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So, what are you working on right now?


Springheel

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FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Those are some really cool shots, I particularly like the heavy usage of structural elements that give "texture" to the spaces and the diverse environments. Now all you need is an interesting storyline - I would suggest studying the conversation system so you can make the npcs more alive.

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Looks like a City Watch Station

 

pssh ... :ph34r:

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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as I said it's only about 25-30% finished

 

there are lots of details missing

 

btw.: performance is great right now

 

also I noticed that dmapping is much faster, although I dont know if it's an effect of the procedural building style or if the long dmapping time in my first mission was a result of my terrible building technique there

 

for comparission:

- dmapping OLD HABITS took about five minutes in the and

- the current map is dmapped within less than 30 seconds, although the brush and patch amount is nearly the same :D

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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I will test it tonight by redemapping OLD HABITS :D

 

if you're right someones get a hamper ^_^

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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  • 2 weeks later...

That looks neat - simple but effective construcion, high performance, and a good use of lights/colour!

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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Very nice, someTaff! I'm that you're experimenting with colored light. Some FMs super-saturate color to the point where the colored lights look unnatural or even comical.

 

Your last picture is brilliant :wub: : Warm orange torch, pale green tree, cool blue moonlight.

 

In your second-to-last pic, note how the orange "pops out" against the blue ambiance It helps with gameplay, too--it's a nice subtle way of informing the player "Hey! There's something worth investigating up here!"

yay seuss crease touss dome in ouss nose tair

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So you guys might know that I've already made some new content a year back when I was working at "Sneak & Destroy". This time I'm gonna try helping Springheel to update the TDM heads for the stand alone progress.

 

This is where I'm at, at the moment. Do I need to keep something in mind when creating a head for TDM?

 

What does this mean for you? Well, when I'm building heads, there won't be anybody who'll create tasty german beer bottles, so I guess that should be done by someone else then. ;)

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"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

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This time I'm gonna try helping Springheel to update the TDM heads for the stand alone progress.

 

Well, I appreciate the effort, but I've already replaced two of the three and I'm more than half-way done the third one, so I don't mind finishing the last one myself now that I've got a good workflow going. Besides that, replacing existing heads (and making them look similar to the original) is WAY harder than just making a new head from scratch. If you've never done this before, making new heads might be the best place to start.

 

Do I need to keep something in mind when creating a head for TDM?

 

You have to keep the proportions and position of the mesh the same as our existing heads so it can be accurately rigged to our head skeleton. Best advice I can give is to open up some existing head meshes and see what they look like; you can even copy the teeth and sock directly over to your model (we don't want more than one version of those to save load times).

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The sock is a mesh attached to the mouth so that when an AI opens his mouth you don't see through the back of his head.

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