Jump to content
The Dark Mod Forums

So, what are you working on right now?


Springheel
 Share

Recommended Posts

 

 

post-11230-0-54545900-1352760265_thumb.jpgpost-11230-0-34552100-1352760268_thumb.jpg

 

 

  • Like 1

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

 

 

post-11230-0-46062800-1352760344_thumb.jpgpost-11230-0-28854900-1352760347_thumb.jpg

 

 

  • Like 2

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

 

 

post-11230-0-88109300-1352760409_thumb.jpgpost-11230-0-53777600-1352760412_thumb.jpg

 

 

  • 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

Link to comment
Share on other sites

Those are some really cool shots, I particularly like the heavy usage of structural elements that give "texture" to the spaces and the diverse environments. Now all you need is an interesting storyline - I would suggest studying the conversation system so you can make the npcs more alive.

Link to comment
Share on other sites

Looks like a City Watch Station

 

pssh ... :ph34r:

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

as I said it's only about 25-30% finished

 

there are lots of details missing

 

btw.: performance is great right now

 

also I noticed that dmapping is much faster, although I dont know if it's an effect of the procedural building style or if the long dmapping time in my first mission was a result of my terrible building technique there

 

for comparission:

- dmapping OLD HABITS took about five minutes in the and

- the current map is dmapped within less than 30 seconds, although the brush and patch amount is nearly the same :D

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

I will test it tonight by redemapping OLD HABITS :D

 

if you're right someones get a hamper ^_^

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

  • 2 weeks later...

That looks neat - simple but effective construcion, high performance, and a good use of lights/colour!

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

Very nice, someTaff! I'm that you're experimenting with colored light. Some FMs super-saturate color to the point where the colored lights look unnatural or even comical.

 

Your last picture is brilliant :wub: : Warm orange torch, pale green tree, cool blue moonlight.

 

In your second-to-last pic, note how the orange "pops out" against the blue ambiance It helps with gameplay, too--it's a nice subtle way of informing the player "Hey! There's something worth investigating up here!"

yay seuss crease touss dome in ouss nose tair

Link to comment
Share on other sites

So you guys might know that I've already made some new content a year back when I was working at "Sneak & Destroy". This time I'm gonna try helping Springheel to update the TDM heads for the stand alone progress.

 

This is where I'm at, at the moment. Do I need to keep something in mind when creating a head for TDM?

 

What does this mean for you? Well, when I'm building heads, there won't be anybody who'll create tasty german beer bottles, so I guess that should be done by someone else then. ;)

post-3542-0-36722500-1355321829_thumb.jpg

  • Like 1

"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

This time I'm gonna try helping Springheel to update the TDM heads for the stand alone progress.

 

Well, I appreciate the effort, but I've already replaced two of the three and I'm more than half-way done the third one, so I don't mind finishing the last one myself now that I've got a good workflow going. Besides that, replacing existing heads (and making them look similar to the original) is WAY harder than just making a new head from scratch. If you've never done this before, making new heads might be the best place to start.

 

Do I need to keep something in mind when creating a head for TDM?

 

You have to keep the proportions and position of the mesh the same as our existing heads so it can be accurately rigged to our head skeleton. Best advice I can give is to open up some existing head meshes and see what they look like; you can even copy the teeth and sock directly over to your model (we don't want more than one version of those to save load times).

Link to comment
Share on other sites

The sock is a mesh attached to the mouth so that when an AI opens his mouth you don't see through the back of his head.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share


  • Recent Status Updates

    • peter_spy

      Perhaps an unpopular opinion: TDM team might benefit from someone with actual QA experience; someone with naturally and professionally developed curiosity, who is interested in how and why things work, how they break At least to me it's kind of mind-boggling how untested some rather important features are (first the absence alert feature for items, now the rope +body carry behavior).
      · 4 replies
    • nbohr1more

      The Dark Mod is hosting an Ask Me Anything thread on the PC Gaming reddit forum:  https://www.reddit.com/r/pcgaming/comments/10nfcwj/hello_we_are_the_international_development_team/
      Feel free to join the discussion there
      · 2 replies
    • stgatilov

      Bumped into an interesting piece of wisdom called Hyrum's Law:
      With a sufficient number of users of an API, it does not matter what you promise in the contract: all observable behaviors of your system will be depended on by somebody.
      · 5 replies
    • The Black Arrow

      I love playing The Dark Mod when it's cold in my place. Bonus points when it's a bit (or even very) dark and it's raining, too.
      · 2 replies
    • The Black Arrow

      I've been having stutters in Vulkan, apparently it's Nvidia Drivers' fault, so I reverted to 512 according to this: https://www.nvidia.com/en-us/geforce/forums/geforce-graphics-cards/5/505679/regular-microstutter-in-vulkan-applications-after-/?topicPage=40

      And no, that did NOT fix it. What's going on? My GPU is an RTX 2070, by the way.
      · 4 replies
×
×
  • Create New...