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So, what are you working on right now?


Springheel

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Here are some screenshots from a ruined castle in The Accountant 2

 

uLKBaiU.jpg

 

BIfpmEq.jpg

 

juIpgsC.jpg

 

D4hwp7C.jpg

 

 

Since my work monitor is undoubtedly brightening things a tad, this may not be a valid statement but the 3rd shot down might benefit from having the center column use a different texture or different

color variation of the same texture for the center column for contrast.

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http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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Nice VanishedOne, those spotlights and curving patches are really striking. Make sure the player has enough shadow to sneak around in that first pic though ;-).

But you should walk having internal dignity. Be a wonderful person who can dance pleasantly to the rhythm of the universe.

-Sun Myung Moon

 

My work blog: gfleisher.blogspot.com

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Now that's different... in a good way! I like it.

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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Seems a bit surealistic to me. As Melan said, different, but in a good and refreshing way. Just one note, though: It appears to me that in the first shot the light is too bright, which let the textures on the wall appear really flat. It may only be in the screenshot and not in the game, but making the main light in the middle smaller and placing smaller lights on the sides should give the bumpmaps more chances to take effect. And it should look even more interesting than.

 

Regarding the second shot: This huge heavy looking thing which hangs at the huge heavy looking chain just hangs at the wood pieces from the headlight (I mean the window in the ceiling). This looks not very convincing from a structural point of view. I guess it should be attached to something that looks more stable, much more stable.

 

Overall, if you are going to use such high contrasts in lighting, it may be worthwhile to add some postprocess effects and particles to let the scene look even more surreal, at least if that is what you wish for. I would be happy to help out here if needed :) (Witht he pp stuff, the particles you can add yourself ;) )

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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There are already six func_emitters making the moonbeams below the skylight. Since this room has permanently open visportals to the (unfinished) mansion grounds, I'm a bit nervous about adding more particles, but maybe when the map gets its finishing touches...

 

The lighting on the lower floor has an exponential falloff; previously, all you'd see of the lacquer on the stairs was a big white glow with some black around it. The walls look bright because of the specularity on the marble, but the lightgem gets only moderately bright if I stand by one. @Moonbo both ends of the hall are pretty well shadowed; you'll just have to be careful in the middle and on the stairs.

 

I think it's just the camera angle making the walls look flat; I just checked, and the bumps became more evident when I moved nearer a wall.

 

I suppose I could reskin the wooden bits of the skylight as metal; though that would suggest it's putting an even greater weight on the brackets...

 

Thanks for the comments, everyone. :)

Edited by VanishedOne
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Some things I'm repeatedly thinking about...

 

- louder scream when you're dying

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  • 2 weeks later...

WOW!... :blink: My only crit is the carriage is too wide, you need to lop off a 3rd of the width so the aisle's are just wide enough for Ai to path find down.

A bit modern, but very lovely!

Well Thief has Trains, and we are a Steam punk game set in a mixture of worlds and environments. That said how could Constantine make the train fit in more with our canon..?

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Well Thief has Trains, and we are a Steam punk game set in a mixture of worlds and environments.

 

 

Trains are like guns or top hats or fairies. There's no particular reason why they couldn't exist, but their existence would change the feel of the setting into something other than what it is.

 

that said how could Constantine make the train fit in more with our canon..?

 

 

I don't see why he needs to. Not everything created for TDM has to fit into the official setting.

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Thief didn't have trains either, although some well-known fan missions (and T2X!) did, and T2 had the Cetus Amicus, which was even more advanced technology.

 

That doesn't mean there is anything wrong with these screenshots. They are excellent!

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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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Wow Constantine that looks amazing! I need to work on a train for my current WIP and you have given me some great inspiration! :D

 

Also I dont know if you have done it yet but how did you get the outside moving past the window? I know someone had it worked out where I guess the train was stationary but the outside was moving giving the illusion that the train was actually moving

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Goldwell: that was Shadowhide; he has a video on Youtube.

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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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