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Posted

You did ask for opinions and my opinion was that it is too grainy.

 

The 'c' shape is the 'ceiling' one ;) remember that discussion?

 

You can use the material shadow2 (instead of shadow). It casts no self shadows, so it lets you be rougher with the shadow mesh (can stick out of model and not have those weird shadows).

 

In most cases the player won't even notice because the model still has shading from lights (so it's already shaded where self shadows would fall anyway - for the most part)

 

---------

 

And can't anyone find better pics of these objects that aren't taken in a dark cave?

Dark is the sway that mows like a harvest

Posted

The 'c' shape is the 'ceiling' one ;) remember that discussion?

My brain simply could not overcome the fact that C is for cookie. :laugh:

You can use the material shadow2 (instead of shadow). It casts no self shadows

HOWEVER! It takes a post skimmer to know a post skimmer! have at you!!!!!

probably needs shadows2 due to the shape.

the strange black artifacts up top are just from poor self-shadows, you will not see them in the final version.

Posted

Aight, you got me there, I did not see you were aware of shadows2, the second quiote I took to mean you may be making it more complex to avoid that.

Dark is the sway that mows like a harvest

Posted

stalagnormal.jpg

 

the normal definitely still needs tweaking. possibly either higher resolution or another subdivide and a quick run-over with the smooth sculpt tool. As a bonus, the normal seems to camoflauge the seams pretty well in and of itself B)

Posted

This looks quite good.

 

The only things I'd change is the color, a bit less reddish, more like sand (but mabe it is the light?). Maybe you can make a "colored" material, which is 80% the diffuse, and 20% what the entity color is, so the mapper can give them different color casts? Of course, having different skins would be even better :)

 

Oh, and a more flat version would be really cool, then these could be used for the floor/ceiling, giving the sense of a real cave. Right now the formation looks odd because it sits on a totally flat floor.

"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

In the shadows, it looks a lot like the real deal now. :)

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

Yeah that looks good. Now if we just had about 50 variations of them to cover an actual cave... ^_^

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

Posted

errrr... i was thinking more along the lines of 5 or 6. you can always rotate, rotate hack, or translate them up and down through the floor/ceiling to make them look different. I think most of the other ones will be simpler models, but i might throw in a crazy complicated stalactite for the ceilings.

Posted

 

I'm quite glad I tried the egyptian marble. quite frankly I had no idea it would turn out anywhere near that good, if you ignore the seams, that is.

 

Is that the marble texture I uploaded all those years ago or is it one you made? I can't tell from that image.

I always assumed I'd taste like boot leather.

 

Posted

Cool, I'm pretty sure I made a normal map for that texture but it would be very subtle, like a few scratches or bumps. If you are going to use another normal map does it replace the one I assigned or does it add it over top of the original normal map?

 

EDIT: I just wanted to say it looks good :)

I always assumed I'd taste like boot leather.

 

Posted

Ah cool. I guess with perfectly smooth marble floor doesn't really need a normal map. I don't rightly remember the reason I didn't include the normal map but that's probably the reason.

I always assumed I'd taste like boot leather.

 

Posted

I think he meant there was no normal map on the marble material that he stole the diffuse from for his model.

 

LOL yeah that makes sense I'm so dumb sometimes.

I always assumed I'd taste like boot leather.

 

Posted (edited)

Still working on my new map. Not much to show of the city yet. I have a museum, a blacksmith shop, and another building or two, each partially done. A lot of buildings, alleyways, walls & everything else to do. I have more work done out of town, with a pagan area making some progress.

Actual framerates are about 10fps higher than in these shots since I had DR and multiple pages of chrome open, and Doom had run dmap a few times without a restart.

Anyhoo...

 

j11_01.jpg

j11_02.jpg

j11_03.jpg

j11_04.jpg

j11_05.jpg

j11_06.jpg

j11_07.jpg

 

Lots yet to do. I have to work on making my city area less rectangular and able to be better visportal'd. Lots of lighting, grime, decorations etc to do. Much terrain to shape. Fun fun fun.

We need pagan women models... these ones look a bit out of place in their fancy dresses, while hanging out with tattooed guys in leather tunics.

Edited by PranQster
  • Like 2

System: Mageia Linux Cauldron, aka Mageia 8

Posted

That forge and market stall are excellent, with a good attention to detail, but the hall in the second shot is not something you would ever see in a non-modern environment. Here are my issues with it:

  • It is too spacious, posing both architectural and gameplay-related problems.
  • The wooden arches are immersion-breaking. They have no discernible architectural function, and they would be very hard to construct with pre-modern technologies.
  • Also, in an otherwise fairly bare rectangular space, the arches stand out like a sore thumb. They do not reduce the hall's bareness, they draw attention to it.
  • The lamps do not illuminate the ground.
  • Generally, the lighting is flat and uninteresting. There is no attention to navigation, since everything is in darkness.

I offer this criticism because the rest of your images show you can do much more advanced architectural work. I would just scrap the hall and reconstruct it in a smaller size, with more architectural variety and a better attention to visuals and gameplay.

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

the forge looks really cool, but from a practical standpoint, that thing would never be able to heat anything up enough for forging.

Posted

One point about those lamps, in 1.08 all chandelier entities have a 'taller' light source. They don't get wider but they reach the ground much better. Still, that room is very tall so they might not. (that setting can be adjusted though in the editor)

Dark is the sway that mows like a harvest

Posted

One point about those lamps, in 1.08 all chandelier entities have a 'taller' light source. They don't get wider but they reach the ground much better. Still, that room is very tall so they might not. (that setting can be adjusted though in the editor)

that doesn't cause the ceilings to be over-bright?

Posted

I love Pagan levels. I'm looking forward to seeing what you do with TDMs first one.

 

and Doom had run dmap a few times without a restart.

 

 

Does this mean that if you Dmap and close TDM down and then restart it and then Map that you get a better frame rate?

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

 

The Joker

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