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Posted

Couple more from Heart of Lone Salvation. First one is near the start but I caught a new view of it while exploring a different route and thought it looked quite nice...

post-400-126393954528_thumb.jpg

 

This one is more mysterious and I can tell you nothing of what lies beyond because I've not yet had the nerve to go through myself yet...

post-400-126393955391_thumb.jpg

 

Heart is 90% + done but should be ready in a few months. A joint project with sections from Jdude, BadCogg, and myself it takes me 5 hours to test play one half of it. Those of you who played Nightwatch know that means uh oh! it will take you 50 hours. haha. But jdudes section might be similar in playtime plus very beautiful. I test played just parts of it only for the second time and it looks better and better.

 

The villain is more evil even than Lord Drakon; the monster more powerful and sinister; the heroine more endearing and tragic so please bring two boxes of tissues if you're weepy. Secrets? of course there will be secrets. Loot? probably 5 figure loot. And ultimately the fate of the Heart will rest with .... you. Will you steal the Heart? Or surrender it for the good of all? We shall see.

Posted

Sounds cool and those screens look great. But I think the glow around the lamp is too yellow. And not sure what that blue thing is in second. Just can't make it out.

Dark is the sway that mows like a harvest

Posted

Heart is 90% + done but should be ready in a few months. A joint project with sections from Jdude, BadCogg, and myself it takes me 5 hours to test play one half of it. Those of you who played Nightwatch know that means uh oh! it will take you 50 hours. haha. But jdudes section might be similar in playtime plus very beautiful. I test played just parts of it only for the second time and it looks better and better.

 

The villain is more evil even than Lord Drakon; the monster more powerful and sinister; the heroine more endearing and tragic so please bring two boxes of tissues if you're weepy. Secrets? of course there will be secrets. Loot? probably 5 figure loot. And ultimately the fate of the Heart will rest with .... you. Will you steal the Heart? Or surrender it for the good of all? We shall see.

 

Looking nice :wub: I guess the title refers to the fact that about 25% of players will suffer a heart attack throughout the mission somewhere. Not because it is so awesome,but because they grew old and weary playing it.

 

 

 

(I kid, I kid! :D

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Posted

Sounds cool and those screens look great. But I think the glow around the lamp is too yellow. And not sure what that blue thing is in second. Just can't make it out.

Blue light mushroom. Unfortunately, some textures pierce right through the fog so they stand out far away. I corrected some obvious ones like lit windows but these mushrooms, the black stems stand out oddly and I've not had time to investigate what texture it is. So here I used single mushrooms and buried them deep in a mound of moss or something.
Posted

That looks like some serious playing time. If it is one single mission, how much time does it take for the level to load?

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

Posted

It's in two halves at the moment. The half I'm mainly test playing takes a few minutes to load but not noticeably much longer than some of the short ones, I mean, it doesn't take ten times longer and gamesaves load about the same time, seconds. But once the two halves are merged, who knows?

 

I'll to remember to take more notice next time it loads. :)

Posted

Those last two are pretty cool. :) I like the little camp-out and marshmallow roast those guys are having outside. ::steals their graham crackers::

yay seuss crease touss dome in ouss nose tair

Posted

Wow, nice pictures Rek. Looking forward to your map!

Ich konnte mich nicht erinnern Teleportation gezaubert zu haben und doch stand ich da... alleine und nackt.

Posted

They are almost certainly made out of patch meshes (available from the patches menu). Try it for yourself:

1) Create a 5x5 patch mesh, stretch it out a bit

2) Hit "V" for vertices

3) Drag vertices to create uneven ground, caves, sagging walls, or whatever you wish

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

Posted

How are you able to realistic caves like that..?

Its like the melan said, made out of brush mashes. You have more possibilities with brushes, but on the other side you cant use the clipper tool on them and also the connecting is sometimes really bothering. 

 

 

 

Posted

They are almost certainly made out of patch meshes (available from the patches menu). Try it for yourself:

1) Create a 5x5 patch mesh, stretch it out a bit

2) Hit "V" for vertices

3) Drag vertices to create uneven ground, caves, sagging walls, or whatever you wish

Ah, I have already been wondering how an realistic uneven floor is created, like in your FM. Thanks for the explanation! :)

Posted

Well, you have to back them up with caulk anyway to seal the void, so you can just clone that brush, bring it up very close to the bottom of the patch and change the texture. It doesn't have to align with all the curves, Ai's feet are on an IK system so they just drop until they hit the ground, the monster clip is just to smooth pathfinding.

Dark is the sway that mows like a harvest

Posted

It doesn't even have to be very exact, the monsterclip can even peek up above the patch about a foot or so.

 

Here's my terrain and road, a patchwork quilt of patches turned into func_static.

post-2515-126444049183_thumb.jpg

 

And here's the big fat monsterclip brush I shoved beneath it.

post-2515-126444049736_thumb.jpg

 

And here's a creepy-lookin' man wearin a cool helmet, wielding a scary axe, walking through a forest.

post-2515-126444032287_thumb.jpg

yay seuss crease touss dome in ouss nose tair

Posted

Sewer Control

 

street corner

 

Street

 

Brewery

 

Only done some terrain and some lights.

 

Looks cool, the streetlights would look better if you give them the spawnarg "texture" "lights/biground1_streetlamp_4fold_snd" :)

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Posted

street corner: I'd suggest moving the lantern a little further away from the wall. The shading will probably look better then.

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