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So, what are you working on right now?


Springheel

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Yep. and very quickly actually. Three cylinder patches, one long, two short ones, bulge each a bit from the middle vertices, end cap the top one, texture all, clone. All tge horizontal and vertical pieces are actually just the same piece repeated again and again.

 

Sometimes you get really good results by being lazy.

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Clipper

-The mapper's best friend.

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That looks great!

Edited by Goldwell
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Amazing ambience.

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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Thats the thing the viideo was 720p and in mp4 so it required no conversion or re-compression, the fact it was displayed on youtube without the usual delay proves that. Yet forsome reason it recompressed and the quality was reduced. In the end I have to upload a 1680*1050 and that is displayed at 1080p.

 

Love the drifting fog...is that stock TDM?

Thats part of the new mission that will be available for people to use after its released.

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Looking good.

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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The sunlight streaming in is out of this world. B)

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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Presenting Coldheart Manor:

 

qeqg.jpg

 

rhuj.jpg

 

Oh a manor! I hope there wont be undead surprises inside :o

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Here is a little update on the main street area.

 

I had to tone down the rain for time being, because it eventually started to take a huge toll on FPS. Now I'm back to solid 60FPS at all times, but I hate how bland everything looks. The yellow brick building on the left belongs to the League of Seafaring Merchants, and is to be the main attraction of the level. Still very WIP, missing the roof and using placeholders for the upstairs windows.

 

I'm planning on adding a market stall or two to the open area, but placing them and also keeping FPS solid is turning out to be a bit of a issue. I'll see if I can squeeze out even better performance by switching the rain patches to emitters, like someone suggested before.

 

Here is the Tavern as it is now, almost finished so spoilerish I guess:

 

Upstairs

 

Downstairs

Edited by kyyrma
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Presenting Coldheart Manor:

 

Love to see some snow.

 

Makes me think it would be great to see a map with some inspiration from a Scandinavian medieval setting. Would give the level a bit of exotic, alien flavor. Lots of creepy-ass mythology, snow and drunken peasants.

Edited by kyyrma
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Sounds great kyyrma. We could definately do with some more weather themed FMs. The problem is that snow and rain particle effects are such a drag on performance. I tried to put some rain particle effects in a few of my FMs and it absolutely killed the performance. I should be OK with my current FM though. All the Ai are confined to the inside of the manor and there's nothing outside except snow patches, some trees and a few wooden huts.

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

 

The Joker

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Sounds great kyyrma. We could definately do with some more weather themed FMs. The problem is that snow and rain particle effects are such a drag on performance. I tried to put some rain particle effects in a few of my FMs and it absolutely killed the performance. I should be OK with my current FM though. All the Ai are confined to the inside of the manor and there's nothing outside except snow patches, some trees and a few wooden huts.

 

Tell me about it, working with rain in my current level has turned out to be terribly frustrating. Performance drops, particles coming through roofs, particles simply disappering, particles showing through walls, rain flying upwards...

 

I wonder if the rain effects are a thing that should possibly be given a revamp at some point? I haven't yet tried Sotha's custom particle, which apparently solved a bunch of those problems. Maybe that could be integrated into TDM.

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It's a pity that you can't make snow and rain effects in a similar way that you create water. You could create the brushes and and patches to fit around the architecture and then turn them into a rain or snow entity just like you would turn it into a water entity for water. It would solve the problem of rain or snow leaking into buildings.

Edited by Sir Taffsalot
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"I believe that what doesn't kill you simply makes you... stranger"

 

The Joker

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It's a pity that you can't make snow and rain effects in a similar way that you create water. You could create the brushes and and patches to fit around the architecture and then turn them into a rain or snow entity just like you would turn it into a water entity for water. It would solve the problem of rain or snow leaking into buildings.

 

That would be incredible

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My solution was to move snow further away (but mine's light flurries).

 

I was thinking it'd be nice if weather could be more like the SEED system, with areas that could be blocked out. But that (as well as were it like water) would mean removing particles at a certain point, instead of based on time expiration.

Edited by RJFerret

"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

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