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Diego

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Everything posted by Diego

  1. The lights are coming out nicely too, but I'd suggest more color to set a tone for the whole environment. It's not really about realism or simulating the vitral colors, it's just visually appealing. googled a few examples of cathedrals with different colors (spoilered to make it compact) but these are photographs.. the cool thing about painting (or making tdm levels ) is that you can push the tone even more! and get really moody enviroments. Orange Green Purple Google now has a really cool feature of filtering your image search results by color, btw. Edit: I realize that I haven't slept in quite some time. So I may not be making a lot of sense
  2. totally forgot about that.. I've found the blank note too, and also tried to hold it against a fire to see if a secret message appeared!
  3. Wow, the cathedral! Is that lighting final/wip or are you just using it to work out the geometry?
  4. Yes! But, at least for now, for projects pursuing high quality, photoshop is still the best tool for that (ZB or Mudbox is frequently used to paint over the seams of the UVs). For a first try that is amazing! you have a good eye for volume
  5. Zbrush is also more appropriate for organic modeling, the differences are: ZB has hundreds of features, harder to work and more expensive. I prefer Mudbox, though. Zbrush is a good software, it was the first to introduce this concept of high definition modeling but it's so not practical! it has the most useless set of features I have ever seen in a 3d software, followed by the most alien user interface. Mudbox was made with exactly that in mind: a software uniquely made for high definition modeling. It feels just like Maya or 3ds max, only here we make highres models and nothing else. Sculptris does the basics and it's free! Also, the ability to subdivide the mesh with the brush is really cool!
  6. Thanks for the info Arcturus Even being simpler than Mudbox and Zbrush this is very innovative feature! I don't remember seeing it in any other soft.. and it fits really well with my workflow. I first make the high res mesh then model the low res on top of the highres, so the topology doesn't really matter.
  7. God, if that game wasn't so damn fun those random puzzles would be really frustrating! I think the best illustration of this was electrocuting Max to stop the love boat
  8. I gave it a try and it feels nice. I saw something in the video that intrigued me, he seems to be able to create more geometry on the fly (with a horrible topology, but who cares!) but I couldn't reproduce or even find a list of features.
  9. Really good and well balanced mission! I did had some fps problems at some moments (I think it has to do with the thunder) and one freeze, wich unfortunately happened during a quick save, corrupting the file. I still had fun, though
  10. I didn't see any Revenants! :-o What mission can I find some? Edit: oh, there are no missions with them yet! (just got a little carried away)
  11. Diego

    Feeding

    Yeah, you have a point. When it's not complicated to implement (in this case, already is) there's no point in vetoing. (is "vetoing" a real word in english?)
  12. Ok, see if this link works: http://www.4shared.com/file/PI9se6_C/InventorModel.html Since I can't make a fully working model in-game ready and all that, I'm giving you every piece of the puzzle so you can assemble and modify it at your will. (that's why it's 140MB)
  13. Diego

    Feeding

    Or it could be combined.. if you take the potion and eat something it will increase the healing! ACtually, I don't think the ability to eat food add anything to the gameplay. At first we think it's fun "yay! I can eat all the food supply of this soon-to-be-poor guy!" but it won't take long to start ignoring it as junk item.
  14. Sounds fun Try the International Journal of Computer Vision. I believe the keywords here are superpixels or turbopixels (or something like that)
  15. Bloom and high quality interaction shader are the same thing? I have the latter on and ambient shader (if I remember correctly) in 'standard'. (I don't think they are the same, though)
  16. I totally forgot about this bloom thing (doh) I turned it on in the previous version when this option was present in the menu, I think. So, to turn it back off it's in the DoomConfig.cfg and change the line to seta r_bloom "0"? Is there anything else? Because it doesn't seem to be making any difference.
  17. Hi there, This has been bugging me for a while as is something I don't see in your screenshots. The lights are very bright, to the point where I lose details over the lit areas. Example: I tried messing with the gamma/brightness sliders but even at the lowest values it doesn't work. Any ideas?
  18. I hope people don't mind our own spoiler tag. Pior que eu encontrei essas caixas! retirei elas, olhei pra cima, pros lados e... faltou olhar pra baixo Que burro! hehe
  19. Well, the second part was much easier! But not less fun @Igor bes Thiefer
  20. Just played the first part! I'm just going to hide the whole thing so I don't let any spoiler slip. Can't wait to play the next one! I'm just going to work a little before that to ease my conscience By the way, the leg dragging zombies are *really* cool, but they are too peculiar to have more than one or two per level, in my opinion. Aren't there other kinds of zombies available?
  21. How about a new creature? This looks like a nice window to come up with some original (and unfamiliar) content for the TDM I remember a thread with someone suggesting a creature that could only see in the shadow.
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