Obsttorte Posted June 27, 2013 Report Share Posted June 27, 2013 I am half tempted to do a "and this is a video of how to do this in DR"...Funny, thought the same thing But I guess if I would encounter such a skewed house in a TDM FM, I would think the mapper was on drugs. 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...
Bikerdude Posted June 27, 2013 Report Share Posted June 27, 2013 ...I were to encounter such a skewed house in a TDM FM, I would think the mapper was on drugs. Quote Link to comment Share on other sites More sharing options...
demagogue Posted June 27, 2013 Report Share Posted June 27, 2013 My kneejerk method would be a tradeoff between the line-of-sight length and geometry complexity. If I wanted a long row of houses, I'd make them rather simple. If I wanted an extravagant building, I'd have it in a smaller enclosed area / leaf that's not going to render too much else from other streets. The catch, of course, is that when you have that kind of extravagant building, you want to show it off the right way, with a grand entrance... like the way Saturnine introduced the mansion in Rose Cottage. I'm wanting a building to emerge around a corner like that, so I'm thinking about the issue right now. 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...
Arcturus Posted June 27, 2013 Report Share Posted June 27, 2013 I'm curious if we could use CODRadiant with TDM textures to create maps for TDM?I'm sorry I know nothing about it. I know that in order to run maps from Quake games in Doom 3 you need to convert them using some software.How much impact on the tris count is all that softening up?An example:Look's a bit like wonderland, everything is skewed. Actually, it's pretty realistic. Quote It's only a model... Link to comment Share on other sites More sharing options...
Obsttorte Posted June 27, 2013 Report Share Posted June 27, 2013 Actually, it's pretty realistic.In a game it doesn't matter if something is realistic, but if it looks realistic. 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...
Arcturus Posted June 27, 2013 Report Share Posted June 27, 2013 It looks realistic, then? Quote It's only a model... Link to comment Share on other sites More sharing options...
Springheel Posted June 27, 2013 Author Report Share Posted June 27, 2013 Looks right to me. Perfectly straight lines are something that requires some suspension of disbelief while playing. Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to comment Share on other sites More sharing options...
Melan Posted June 27, 2013 Report Share Posted June 27, 2013 Old houses are full of irregularities and odd angles. Before standardised building and especially before exact plans, most buildings not built by rich people were like that. 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...
Popular Post AluminumHaste Posted June 27, 2013 Popular Post Report Share Posted June 27, 2013 Got bored this morning and decided to start making my church map smaller. It's about half the size, but still ginormous. 9 Quote I always assumed I'd taste like boot leather. Link to comment Share on other sites More sharing options...
Bikerdude Posted June 28, 2013 Report Share Posted June 28, 2013 Nice...!!! maybe a bit too clean though and possible have stone pillars as I can see wooden one holding all that weight..? Ive got some new textures from vigil that i need to convert into TDM format that would be perfect for the above pillars. Quote Link to comment Share on other sites More sharing options...
Lux Posted June 28, 2013 Report Share Posted June 28, 2013 I'm sorry I know nothing about it. I know that in order to run maps from Quake games in Doom 3 you need to convert them using some software. Well I gues we'll just make due Are there plans to migrate TDM to Id Tech5 when its released out in to the wild? I realize this is why BFG doesn't work with TDM and the capabilities in Tech5 look impressive. Quote Link to comment Share on other sites More sharing options...
Obsttorte Posted June 28, 2013 Report Share Posted June 28, 2013 Nice...!!! maybe a bit too clean though and possible have stone pillars as I can see wooden one holding all that weight..? Ive got some new textures from vigil that i need to convert into TDM format that would be perfect for the above pillars.You could think of them as stone pillars with wood on them 1 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...
Lux Posted June 28, 2013 Report Share Posted June 28, 2013 That's also what I was thinking. Rough stone pillars with wooden fascia surrounding them. 1 Quote Link to comment Share on other sites More sharing options...
Arcturus Posted June 28, 2013 Report Share Posted June 28, 2013 Are there plans to migrate TDM to Id Tech5 when its released out in to the wild?Nope. Quote It's only a model... Link to comment Share on other sites More sharing options...
Shadowhide Posted June 28, 2013 Report Share Posted June 28, 2013 capabilities in Tech5 look impressive.in what way ? Quote Proceed with caution! Link to comment Share on other sites More sharing options...
demagogue Posted June 28, 2013 Report Share Posted June 28, 2013 @AH, is the performance better, or do you just think it's a better map with the reduced size?Do you still have the map files for the bigger size, for posterity? Re: idTech4 -- Moving to another engine will always been out of the question. But for the record, I'm not sure idTech 5 is really all that better anyway. When you jerk the camera the textures noticeably pop-in. You lose the unified lighting system. And I think a lot of the mapping is done in a modeler, and then dealing with the megatextures, it's not as good for the kinds of mappers we have & maps we make. 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...
New Horizon Posted June 28, 2013 Report Share Posted June 28, 2013 idtech5 would be of no benefit to us, it's completely different and would require rebuilding or relighting all the existing missions. We have the source code for idtech 4, so any viable improvements can be made directly to it. Quote Link to comment Share on other sites More sharing options...
Lux Posted June 28, 2013 Report Share Posted June 28, 2013 (edited) in what way ? I was speaking in terms of what the editor can do. Of course the same functionality could be built in to Dark Radiant and I'm just unaware of it presently. I'm basically talking out my ass here so please don't be alarmed or get excited. Its not a criticism. I'm just learning DR and I've been looking at many different tutorial videos and CODRadiant, it seems (to me), has some useful tools we could use to make the environment look more organic, specifically in the area of patch manipulation and alpha blend and the ease with which those things can be used. Coming from a Mastercam background I'm also partial to a 3D window manipulation approach. Orthogonal views are extremely useful for many many things so don't get me wrong here. Precise alignment to grid is much easier for instance. I'm just asking to be asking I guess. Edited June 29, 2013 by Lux Quote Link to comment Share on other sites More sharing options...
Popular Post Lux Posted June 29, 2013 Popular Post Report Share Posted June 29, 2013 (edited) The... headless shop owner? A really rough tease, starting to textures some things. The wall and ground textures are temp. Don't have roofs on yet. Was hoping to have some patched roofs with slants, sways, swagger. We'll see how much of a pain in the arse that is to do. Oh, and yes, clipper tool nightmare! Edited June 29, 2013 by Lux 5 Quote Link to comment Share on other sites More sharing options...
Kvorning Posted June 29, 2013 Report Share Posted June 29, 2013 The layout looks fantastic, can't wait to see the shaded version Quote FM: Lords & LegacyScreenshots/SpoilersScreenshots from beginning to near end of build (Spoilers) Link to comment Share on other sites More sharing options...
Lux Posted June 29, 2013 Report Share Posted June 29, 2013 Thanks, Kvorning. I just wanted to show that I've actually been doing something. Slowly but surely. Quote Link to comment Share on other sites More sharing options...
AluminumHaste Posted June 29, 2013 Report Share Posted June 29, 2013 @AH, is the performance better, or do you just think it's a better map with the reduced size?Do you still have the map files for the bigger size, for posterity? Yeah the performance is way better, especially since I changed out those double candles for 1 electric light, all those shadows was killing performance.And I think the gameplay will be more accessible for my meager abilities, I was having a lot of trouble envisioning some gameplay on the original cathedral. I do have the original map still, if anybody wants it just let me know. Quote I always assumed I'd taste like boot leather. Link to comment Share on other sites More sharing options...
Kvorning Posted July 1, 2013 Report Share Posted July 1, 2013 Thanks, Kvorning. I just wanted to show that I've actually been doing something. Slowly but surely. The more I make, the slower progress seems to get. Maybe it's probably partly the more experienced mind, that sees more of the bigger picture and partly because towards the end, all the big pieces are in place already. Either way, it'll surely add up to something great in the end^^ Quote FM: Lords & LegacyScreenshots/SpoilersScreenshots from beginning to near end of build (Spoilers) Link to comment Share on other sites More sharing options...
Popular Post Moonbo Posted July 7, 2013 Popular Post Report Share Posted July 7, 2013 (edited) Another update on the level. Things are heading towards the finish line, with about half of the final area built out...I can't quite see the end of the tunnel, but I do see a little bit of light peeking out :-). Feedback and crits appreciated as always: Edited July 7, 2013 by Moonbo 6 Quote But you should walk having internal dignity. Be a wonderful person who can dance pleasantly to the rhythm of the universe.-Sun Myung Moon My work blog: gfleisher.blogspot.com Link to comment Share on other sites More sharing options...
grayman Posted July 7, 2013 Report Share Posted July 7, 2013 Spoooky! Quote Link to comment Share on other sites More sharing options...
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