Mr. Tibbs Posted September 6, 2012 Report Share Posted September 6, 2012 The updated training mission looks fantastic! Great work, Bikerdude. Off Topic: I also would like to say a huge thank you to the Dark Mod Team, everyone who's made a FM and contributed to TDM in any capacity. It's an amazing accomplishment. I thought it would be one of many over ambitious mod projects that fail to realise a great idea, but your work is like having the HD Thief I always wanted. It's provided me dozens of hours Thievery over the past year, and left countless memories of raiding abandoned crypts, stealing from pious pricks, liberating forgotten treasures and frobbing pots and pans for fun that I'll always be grateful for. Cheers. Mr Tibbs. 2 Quote Link to comment Share on other sites More sharing options...
simplen00b Posted September 6, 2012 Report Share Posted September 6, 2012 Here are some WIP shots of the work that's been done on the updated version of the Training mission that will be part of the 1.08 update, enjoy.The original training mission looked great, but these look way better and I can't really work out why. New textures? Different lighting? No biggie, just interested.The second pic (the aerial view of the archery range) - did you get that view using noclip, or can you actually climb up there? (*spidernoob drool*) Love the moonlight on the spire. Quote Link to comment Share on other sites More sharing options...
demagogue Posted September 6, 2012 Report Share Posted September 6, 2012 The cool skybox is adding a lot, that and I think some tweaked architecture I think. Quote What do you see when you turn out the light? I can't tell you but I know that it's mine. Link to comment Share on other sites More sharing options...
Bikerdude Posted September 6, 2012 Report Share Posted September 6, 2012 The original training mission looked great, but these look way better and I can't really work out why. New textures? Different lighting? No biggie, just interested.The second pic (the aerial view of the archery range) - did you get that view using noclip, or can you actually climb up there? Love the moonlight on the spire. New textures, some new architecture and lighting tweaks and yes I no-clipped up there ;-p the moonlight as as per the original with a tiny bit of tweaking. @Demagogue, yeah we have to thank Springheel for that. But we could do with a few details city backgrounds like that one. Quote Link to comment Share on other sites More sharing options...
Melan Posted September 6, 2012 Report Share Posted September 6, 2012 I hope the Builder segment got an overhaul. It looked rather plain compared to the rest of the level. Quote 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 Link to comment Share on other sites More sharing options...
Bikerdude Posted September 6, 2012 Report Share Posted September 6, 2012 I hope the Builder segment got an overhaul. It looked rather plain compared to the rest of the level.Oh yes... the core part of that section has a far more befitting level of detail and eye candy. And I have done that with all of the sections that were a tad bare and baron in the original. I have just built on top of the original master, adding a bit Sheen etc. Quote Link to comment Share on other sites More sharing options...
nbohr1more Posted September 6, 2012 Report Share Posted September 6, 2012 Great work Biker! Quote 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...) Link to comment Share on other sites More sharing options...
Melan Posted September 7, 2012 Report Share Posted September 7, 2012 Now that is more like it! Good work. Quote 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 Link to comment Share on other sites More sharing options...
Seuchensoldat Posted September 9, 2012 Report Share Posted September 9, 2012 (edited) Great shots of the training mission, biker! Playing around with some church architecture. Blocky as always. <3 Edited September 9, 2012 by Seuchensoldat 1 Quote Link to comment Share on other sites More sharing options...
Bikerdude Posted September 9, 2012 Report Share Posted September 9, 2012 not a bad start there mista, very moody and dark. Quote Link to comment Share on other sites More sharing options...
SiyahParsomen Posted September 9, 2012 Report Share Posted September 9, 2012 Oh yes... the core part of that section has a far more befitting level of detail and eye candy. And I have done that with all of the sections that were a tad bare and baron in the original. I have just built on top of the original master, adding a bit Sheen etc. very very nice lighting. It looks to me a work from a level designer in the industry. Seriously, decoration & audience are also very good placed. My only concern is, what will happen when player climb up there and strike people? I hope you already considered this. Quote Link to comment Share on other sites More sharing options...
Sir Taffsalot Posted September 9, 2012 Report Share Posted September 9, 2012 You need to put some archways and pillars along the side. Quote "I believe that what doesn't kill you simply makes you... stranger" The Joker Link to comment Share on other sites More sharing options...
RPGista Posted September 9, 2012 Report Share Posted September 9, 2012 (edited) Well, not necessarily : You can find many examples of one nave only churches, specially romanesque ones. PS: I like the church proportions and simplicity, only thing I say is maybe try a couple of other textures, the one being used looks more like a flooring one to me (its quite irregular and round) - I would try some straighter, more regular stones there (like in the photo). Edited September 9, 2012 by RPGista Quote Link to comment Share on other sites More sharing options...
Seuchensoldat Posted September 10, 2012 Report Share Posted September 10, 2012 Hey guys, thanks for the comments. Arches and straighter stone textures, yeah, I thought about that but I tried creating an really old builder church in the plague ward. Think of it as the TDM variant of the haunted cathedral of the first thief game. I don't think that every builder cathedral should have the characteristic gothic look (haha, I'm still not able to create those patch arches, which may be another reason there are no fancy gothic archways ). Maybe I will try some other stone textures but I must say that I like the way this texture looks. It has this Thief 1 feel to it. Quote Link to comment Share on other sites More sharing options...
SeriousToni Posted September 11, 2012 Report Share Posted September 11, 2012 Well, not necessarily : What is this thing on the left? A TV?? Quote "Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager Link to comment Share on other sites More sharing options...
ungoliant Posted September 11, 2012 Report Share Posted September 11, 2012 most likely displays the lyrics for church hymn karaoke on sunday morning. Quote Link to comment Share on other sites More sharing options...
pusianka Posted September 11, 2012 Report Share Posted September 11, 2012 My god the dream church has just become real! Quote Link to comment Share on other sites More sharing options...
Obsttorte Posted September 23, 2012 Report Share Posted September 23, 2012 I'm currently working on a FM I hope to get ready within the next month Here are some first shots, any feedback/advise is welcome, thanks 3 Quote 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 Link to comment Share on other sites More sharing options...
SeriousToni Posted September 23, 2012 Report Share Posted September 23, 2012 looks like a nice first mission, but please don't do key hunts or make me have to lockpick each single door and chest and box for a golden cup, that's all. xp Quote "Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager Link to comment Share on other sites More sharing options...
Sotha Posted September 23, 2012 Report Share Posted September 23, 2012 Overall: Looks pretty fantastic for your first time DR round. I wish I had scenes like that back when I started... Detail comments:Shot 02: flat ceiling. Could use vaulting or support beamsShot 09: same thingShot 08: texture repeatability visible in the marble support pylon. Recommend increase texture scale.Shot 07: same thing as shot 02, could use more beams to support ceiling.Shot 06: you could improve the gravel-grass interface as instructed in the road wiki pages. http://wiki.thedarkmod.com/index.php?title=Roads With smooth grass-to-road translation it would be drool-astic scene.Shot 03: Same thing as shot 02. ST's comments get support from me as well. Remember, great scenes are not all. Gameplay is important, as is minimizing things causing frustration in players. Quote Clipper-The mapper's best friend. Link to comment Share on other sites More sharing options...
Melan Posted September 23, 2012 Report Share Posted September 23, 2012 Obsttorte: looks like a good beginning! Here is where I would recommend changing things a bit.Some of your rooms are very large, with nothing to support the roof. Adding pillars or partitioning space with interior walls, vaults or such would make them look better, play better (hiding places for the player, challenges from guards who may arrive unexpectedly). Generally, huge empty rooms are less interesting than smaller ones which look well-stocked.Even in smaller spaces, roofs need support. Beams, brackets (which you can find among the objects), pillars, anything. Flat roof with bricks (like in your last shot) are untenable.Some of the shots are very neat, with good scene composition and advanced detail - like the one with the pillars, or the torch-holding statues... good stuff! Quote 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 Link to comment Share on other sites More sharing options...
Bikerdude Posted September 23, 2012 Report Share Posted September 23, 2012 that garden shot (4th from bottom) loots quite good :-) Quote Link to comment Share on other sites More sharing options...
Obsttorte Posted September 23, 2012 Report Share Posted September 23, 2012 Thank you for the replies The support thing is something I still working on in some of the roomsalso detailing isn't finished yet the gravel pathway in the garden scene is still made by patches mostly, and I'm not sure if enhancing it is a good idea in respect to performance on low end machines, I've sometimes had the feeling that framerate in this sector isn't on top, and there is no AI and only a static sky 'til nowbut maybe I'll try it out and see how it works Quote 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 Link to comment Share on other sites More sharing options...
Sotha Posted September 23, 2012 Report Share Posted September 23, 2012 I don't think few extra dirt path patches will do much harm as they do not generate terrible amount of tris. You could check the triscount with "r_showprimitives 1" command. For such a garden, it might be a good idea to put a lot of models into "noshadows 1." Lights not penetrating into other areas could also be set to noshadows. Another possibilities would be to check which structures generate too many tris with the "r_showtris 4" command. Just check what objects seem to carry a lot of tris and consider their removal. You could use the patch inspector to simplify some patches. And finally, the garden could be compartmentalized into two parts, separated by a wall and a visportal gate. Quote Clipper-The mapper's best friend. Link to comment Share on other sites More sharing options...
Obsttorte Posted September 23, 2012 Report Share Posted September 23, 2012 well, I'll check it out the water in the fountain is reflecting, so I guess turning it into non-reflecting water could save some effort here the wall thing is a nice idea, but I don't think I can accomplish this without destroying the whole szeneryhere's a shot from above ps: when I'm on the ground the fps count is higher, of course question 1: is there a way to tell a light to not cast shadows on objects but to get blocked by worldspawn?this would be quite nice question 2: is there a way to move open threads to other parts of the forum? I started one with a question in the DarkRadiant Forum that may fit better (and get answered ) in the tech support forum, thanks Quote 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 Link to comment Share on other sites More sharing options...
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