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CrashT

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Everything posted by CrashT

  1. Yeah, the ambient is set to either 5 or 7 brightness, I can't recall exactly. It may be too low I'm not sure, it looks ok on my screen but I'm usually testing everything in windowed mode which might be slightly unrepresentative.
  2. I tend to create broad layouts first before I work on details, in part because my environment art skills aren't the best. The basic layout is in place along with visportals and NPCs, though obviously both of those things can and probably will change as I layer on details. This is an image looking up from some stairs in a back alley, one of two ways to reach a dilapidated building that's being used by some other Thieves. Currently it's lit from above, so the path itself can be relatively dark, though I'm not sure how well that illuminates the trees. The main objective of the level, you can enter the house either through the front doors, a servants door leading to the basement level or an attic window from a warehouse across the street. The area outside the front is too sparse and open though I'm not really sure what to do with it. Suggestions welcome. These last two are of the warehouse next to the house above, only basic geometry at the moment though I'm trying to decide if I want a slightly more modern looking structure akin to something from Shipping and Receiving or if I want to replace it with an older half timber building. The pipework and platforms are for moving between the upper floors of the surrounding buildings. Another corner of the warehouse. I'm not sure if I want to keep it really, it serves a function within the level though I could replace it with some other building. It's supposed to be operated by the person in the house next to it, hence its presence in a slightly more upscale neighbourhood. As I said, environment art is not my strongest skill so I'm open to ideas about how to make these areas look better. Also the lighting is temporary but any suggestions regarding improving that would be appreciated too.
  3. I'm still seeing this problem too, along with a freeze and eventual crash at the GlobalFixTJunctions stage of DMap in any maps containing the following model: "models/darkmod/architecture/fencing/fence_spike_01_tall_1_segments.ase" It's possible it's some neophyte error on my end.
  4. Yeah, that's me. Decided it was past time I put my talent where my mouth is or something like that. A few more shots of what I've been working on. I've got the basic layout for the FM I have in mind blocked out, so I created a test map to work on how the buildings should look. The environmental art side of level design has always been my weakest part, so I wanted to focus on that for a bit.
  5. Hi, just started using Dark Radiant a few days ago. Got some ideas for a few FMs, so we'll see if I can learn DR without confusing myself too much by using UnrealED shortcuts. I've included a picture of a very early stage, just thought it'd be amusing if I do finish to see how horrible it looked to begin with. Also wanted to just say hello and this seems like as good a place as any. Some of you folks might remember me from the old Ion Storm Austin forums.
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