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Bob Necro

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Everything posted by Bob Necro

  1. My pick for second place. Elaboration on scores: Apperance: 3 Nice lighting and solid building, but I find catacombs and other such indoor locations to be among my least favorite settings. Also, the kitchen floor cube map effect just looks plain bad in my opinion. Gameplay: 3 Solid enough - what there is of it. As you said, this is more of a on rails type of experience, but the ride isn't quite wild enough to make up for the linearity. Also, some noticeable bugs such as Halloween: 3 Not gonna lie, I was expecting far more to be made of the Jacob's Ladder twitching, and was unable to prevent that disappointment from coloring the rest of my experience. Also, a bit more Christmas Carol than Halloween, to my mind. Still, some well put together scenarios. Finally, gotta say,
  2. Okay, this'n would be my pick for Best in Show for this contest. Some reflections on my scores: Appearance: 4 Nice and grimy, architecture is interesting to explore and has quite a believable organic feel. Some minor quibbles keeping it from full points include the use of the bland stock TDM skybox, which I've never liked, some minor Z-fighting and and a few decals poking out on opposite sides of walls. Gameplay: 3 In actuality a 4, but a point docked for sub-par performance. The clocktower in particular dropped my framerate into single digits. Of course, my paleolithic hardware is partly to blame, but the vast majority of TDM missions run without complaint for me, and poor performance is something of an unfortunate trademark of your otherwise brilliant missions, so... Other than that, the aforementioned exploration and atmosphere are top notch as always, AI challenge felt just about right, and the rats (triumphant) actually proved something more than mere window dressing: Halloween: 3 Ehh, nothing wrong as such, I just happen to find the Dark Mod zombies very unscary, and the spook factor kind of falls down flat because of that foundation. Some nice touches though, such as and the readables were well written as always. Although, that one font can just feck off.
  3. Mucked about with the normals for the ornamental stone shields: http://goo.gl/photos/D4PSdPbkLtEFhHcL6
  4. Way ahead of ya, bruh. Check the post right above yours. Part 12 of random tweaks: http://goo.gl/photos/e1uF6w66q64Bf9Ze6 Contains alternate versions of the normals Melan brought up and some miscellaneous stuff mainly focused on removing baked in lighting. The book rows also have extra specular maps included - don't forget to include them into the shader-thigywhathaveyou if you want the books to shine like the originals, except now in a dynamic fashion.
  5. Which one is it? I might as well "deepen" that one while I'm at it. EDIT: Nevermind, found it meself. Here are the tweaked normal maps: http://goo.gl/photos/FjLc1dEphwoHvuz16 I've cranked up the contrast to the point that the edges of the straight planks are pure black and pure white in their respective color channels.
  6. Oh yeah, those. The ochre normal map is actually a just a slightly tweaked version of the one cgtextures made themselves, and considering they were the ones who took the original photos, I'd wager they know best what the surface looked like in real life. Of course, since the diffuse is exactly the same as the old one, just higher in resolution, it still fits snugly enough with the old rounded normal map so you can keep that one around for 2.04 instead, if you really want to. As for the other one, based on what the bricks look like in the diffuse I personally can't interpret them being very rounded, but I can increase the contrast if it'd help. For the record, I calibrate my normal maps based on a standard I've seen in most other games - a fair chunk of Dark Mod normal maps are rather extreme in the contrast department. But if you want me to hold myself to that standard instead, I guess I can play ball. I'll monkey around some more with the framed plaster normal maps. But, fun fact: I basically left the brick foundations untouched after upsampling the originals. If you want me to make them even deeper than they were originally, I'll do so.
  7. I suppose, although at what level? Increase the contrast or make the beveling wider?
  8. I've always found this particular group of textures to be particularily under-resolutioned, so I got out the gluesticks and glitter and reimagined 'em: http://goo.gl/photos/i7D7ZgYfEFJhbqtY8
  9. More of a job for my other thread, but since you asked here... http://goo.gl/photos/LhNWgTWncJuHXBAa8 Now in 512px. Not a 1:1 replacement, but it shouldn't be an issue for anyone who isn't pathologically anal-retentive.
  10. Short styles as I did here work great with the same model as the clean shaven faces, but long beards and luxurious handlebar staches of course need a bit of extra modeling, which is beyond my particular capabilities.
  11. Continuing to add some AI variety, this time with various beard styles for the average jack, moor and citywatch heads. http://drive.google.com/file/d/0BzHmWZvs_ns1Y0xNdHdhbVZRSWc/view?usp=sharing
  12. Fair enough, although in that case I cannot fathom what the purpose was in asking for those concrete textures in the first place. Thankfully the normal maps were a breeze to make, so there was no major waste of my time.
  13. http://goo.gl/photos/PC3kri4ot8K25mKSA Last Croatia batch. I've lots more photos, but I tried to focus on stuff we don't already have a million of already for this final one. Also, here's the requested bunch of old ass conrete and plaster textures: http://goo.gl/photos/oFdxqtGLVdUrg2CD8
  14. While I see the point of not including the alcove decal in an engine of this advanced level, I'd strongly suggest actually trying to fix the bug with the shutters instead of rejecting it outright. Exactly what happens with it re: lighting? Can you build anything with the help of these? http://drive.google.com/file/d/0BzHmWZvs_ns1TGtNMkhpWGFNV28/view?usp=sharing
  15. It's because PNG transparency is implemented much differently than formats that use alpha channels, and is a bit tricky to extract if you don't know how.
  16. Yup, I supplied that one and the normal map in batch 7.
  17. We now return you to our regular programming. Batch XI: http://goo.gl/photos/Unsd3Gp7NRHZqPHA6 Contents: cobblestones_loose_ongrass in 200% resolutiona more warped window as requested. Also various tweaked EP window speculars.wallpaper_flowers_01 - now without ropey jpeg artifacts!random normal maps with lighting direction turned the right way around, false depth from stains and shadows removed, missing real depth added, the usual.BONUS: My Bafford-style recolor of C-BEAM's blustn texture. Uses the same normal map as the original, natch. Includes optional specular map, also one-size-fits-both.
  18. Here's a pack with some of the newer textures. http://drive.google.com/file/d/0BzHmWZvs_ns1VksyaXJLR2dLLVE/view?usp=sharing FWIW, if you really want to add some of the textures to core resources, now that I've already done the heavy lifting with the normal maps, recoloring and desaturating the diffuses is an easy operation.
  19. SWEET JESUS, lots of stuff there I've never seen before. The stuff I just did was the high(ish) res packs he had available on his site way back. Well, I guess we all know what I'll be up to in the near future...
  20. For what it's worth, here's cushion textures from the EP +a tasseled bottom I just threw together. If you want it as Thiefy as possible. http://goo.gl/photos/XNYqWK7D2qEkCRs57
  21. Made some normal maps (and the occasional specular) for Vigil's classic Thief textures. Also organized the DDSes and locals into the proper folder structure. No ready-to-use materials though. http://drive.google.com/file/d/0BzHmWZvs_ns1d1pHSDNLemMzV3M/view?usp=sharing Should prooobably not be added to core unless Vigil's license stuff is identical to the Dark Mod's, but here it is for any individual author who wants to use it.
  22. Carrying on with the Croatia stuff. http://goo.gl/photos/Sqemb3cYygQp9pHv8 Includes two textures intended to be used as decals or what have you. Alpha channels provided as separate images for ease of DDS implementation. Just copypaste into the alpha channel before compression.
  23. I'll go ahead and trust you re: darkening, Biker. But... I'm not sure I get the thing about dimensions. They are all power of two, and I'm positive I've seen rectangular textures already in the dark mod. Keep in mind that google's galleries auto-resize stuff for viewing, but downloading should yield the intended sizes.
  24. There's some in here, among other things: http://goo.gl/photos/UNSXKTkiU49PzRi3A
  25. I'd say the most apt act of dickery would be to call in an anonymous tip that a gang of thieves has gathered at the venue in order to case the joint.
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