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#71 Fingernail

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Posted 18 April 2017 - 05:29 AM

Enjoying these a lot Springheel, I'm making a harbour area at the moment and fleshed out a warehouse using the industrial stuff, a mansion-based "admiralty" type building and a timber sailor's inn on the waterfront. More half-length (and even thirds?) wall sections would be useful, and I suppose fairly trivial to make?

 

The issue with skins not showing on some of them is a bit annoying at first, but you get used to it. I feel like everything is vastly easier than DromEd ever was, so maybe I'm spoilt by that!

 

I don't know whose is the galleon model, but that's pretty cool too.


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#72 Springheel

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Posted 18 April 2017 - 08:19 AM

The issue with skins not showing on some of them is a bit annoying at first, but you get used to it.

 

 

If you find ones where the skins don't show and post them here, it's an easy fix.  I fix them as I find them, but I don't always find them.


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#73 NeonsStyle

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Posted 25 April 2017 - 03:03 AM

Multi Bella



#74 Destined

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Posted 25 April 2017 - 04:24 AM

Just yesterday, I used your interior modules, which are also very nice! One thing, I noticed, though, is that there are no corners that contain windows (or maybe I just missed them?), which I found rather unfortunate. Consequently, windows can only be used on straight walls, which makes the rooms quite big. I also noticed, as I wanted to use the exterior as well as interior modules on one building, that the window is placed at different heights on the interior and exterior modules. It is no drastic difference and I doubt that any player notices (or cares), but I wanted to mention it anyway. Still, it is fantastic, how quickly you can build a complete house with these modules. Figuring out at what height to place the upper floor, so it fits the staircase, is also a bit tricky, but no big deal. It suffices that you know the height once, then you can simply take this value later on. I can post the height I used, this evening, if anyone is interested. Just as for the exterior I have to say say: Great work!


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#75 Springheel

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Posted 25 April 2017 - 08:41 AM

I didn't originally design the timber01 and interior modules to match each other, but later made at least one window model that (I think) does. 

 

Your point about the corner windows is a good one.  I suspect it wouldn't be too difficult to make one using the existing models I have.


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