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Fingernail

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Posts posted by Fingernail

  1. It's the refraction, reflection AND the colour all together. I copied it straight out of Arcturus' own demo map. I believe the reflection lives at the bottom, then the refraction and color animated textures go on top.

     

    Some info here: http://forums.thedarkmod.com/topic/18643-md3-models/page-2#entry402313 and http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=406615

     

    EDIT: and here http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=406647

     

     

    But I replaced Heathaze with heathazewithalpha to get rid of the edge distortions on close objects (as far as I understand it).

     

    Nothing underneath apart from a patch with a dirt texture.

  2. Ok, edited a stage with less (more?) alpha and got a better result depth wise (less transparent water, which I think is better for sea - I can't see the bottom anymore). However, it also shows up the additive blend stage more. Definitely need a darker/murkier colour diffusemap tint for this eventually.

    post-2-0-15152700-1496612350_thumb.jpg

  3. I think this shot shows what I mean... the posts sticking in to the water and the bottom of the ship's hull look unnaturally lightened.

     

    I'm not sure if this is a result of having light directly shining at/below the water, negating the fog under it? Anyway, any suggestions on how to make it a lot murkier very welcome. Maybe I need to change the colour of the texture itself?

    post-2-0-67026900-1496611531_thumb.jpg

  4. Hi, didn't want to take up more posts in the Currently Working on Thread, so I thought I'd spin off to its own thread.

     

    I got Arcturus' water shader (but using the alpha depth heat haze shader) and animated md3 meshes working, which look great from some angles. However, the shader lightens objects below the water line, which doesn't look great for the galleon model I have in the harbour.

     

    Basically the water looks too clean and transparent, particularly from higher angles. It looks lovely from low down when you can see the light refracting off the bumpmaps and the waves.

     

    I tried using a foglight but it causes some weird colour blending when under light. I'll post some screens later.

     

    I found this thread where SteveL was trying some different effects for sea water: http://forums.thedarkmod.com/topic/18036-messing-with-sea-water/

     

    Is it possible to combine one with the other (ie. have the water darken with depth but with the animated mesh and normalmap on top which looks much better than the seawater01 texture)? I haven't had a detailed look at the shaders and am not exactly familiar with the coding involved - I will do so when I have a minute.

     

    But just in case anyone here is able to instantly tell me it's possible or not, or what I'd gain or lose.

    • Like 1
  5. My only feedback would be the spacing (height and width), its a tad on the large side, otherwise looking good with nice texture placement.

    Yeah, this had occurred to me too with the market... I was going to leave it until I had some other elements in there (stalls/AI) to decide for sure. My idea was to make it quite packed and cluttered with stalls on all sides, but obviously closed up for the night.

  6. I'd be up for this potentially... I'm still working but haven't shown anything as it's still very early stages. I've also scaled back my initial idea in favour of something smaller and more achievable, which I may actually get done....

    • Like 1
  7.  

     

    No, I always preferred making meshes to using brushwork, mostly because in Thief 3 the geometry tools were shitty, and anything more complex caused errors in the renderer. Also, in Unreal engines, brushes had no smoothing options whatsoever.

    By the way, your example uses 2 or 3 different tiling textures, isn't it even bigger performance impact? Or at least memory consumption.

    The reason I'm using SH's modules is because their detail is completely above what I could reasonably achieve in brushwork or patches (or doing so would be a huge waste of time and very inefficient). I'm also not saying SH's modules are perfectly constructed. But your example could easily be achieved, and actually would be more flexible in brushwork, you could do different heights of panel, more angles etc.

     

    I realise modules can't easily be resized, so the attraction has to be:

     

    1) I couldn't make it in brushwork or patches or

    2) It looks better than brushes would do

     

    That's not to denigrate what you made, which is a lovely texture! And you've used it, as you said, in the way that you personally prefer to map. We can argue till the cows come home about performance gains.

     

    The much more detailed panelling, or the wooden vaulted roof in your cathedral photo above would be better candidates for modules that would appeal to other mappers, I would think. I've never been very satisfied with the look of vaulting made of patches.

    • Like 1
  8. 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.

    • Like 1
  9. Hey guys it's me (what??!)

     

    I started making a map the other day having downloaded 2.05, and using some (many) of both Springheel's modules and other models in the package, and found them pretty easy to use. That doesn't mean they're totally seamless - I ended up with various gaps and stuff because of the dimensions of the walls/buildings I wanted, and had to fill with a variety of creative trim, but that's actually often how (especially older) buildings are contstructed, repaired, added to, patched up over time. You could easily end up with a very grid-like contstruction otherwise, which would fit some aesthetics but not others.

     

    I'm probably a pretty sloppy mapper, technique wise, but I guess in the end it comes down to how you prefer to work as much as anything - brushes vs models, etc. As rich says, performance is always going to be a tradeoff in some respects.

    • Like 3
  10. Yeah, I can't add much more. It started with a strong (Thief in Doom 3 engine) albeit not fully formed idea, placed within an existing community (obviously it's far harder if you're trying to do something original as you have to convince others that your idea/story/gameplay is worth making). It was also timed quite well; a lot of people were saddened that there was no definite editor release in sight for TDS, and that's only the few that actually liked TDS enough in the first place.

     

    It's funny, I don't know what the actual numbers are, but it seems like there have been more DarkMod missions released after the first beta than there were TDS fan missions after the editor release in the same period. Am I wrong?

  11. You have to bear in mind that he's trying to distinguish his new (and untested) design studio, and coming out and saying they're just going to be essentially copying the work of Looking Glass or Ion Storm is not very good for his company or the morale of the people who work there.

     

    Framing it as "doing something new and challenging" sets the agenda for his team rather than the game, I feel.

  12. I can't remember the last time a game grabbed me so thouroughly. I find it so much of an effort to stop playing it's almost absurd.

     

    There's just something vital about it, you should definitely try it.

  13. Yeah, it's a great rock ballad in many ways, I couldn't make out much of the lyrics or the singing when everything got a lot louder due to the recording, but you seemed to pull it off pretty well. Your guitarist can play powerchords pretty well.

     

    You can see my band here (the performance is ok, the recording is also not perfect but at least the camera is steady!) - www.youtube.com/realfingernail

  14. The ladders don't work the same as in D3, they're new and improved.

     

    You know how normal ladders can only go up and down?

     

    Well forget that, because now there are new DARK MOD LADDERS!

     

    Bringing you exciting new dimensions to your climbing activities such as:

    sideways,

    somewhat askew,

    slanty,

    outwards,

    way over yonder

    and many many more exciting angles and elevations to choose from.

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