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Posted

I'm liking that last shot as well. Nice use of colours with simple architecture.

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 (edited)

not sure if its the gamma bump, but I'm getting a TDS vibe from those shots.

 

I HAD THE SAME FEELING! We are bros from now on...

Edited by pusianka
Posted

Nice. Wishing we could really dirt up our streets though.

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

Posted

I will try and make a custom grime shader and layer over the street, but it's a bumpy one and bumpy streets generates lots of tris...grime means double of that...

Posted

I realize that. (I remembering overlaying the dirt patch on my roads.) Weren't we going to experiment with something like just embedding the grime into the original texture and using it as a custom texture, or something like that? Anyway, not even a showstopper, just the only thing I had to really comment on.

 

Well I've been trying to think of other ways to make good looking streets. Having rough gutters going along the edges, between the road and sidewalk is another thing maybe. The buildings all look great and are laid out well.

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

Posted (edited)

Indeed, I really like the creativity invested on the building forms. Texturing streets (in my little eperience) is always a problem, specially when you have wide streets like that (with a lot of surface to cover) - maybe you could try a grittier cobblestone texture? I tell you, if we had CoD's Radiant painting/blending of textures and decals, all the problems of creating richly textured surfaces as a mapper would be over.

 

Edited by RPGista
Posted

Hammers got the same feature, would be awesome to just paint grime in blends in editor instead of making a model to vert blend.

Dark is the sway that mows like a harvest

Posted (edited)

That splittable, mergeable, growable triangulated patch also would be really cool... DR's nurbs patch is nice for certain geometries, but this one is so much more versatile and controllable it seems, you would feel tempted to create the whole map with them (specially because they have soft move, to control all those vertices organically).

Edited by RPGista
Posted

Oh, yes, this would be really nice to have.

"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

I especially drooled at the arbitrary alpha blend that was just thrown on the road/dirt interface. Magic!

Clipper

-The mapper's best friend.

Posted

Wouldn't this also require game engine support? I'm sure their alpha blending technique is also applied in the engine which our Doom 3 lacks. :(

I always assumed I'd taste like boot leather.

 

Posted

It might be addable. The "vegetation fading" also needs engine support (the engine only supports 50% fixed opacity), so this might get fixed at the same time. However, there are currently no people working on it, and we have waay to many other things (and almost noone working on it, either).

"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

Sikkpin recently showed that you could use Red, Blue, Green and Black in one large texture as "masks" that

specify what sub-textures are doing. Looks like he just used Doom 3's native material blend system...

 

http://www.doom3world.org/phpbb2/viewtopic.php?f=39&t=25344&st=0&sk=t&sd=a&start=300

Please visit TDM's IndieDB site and help promote the mod:

 

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

 

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

  • 3 weeks later...
Posted

AluminumHaste: Some are older TDM stock, some come from Yan's converted test map, and some are my own. I think most of them are in the mod by now, but I'm not entirely sure, and can't check from work.

 

simplen00b: Maybe a bit less. An AI could just turn the valve on the left door comfortably.

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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