Jump to content
The Dark Mod Forums

So, what are you working on right now?


Springheel

Recommended Posts

Indeed, good work, but I wouldnt mind seeing a bit more random subtle deformation on the hedge volume, most of it seems constrained to the horizontal plane so far. And like Baddcog said, watch out for warped texture mapping, but also, the scale - if you look at the size of the bench or the lamp nearby, you'll notice that pretty much all textures are way off, too big. If a normal bench is around 40-50 cm high, some of those rocks on the floor look like being 2 plus meters wide. Leaves shouldnt be much bigger than 5-10 cm each (2 - 4 units), so thats a reference too. Models are a good way of keeping the scales more or less correct.

Link to comment
Share on other sites

@ Biker - yes I would really appreciate an example please. Yeah this city section is still a work in progess but thanks for pointing those things out.

 

Thanks to everyone who's offered me advice. It's all been helpful.

"I believe that what doesn't kill you simply makes you... stranger"

 

The Joker

Link to comment
Share on other sites

No probs thats what ist there for, you will have to make the position of the patch models a lot more random than I did because when you look along the length of the hedge you can see the repeating pattern. But then I whipped that up in under 2 hrs, so you gets what yer gets ;-). Everyone one is free to use the little garden, which iis the same of all my missions, just creds me when you use something I have made etc.

Link to comment
Share on other sites

Biker is kredit to team

"No proposition Euclid wrote,

No formulae the text-books know,

Will turn the bullet from your coat,

Or ward the tulwar's downward blow

Strike hard who cares—shoot straight who can—

The odds are on the cheaper man."

 

From 'Arithmetic on the Frontier' by Rudyard Kipling

Link to comment
Share on other sites

here yer go, just remove the .txt from the end of the file name and yer good to go ;-)

 

Ooh. I'm going to use this to finally learn how to blend the stone and grass edges. I had tried what I found in the wiki, but failed to make it work. Maybe this will clue me in to what I need to do.

System: Mageia Linux Cauldron, aka Mageia 8

Link to comment
Share on other sites

Ooh. I'm going to use this to finally learn how to blend the stone and grass edges. I had tried what I found in the wiki, but failed to make it work. Maybe this will clue me in to what I need to do.

The key arg to make it work is shaderparm3 with values 0-0.99. The only issue I had was getting the texture to evenly spread on the circular ring patch, but I suppose what you could do is bend a straight patch into a circle....

 

The only other thing i did was place a smaller ring above the first and applied a nodraw_stone texture to it.

Link to comment
Share on other sites

The key arg to make it work is shaderparm3 with values 0-0.99. The only issue I had was getting the texture to evenly spread on the circular ring patch, but I suppose what you could do is bend a straight patch into a circle....

 

The only other thing i did was place a smaller ring above the first and applied a nodraw_stone texture to it.

Thanks. Yes, I looked at it last night and saw the shaderparm3 value, which I had not done in my previous attempt. Thanks also for the tip on using the nodraw_stone patch as well... otherwise I'd probably end up with grass sound since my stone path would be a func_static. Now I think I just need to see if there is a texture for the end of the path so I don't have an abrupt change from stone to grass.

System: Mageia Linux Cauldron, aka Mageia 8

Link to comment
Share on other sites

Now I think I just need to see if there is a texture for the end of the path so I don't have an abrupt change from stone to grass.

 

there are a bunch of pre-made path textures for you to use, I suggest you make a basic test map so you can check all the different textures - I say this because you cant tell visually from the media browser in DR.

Link to comment
Share on other sites

Yeah. I'll have to do that so I can dmap really fast. I tried out a couple already. I had started with the mossy cobblestone texture in an area where my town ends and forest begins. But I had a f*#k of a time getting the cobblestone texture of my street and the path to be the same size, etc. so I gave up and am now working on a way to have the cobblestones end and then a dirt path take over.

System: Mageia Linux Cauldron, aka Mageia 8

Link to comment
Share on other sites

After taking a break from DarkRadiant after the seasons contest, I have started on a new map. It is a Builder church

 

Here are som wip shots:

 

 

The courtyard:

shot00001-3.jpg

 

shot00003-2.jpg

 

Inside (the light is still very wip):

shot00002-2.jpg

 

  • Like 3
Link to comment
Share on other sites

Very nice! Love the gate. We've seen a fair number of churches already, but this one has a little something that makes it unique.

Link to comment
Share on other sites

After taking a break from DarkRadiant after the seasons contest, I have started on a new map. It is a Builder church

 

Here are som wip shots:

 

 

The courtyard:

shot00001-3.jpg

 

shot00003-2.jpg

 

Inside (the light is still very wip):

shot00002-2.jpg

 

 

Very nice! I don't think it's too clean ( I see dirt on the floor near the gate :D). The builders love their buildings so they clean it and there is no dirt.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Recent Status Updates

    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
    • The Black Arrow

      I wanna play Doom 3, but fhDoom has much better features than dhewm3, yet fhDoom is old, outdated and probably not supported. Damn!
      Makes me think that TDM engine for Doom 3 itself would actually be perfect.
      · 6 replies
    • Petike the Taffer

      Maybe a bit of advice ? In the FM series I'm preparing, the two main characters have the given names Toby and Agnes (it's the protagonist and deuteragonist, respectively), I've been toying with the idea of giving them family names as well, since many of the FM series have named protagonists who have surnames. Toby's from a family who were usually farriers, though he eventually wound up working as a cobbler (this serves as a daylight "front" for his night time thieving). Would it make sense if the man's popularly accepted family name was Farrier ? It's an existing, though less common English surname, and it directly refers to the profession practiced by his relatives. Your suggestions ?
      · 9 replies
    • nbohr1more

      Looks like the "Reverse April Fools" releases were too well hidden. Darkfate still hasn't acknowledge all the new releases. Did you play any of the new April Fools missions?
      · 5 replies
    • The Black Arrow

      Hope everyone has the blessing of undying motivation for "The Dark Mod 15th Anniversary Contest". Can't wait to see the many magnificent missions you all may have planned. Good luck, with an Ace!
      · 0 replies
×
×
  • Create New...