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So, what are you working on right now?


Springheel

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  • 2 weeks later...

ERH+ I played a little last night. It's awe inspiring. My only issue was that I couldn't see my inventory to cycle it with the helmet on.

I was testing on SVN so I'll double-check on 2.05.

 

This is probably suffering some sorta beta-test paradox. It looks so good that nobody wants to spoil it for themselves by beta-testing. :wub:

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

 

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

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WHOA... those look absolutely awesome. Love your use of colour, and the details. I hope when you're done, you'll release those organ pipes. :)

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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Consistently interesting texture, color, lighting, and brush work in practically every shot.

People should take notes from these; it's really great work.

Can't wait to play it.

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What do you see when you turn out the light? I can't tell you but I know that it's mine.

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(My phone screen is dark so I can't make out details too well but) that room looks very good, full of detail and good composition - things fit together well. I can see you like using lavish amounts of entities just like me - that's all well and good now, but if you later want to make missions of above-average size you'd need to get into the habit of using your 7000 entities more effectively.

 

On the topic of monster clip, AIs actually need more than 32x32 units of space to move, I use 33x33. You can create a 33x33 test brush to measure the width.

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  • 2 weeks later...

"The weather outside is frightful, but the snow is so delightful ... " :)

 

Nice one as always, Goldwell. The only thing that looks odd are those angled fences on that roof in the center of the image. A sheared patch with a suitable fence decal might look better.

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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Nice one, Goldwell!

 

(Those "soft shadows" are actually a light shader. Not there yet.)

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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Nice one, Goldwell!

 

(Those "soft shadows" are actually a light shader. Not there yet.)

 

Ahhh... fair enough. Yeah a textured shadow makes more sense for emulating that sort of lamp. I saw another screenshot of real soft shadows being worked on though, so it's definitely getting there :)

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Very nice Goldwell, but your map does remind me that TDM needs a better snow material (perhaps a shader), i just hope that after the GLSL render is done i will be able to donate one (no promises), i'm learning GLSL shading for my game, for example one that "sparkles" a little as the player walks around, also those roofs need something to break the edges perhaps some ice spikes/ ice stalactites. I would also use some deformed patch's with the snow material applied to break the flatness of the snow along the roof surface, like we do to ground surfaces.

something like this:

XL_19449_February_2009_038.JPG

Just my two cents. :)

Edited by HMart
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