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#926 STiFU

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Posted 02 February 2015 - 03:29 AM

So much high quality stuff here. Great work!



#927 Obsttorte

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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.


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#928 Bikerdude

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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

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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

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Posted 18 March 2015 - 08:38 AM

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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?

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#931 Bikerdude

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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

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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

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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

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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


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#935 grayman

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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

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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

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Posted 24 March 2017 - 08:28 PM

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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.

 

 

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#938 Springheel

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Posted 10 July 2017 - 09:30 AM

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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.

 

 

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#939 Obsttorte

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Posted 10 July 2017 - 10:25 AM

:o


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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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#940 RPGista

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Posted 10 July 2017 - 05:46 PM

Looking awesome!

#941 Melan

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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

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Posted 11 July 2017 - 04:01 AM

As always, very impressive Springheel!


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#943 Springheel

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Posted 23 September 2017 - 06:58 PM

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Added a double-door and some stained glass models to the church module set.  The two statues were models originally started by Oddity, and finished recently by Epifire.

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#944 Epifire

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Posted 23 September 2017 - 11:01 PM

Coming along nicely! I'm wondering, in total how many new lwo files are encompassing the new pack (all unique variants included)?

 

Also I noticed you mirrored the statue. Good call, as it looks much better with symmetrical details flanking the doorway.


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You need a model? Epi does you a model.

 

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#945 Goldwell

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Posted 24 September 2017 - 12:32 AM

Damn that's looking awesome!


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#946 Springheel

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Posted 24 September 2017 - 08:04 AM

Coming along nicely! I'm wondering, in total how many new lwo files are encompassing the new pack (all unique variants included)?

 

 

There are 47 model files in the church set.  There are about 5 skins for each one, so some decent flexibility.


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