bob_arctor
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If you read about Palladianism you will see how "ideal" ratios drove architecture in the 18th Century in England. I find certain ratios do tend to work in TDM, but it's worth remembering in games that level design doesn't match reality, for instance you need more width to move around in in games, because you aren't as thin and mobile as a real person, you are in a fact a box!
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An aside, but I think putting in German phrases could be cool as well. I think the gloomy industrial city, and harsh puritan like Builders could use some German terms. "Hexenhammer" is awesome!
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Perhaps finding some way to have more colourful Thief Gold style textures would be a start? I can't decide though whether it would be possible or not, because TG got away with a lot that you couldn't do with a newer engine, for example not lining up textures properly, or using very crude unconvincing texturing and geometry in places (Wizard's towers come to mind) which often worked (E.g. Baffords, Songs of the Caverns) because of the gloominess of the engine.
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Fan Mission: Return to the City v2 (01/03/2011)
bob_arctor replied to Bikerdude's topic in Fan Missions
The one with the note attached to it saying block the door from the outside, and also mentions the escape route via the attic. I also spent so long looking for keys for the padlocks in the cellar, dur! -
Fan Mission: Return to the City v2 (01/03/2011)
bob_arctor replied to Bikerdude's topic in Fan Missions
You can go behind that barricaded door? Seeing as I completed the mission I thought you hadn't done there yet! -
Fan Mission: Return to the City v2 (01/03/2011)
bob_arctor replied to Bikerdude's topic in Fan Missions
Wow I was really behind with the loot even after a lot of roof climbing and poking around! I was looking for a way to the cloisters for ages, oh well, roll on version 3.0! So what was the optional objective? Were you supposed to do something with the note? I tried placing it on the fathers desk. -
What sort of styles/types of buildings and features are most useful to people? Also do we want more buildings for the edges of maps, or more full structures?
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If it could be added to a shared pack that would be useful, as these uploads will likely expire. Just done an OTT classical style doorway and another townhouse using it. Glad I can be of help filling out the missions. I know making filler buildings can be pretty dull!
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Hi all, Got a Georgian style townhouse, and Jacobean style almshouses prefabs, plus the windows as prefabs in various sizes. Enjoy See prefabs thread for download
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So, what are you working on right now?
bob_arctor replied to Springheel's topic in TDM Editors Guild
Hello all, I did beta test mapping back before the release, but due to not having a PC that could do it, and my medical degree, I've not done anything for ages. Anyway, so I've got bit of break at the moment, and a nice new desktop, been playing some of the missions on the new release, it's awesome! Think I'm going to map some Georgian architecture, upload as prefabs perhaps, and to show that we can do some different stuff with TDM. venetian_window.jpg: -
Hot damn wouldn't mind that window as a prefab or model at all!
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Itches, Glitches & Anything Else...
bob_arctor replied to greebo's topic in DarkRadiant Feedback and Development
Ah is there compatibility with Vista then? Just loaded up DR on my new PC and it's a bit buggered: the XY shows nothing, the camera shows the grid. When I open a map it runs awfully, and the camera flicks between the grid and the view. Even menus are buggered, when I open one the title goes completely white.