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ERH+

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Posts posted by ERH+

  1. modules1tk.jpg

    I have a bit different approach to modules, mine are smaller but I use less of them to build more varied rooms. And Z-fighting depends on grid discipline: when you use same length and thickness of wall everywhere, you don't need any improvisation -only time to make all modules match. It is worth that time because after they are done you will fit whole rooms in seconds, but you will get very homogeneous environment, it would be good for one big castle done in one style.

  2. According to mentioned art/craft line, Picasso would be artist but most of cubists should be considered as craftsmen and copyists. You could tell that landscape is piece of art, mostly because you remember it from your childhood as pattern of colour, or because its symmetry is somehow mesmerising. Artists don't just copy nature, they create simplified model of it, but still working with our senses in same way as nature's original. So you have Rothko's simple colour stripes representing landscape, or gate, and you still can tell what you looking at.

  3. If I remember correctly there was choice of "size" and "echo" (like carpet/stone tiles) for particular room zone.

     

    I thought I will try TDM reverb system, but it look like I need to crawl through this settings for every_single_room. In T3 editor at least rooms were separated automaticly (each one with different colour in 3d view), so I had just to pick them from list and assign ambient sound.

     

    Is there a chance that devs will take a look at simplifying reverb options in TDM?

  4. Is there some way to flip image viewed by portal_sky texture, or even reverse info_portalsky camera view angle for particular portal_sky? If I have a window with transparent shutter and disabled VP behind it, it will look more natural if camera will show mirrored image, as window reflect sky.

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