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So, what are you working on right now?


Springheel

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Very cool, many complex roofs and small details like the smoking chimneys - lots of lit windows though (= everyone is at home and awake, which is bad for thievery ;) ).

Edited by RPGista
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Starting building a small map to learn RITS (random interesting things) and got a bit carried away, 5 hrs later....

 

Cool! If those were made into modules, a layman could create such an apartment (or a whole mansion) layout in just a few minutes, using the high quality pieces you have created there. Just don't delete that map. I might want to look if those pieces could be modularized at some point, but I've been busy for the time being.

Clipper

-The mapper's best friend.

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I'd find more reason in

  • a one-week contest (you can kinda-sorta build something like Fauchard Street under that time if you stay up at night and on the weekend;
  • a good, clean, Komag-style box contest ("build anything within this area")

24 hrs would be crazy, not because of the building time, but quality control issues.

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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where's that fixed-up rttc...?

Thats what the rits learning is for, I just wanted to give the guard, the cook and the nobelwomen something simple to do

In case anybody doubted a person could basically make a small FM in a day.

Well I imagine with the remaining 19hrs I could add a sewer, basement, attic, garden and backgrond city facades.

Bikerdude: Nice placement of objects.

Hey, it was only supposed to be a bacic placement so I can learn rits, but as mentioned I got carried away.

Just don't delete that map. I might want to look if those pieces could be modularized at some point, but I've been busy for the time being.

Im going to uploaded to the wiki to the rits section, so mappers have a map they can learn from rather than pictures. And talking of rits I may need help at some point.

24 hrs would be crazy, not because of the building time, but quality control issues.

+1

Have I told you guys, how freakingly, amazingly creative you all are? Just felt like saying this.

We do it because we love doing it. :-)

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Great work and good idea making a random path tutorial map! You could also place a commoner with some random path points and animations and set it all to a new layer. So the beginners can downlaod the map - look at how it should be done and then hide the layer and build their own path network (while checking the original network from time to time).

 

That little house looks sweet! :wub:

"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

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Bikerdude: in what respect? I don't know about the problem with Thiefs Den.

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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Melan = realistic architecture with nice gothic details; organic, irregular street surface; and most of all, a strong feel of proper scale and atmosphere - Im VERY interested in seeing the complete map.

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I will check, but from memory that particular texture is too bright and overly specular.

I agree, but I don't think it's the same texture here. That looks more like my cobblestone texture, which does not have too much specular. The normalmap is no masterpiece however, but it would've been very tiresome to do it "the manual way" for this texture.

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I have just spotted one issue with said texture with is probably what i was refering too, if you look in the shadows part of that scene, the specular/highlighted part of the stone cobbles you can see that are too bright it almost looks as its wet. IMHO we need a better version of that texture.

 

if I beta this for this, I will see one way or t'other for sure.

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Reducing the specular should help. It drives me crazy when there are still people out there going on about how TDM looks plastic like D3 when the specular is toned down so much. There are probably textures that don't even use specular. Just goes to show that when some people get an idea in their head, they can't see anything but that idea.

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Point taken. There are two versions of the texture, one with specular (for wet stones) and one without. I will just do a replace.

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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  • 2 weeks later...

 

 

post-11230-0-70360900-1352760193_thumb.jpgpost-11230-0-42531500-1352760196_thumb.jpg

 

 

Edited by Obsttorte
  • Like 4

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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