Jump to content


Photo

Springheel's Stuff


941 replies to this topic

#926 STiFU

STiFU

    Uber member

  • Development Role
  • PipPipPipPip
  • 3122 posts

Posted 02 February 2015 - 03:29 AM

So much high quality stuff here. Great work!



#927 Obsttorte

Obsttorte

    Scripting guru, Mapper

  • Active Developer
  • PipPipPipPipPip
  • 5152 posts

Posted 02 February 2015 - 04:48 AM

It would be good to have skins for those modules wit windows that uses colorme versions of the glass textures. This way mappers could color the windows using the "_color" spawnarg.


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

End of shameless self promotion.

#928 Bikerdude

Bikerdude

    Mod hero

  • Member
  • PipPipPipPipPip
  • 18643 posts

Posted 02 February 2015 - 06:36 AM

To use a well known phrase all the kids use these days, 'man thats sic'. I think Ive said it before in this thread, but these assets are extremly impressive and better than some of the ones in T4.

 

One observation is the distance from the floor of the ground floor window in relation to the front door, the floor inside would be level with the bottom of the windows.



#929 Springheel

Springheel

    Creative Director (retired)

  • Admin
  • 36409 posts

Posted 02 February 2015 - 08:55 AM

It would be good to have skins for those modules wit windows that uses colorme versions of the glass textures. This way mappers could color the windows using the "_color" spawnarg.

 

 

I've included a few of my favourite windows as skins, but mappers will be able to add whatever skins they like.  There's a great deal of flexibility in that regard.

 

One observation is the distance from the floor of the ground floor window in relation to the front door, the floor inside would be level with the bottom of the windows.

 

 

I see what you're saying.  I have seen plenty of buildings with raised doors and low windows, though, so perhaps there are stairs going down on the other side of the door or something.

 

http://static.latero...11518168746.jpg

 

 

 

This isn't an example of anything, but I found it and want to keep it for reference later:

https://krisgamble.f...06/img_0295.jpg

 

perfect for posh modules: http://forums.thedar...hread/?p=364608

 

example of city-kit pieces:

http://city.reallusi...5152d1f766aedf3

 

stone arches:

http://2.bp.blogspot... John's 042.JPG

 

medieval timber02 module:

http://www.polycount...ead.php?t=87615

 

timber02 modules:

http://www.polycount...ead.php?t=87615

 

great module site:

https://www.pinteres...oject-proposal/



#930 Springheel

Springheel

    Creative Director (retired)

  • Admin
  • 36409 posts

Posted 18 March 2015 - 08:38 AM

*
POPULAR

I've been making some dirt/junk models for the edges of walls and buildings.  They're not as flexible as patches (you can't change the size), but they're able to include more details, like decal edges that blend into the ground, shadows under bushes, etc, that would take mappers a lot of time to set up.

 

My question is, where would mappers look for models like this?  Would you want them all in the same place, or the leaf versions in a different place than the dirt ones?  A few potential candidates:

 

models/darkmod/misc?

 

models/darkmod/junk?

 

models/darkmod/nature/dirt?

 

Or a new folder?

Attached Files


  • Bikerdude, PsymH, Baal and 3 others like this

#931 Bikerdude

Bikerdude

    Mod hero

  • Member
  • PipPipPipPipPip
  • 18643 posts

Posted 18 March 2015 - 09:48 AM

For the textures:

 

I would say new folder for the leaves/grass based ones -

 

- textures/darkmod/decals/nature , eg  tdm_leaves_edge_01, etc.

 

And then use the exiting path for dirt for the dirt//leaves/grass based ones -

 

 - textures/darkmod/decals/dirt , eg tdm_dirt-leaves_edge_01, etc.

 

For the models:

 

- models/darkmod/nature/dirt

 

Why make models, would it not be easier just to make decal textures..? that way mappers can just use patches etc.



#932 Springheel

Springheel

    Creative Director (retired)

  • Admin
  • 36409 posts

Posted 18 March 2015 - 10:28 AM

Why make models, would it not be easier just to make decal textures..?

 

They're able to include more details, like decal edges that blend into the ground, shadows under bushes, etc, that cannot be done with single textures and would take mappers a lot of time to set up if they were doing them manually.



#933 Bikerdude

Bikerdude

    Mod hero

  • Member
  • PipPipPipPipPip
  • 18643 posts

Posted 18 March 2015 - 10:52 AM

They're able to include more details, like decal edges that blend into the ground, shadows under bushes, etc, that cannot be done with single textures and would take mappers a lot of time to set up if they were doing them manually.

Ah yes, that makes sense.



#934 SeriousToni

SeriousToni

    Beginner Contest 2012 Winner

  • Member
  • PipPipPipPip
  • 2196 posts

Posted 18 March 2015 - 10:56 AM

models/darkmod/nature/dirt

is nice I think - most important is to put them all in one place


"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

#935 grayman

grayman

    Master Builder, Coder

  • Active Developer
  • PipPipPipPipPip
  • 11840 posts

Posted 25 March 2015 - 04:48 PM

I've been making some dirt/junk models for the edges of walls and buildings.  They're not as flexible as patches (you can't change the size), but they're able to include more details, like decal edges that blend into the ground, shadows under bushes, etc, that would take mappers a lot of time to set up.

 

My question is, where would mappers look for models like this?  Would you want them all in the same place, or the leaf versions in a different place than the dirt ones?  A few potential candidates:

 

models/darkmod/misc?

 

models/darkmod/junk?

 

models/darkmod/nature/dirt?

 

Or a new folder?

 

I plunked models/darkmod/junk/dirt_edge01_weed.lwo down on my grass and there are a few things missing.

 

Attached File  leaves.jpg   165.12KB   0 downloads

 

Coming later?



#936 Springheel

Springheel

    Creative Director (retired)

  • Admin
  • 36409 posts

Posted 25 March 2015 - 06:09 PM

I must have forgotten to upload a texture somewhere.  I'll look into it.

 

For the record, I decided to put them in the darkmod/junk, since that's where mappers will likely be looking when they want debris to scatter on the ground--whether it's piles of dirt, leaves or garbage is secondary.



#937 Springheel

Springheel

    Creative Director (retired)

  • Admin
  • 36409 posts

Posted 24 March 2017 - 08:28 PM

*
POPULAR

Reviving this old thread....

 

I feel like our old bookshelf models are really showing their age.  We can't replace them because too many mappers have done creative things with them (custom textures or secret doors, etc).  So I've made an alternate version that is the same size as the original, that can be used in future maps.  There are two different book arrangements, and also a version with empty shelves.

 

 

Attached Files


  • demagogue, Bikerdude, Sotha and 6 others like this

#938 Springheel

Springheel

    Creative Director (retired)

  • Admin
  • 36409 posts

Posted 10 July 2017 - 09:30 AM

*
POPULAR

Working on a new module set, suitable for crypts and church interiors, as those are one of the glaring holes in our current module sets.  It's at 37 pieces currently.

 

 

Attached Files


  • Bikerdude, Melan, PsymH and 11 others like this

#939 Obsttorte

Obsttorte

    Scripting guru, Mapper

  • Active Developer
  • PipPipPipPipPip
  • 5152 posts

Posted 10 July 2017 - 10:25 AM

:o


  • CarltonTroisi likes this
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

End of shameless self promotion.

#940 RPGista

RPGista

    Advanced Member

  • Member
  • PipPipPip
  • 1421 posts

Posted 10 July 2017 - 05:46 PM

Looking awesome!

#941 Melan

Melan

    Contest Winner, Wordsmith

  • Campaign Dev
  • PipPipPipPip
  • 4386 posts

Posted 11 July 2017 - 02:35 AM

Very-very impressive!


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

#942 Goldwell

Goldwell

    Team Member

  • Active Developer
  • PipPipPipPip
  • 2149 posts

Posted 11 July 2017 - 04:01 AM

As always, very impressive Springheel!


The Accountant Series
Part 1 (coming soon) | Part 2: New In town


Lord Edgar Trilogy
Lord Edgar's Bathhouse | Lord Edgar's Disappearance | Lord Edgar's Estate
 
Stand Alone Missions
Spring Cleaning



Reply to this topic



  


0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users