Destined Posted July 29, 2015 Report Share Posted July 29, 2015 The key is just keep moving. If I stop in one spot for too long, I run out of momentum and that is bad for mapping motivation. The best thing in modular building is the feeling you're constantly making progress with good looking results. I know this problem. If I take too long, I will start thinking, what I can improve. As soon as I start doing that I get sidetracked and then lost in details. My WIP, that I started a year ago, is currently completely overthrown (two times, bcause it tok too long to motivate myself to start over) and I will have to start from scratch. I have not too much time at the moment, so I hope that I will at least get to build some modules, that I can fit together pretty quick and thus gain the motivational momentum I need 1 Quote Link to comment Share on other sites More sharing options...
Capela Posted July 30, 2015 Report Share Posted July 30, 2015 (edited) I got tired of mapping so I went to play with my Lego. http://www.youtube.com/watch?v=zELWcJvzO1M&feature=youtu.be That was nice to see your work and how it works. I Have a question, do we have a standard for this? Because i really like contribute for some nodes. Im sugest that you could create an independent section in the " Editing and Design" Forum for this. Just an opinion. Edit: I say this because i try to do many maps and so many hours i invest for nothing. But if i construct my map in modules that work could be pic up easily from enyone. Edited July 30, 2015 by Capela Quote Link to comment Share on other sites More sharing options...
Gast Posted August 2, 2015 Report Share Posted August 2, 2015 I Have a question, do we have a standard for this? I'm not sure there is an official standard. The module size used by Sotha in his post on the subject is set up for a castle so that's a good start ( http://forums.thedarkmod.com/topic/14832-modular-building-technique/) but it could be nice to have a topic on this particular matter so everyone could produce homogeneous modules. I'm very exited by the possibilities this technique can bring. That's how they created the city (and most of the environments) in the latest Thief game so we had plenty of gorgeous gritty places to admire while not being able to jump ! Quote Link to comment Share on other sites More sharing options...
Epifire Posted August 2, 2015 Report Share Posted August 2, 2015 (edited) It is no joke. =DI've hidden seams and gaps behind stacks of crates, support pillars, tall cupboards, pipeworks, and pretty much anything that looks like I can get away with. I'm not the Master Builder; I am the Lazy Builder... @Epifire,I would not edit and create a new model for single purpose. Usually when I map, I1) Build worldspawn module2) Make it into .ase model3) Build with the ase models like legos.4) Sometimes there will be seams and gaps. I hide them with stuff. If this is not possible, it is easy to clone the original model template (the worldspawn built in step 1), and modify it so that it fits into the problematic spot. The key is just keep moving. If I stop in one spot for too long, I run out of momentum and that is bad for mapping motivation. The best thing in modular building is the feeling you're constantly making progress with good looking results. Oh agreed. Generally speaking I'd only create a single model for an area if I thought it was absolutely necessary. Generally with small areas decor, or even additional brushwork makes it easy. Although larger singular usage assets really lend a hand to unique locations, and cut out repetitiveness. The thing is when working on a modular scale, getting a specific texture set is great for the main sections but it's always good to change it up with a couple baked assets going with all unique UVs. My thing is just knowing when to move on to a different section. My biggest problem is getting sidetracked with another project when hitting a low point (or think something is getting shelved). Otherwise I end up spending an obsessive amount of time figuring out the quickest and most effective ways to keep putting out the models. Finding that balance between speed and quality is definitely an issue sometimes though. Edited August 2, 2015 by Epifire Quote Modeler galore & co-authors literally everything Link to comment Share on other sites More sharing options...
HMart Posted August 2, 2015 Report Share Posted August 2, 2015 To anyone interested in modular design Skyrim's Modular Level Design - GDC 2013 4 Quote Link to comment Share on other sites More sharing options...
Springheel Posted August 2, 2015 Author Report Share Posted August 2, 2015 I read that; very useful. 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...
Gestas Posted August 5, 2015 Report Share Posted August 5, 2015 (edited) Found some great 3d scans of museum models Big question on useability:http://creativecommons.org/licenses/by/4.0/ That's the license it is tagged with, free to use with TDM? I'm just using the 3d model to bake, so it's not actually going in game itself. Downloaded the cave bear skull model. Unfortunately the models have no bottoms. It would be easy to add a basic bottom to busts, but would be hard to get a normal map looking good for a moveable skull.======= Decided I'd try to retopo one. Just using the normal map, a tdm stone. Tried to overlay ao with a blend filter. Just get a black model. (blend is at bottom) The AO would really help details pop since I'm using base tdm stone. (forgive the harsh lighting) bust_tissot_ao { stone description "vine_friendly" Noselfshadow //blend filter - need this stage to add ao : bust_tissot_ao.tga qer_editorimage textures/darkmod/stone/natural/light_grey_rough_ed diffusemap textures/darkmod/stone/natural/light_grey_rough // diffusemap models/darkmod/props/textures/corner_stones_light_grey bumpmap models/darkmod/props/textures/bust_tissot_local { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white rgb 0.40 * parm11 } { if ( parm11 > 0 ) blend add map textures/darkmod/stone/natural/light_grey_rough rgb 0.15 * parm11 } // TDM Ambient Method Related { if (global5 == 1) blend add map textures/darkmod/stone/natural/light_grey_rough scale 1, 1 red global2 green global3 blue global4 } { if (global5 == 2) blend add program ambientEnvironment.vfp vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular vertexParm 2 global2, global3, global4, 1 fragmentMap 0 cubeMap env/gen1 fragmentMap 1 models/darkmod/props/textures/bust_tissot_local // Bump fragmentMap 2 textures/darkmod/stone/natural/light_grey_rough // Diffuse fragmentMap 3 _black // Specular } { blend filter models/darkmod/props/textures/bust_tissot_ao } } Edited August 5, 2015 by Gestas 1 Quote Link to comment Share on other sites More sharing options...
nbohr1more Posted August 5, 2015 Report Share Posted August 5, 2015 Your AO image is black and white I presume? I would move the blend filter stage up to above the "if parm11" stages. 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...
Gestas Posted August 5, 2015 Report Share Posted August 5, 2015 Thanks, tried but no luck. Quote Link to comment Share on other sites More sharing options...
VanishedOne Posted August 5, 2015 Report Share Posted August 5, 2015 I don't know whether the parser's case-sensitive, but you could try decapitalising Noselfshadow. Also, should there be a 'map' keyword in the line after 'blend filter'? Quote Some things I'm repeatedly thinking about... - louder scream when you're dying Link to comment Share on other sites More sharing options...
Gestas Posted August 5, 2015 Report Share Posted August 5, 2015 (edited) Thanks Looks much better. It was the missing map keyword. Edited August 5, 2015 by Gestas 2 Quote Link to comment Share on other sites More sharing options...
Bikerdude Posted August 5, 2015 Report Share Posted August 5, 2015 Got the model all packed in a .PK4 mappers can use..? Quote Link to comment Share on other sites More sharing options...
Popular Post Capela Posted August 5, 2015 Popular Post Report Share Posted August 5, 2015 Hey all, after my last attempt to make a city i have some fps problems. Now i decide to use a new tactic with skyportals to resolve that problem. Im geting old and time seems to fly, i get hours to do just this pic, i know its a WIP, and there is more details to put here (in fact i just rush work to put this image here). I really love to do this, in fact since first DOOM game im work on mods, most of them as a programmer. I try to see this as a hobby but at 46 it seems that im failed. So i need to make a decision. So what you think.... is this a crap work pic..or you think i should continue the work. Be honest. Thank you. 12 Quote Link to comment Share on other sites More sharing options...
nbohr1more Posted August 5, 2015 Report Share Posted August 5, 2015 That's definitely not crap. I would really like to see that come to fruition Capela! 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...
Moonbo Posted August 5, 2015 Report Share Posted August 5, 2015 Looks very good to me Capella! You've always had a very good eye for geometry - in fact some of your earlier pics inspired parts of the geometry in my FMs. If this is your passion, definitely don't give up. 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 August 5, 2015 Report Share Posted August 5, 2015 Please continue. Quote Link to comment Share on other sites More sharing options...
HMart Posted August 5, 2015 Report Share Posted August 5, 2015 I will be honest, imo is not bad i especially like how the castle looks, you could of course improve it even more for example by making that floor surface less plane and more varied, use dirt decals, a small water puddle, tree leafs on the floor etc.BTW Don't let your age or lack of time be a deterrent, if you have no intention of being a professional level designer then do what you like to do, take the time that you want to take and don't care if people think your work is good or bad, do what you love. p.s - But i do recommend auto critic and will to improve. Quote Link to comment Share on other sites More sharing options...
Sotha Posted August 6, 2015 Report Share Posted August 6, 2015 To anyone interested in modular design Skyrim's Modular Level Design - GDC 2013 Hah! Looks very similar to my module factory for U1 and U2. Clearly a powerful method. Thanks for sharing! Quote Clipper-The mapper's best friend. Link to comment Share on other sites More sharing options...
Popular Post Gestas Posted August 6, 2015 Popular Post Report Share Posted August 6, 2015 (edited) Looks like a proper gate. I like. http://www.filehosting.org/file/details/502004/Gestas_TMD_Bust%20Tissot.zip Alright, that was fun. 2 lods, high is the left 3 models, low in on right. 3 skins and shadow mesh included. Is there a TDM repository for stuff like this? Feel free to use in missions or add to mod. Edited August 6, 2015 by Gestas 7 Quote Link to comment Share on other sites More sharing options...
demagogue Posted August 6, 2015 Report Share Posted August 6, 2015 I was advocating for a repository. In the meantime, what I think we should do is, you upload or host the material somewhere, or ask to get it on e.g. bloodgate (remind me who owns that), and then post a link to it on the wikipage for add-ons: http://wiki.thedarkmod.com/index.php?title=Add-ons. Then if mappers want to use it, they can get it from there.On that note, I think this should be the norm. IMO, at this point in the mod where the core assets are really kind of set, instead of people asking the team what should be stuffed into the already hefty asset base -- textures, models, etc. -- fans shouldn't even wait for permission. Just make stuff they'd like to see, get it hosted, get the link up on the wiki page. Then mappers can take whatever they like. That cuts out all the politics what should go in, cuts out the delay and red tape in negotiating what the assets should be like, and just make it really easy for fans to make whatever they want. And if something turns out to be really sensational, then the team still has the option to put some great thing to the asset base later. But it's best to have people making things without any promises or expectations. Gives lots of options for fans. 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...
Melan Posted August 6, 2015 Report Share Posted August 6, 2015 More busts like these and other kinds of statuary would be nice to have in the core asset base IMO. It is an area where TDM is still underserved. 2 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...
nbohr1more Posted August 6, 2015 Report Share Posted August 6, 2015 That'll probably get added to the core mod. We are short on sculptures in our asset base. Edit: Ninja'ed 1 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...
Springheel Posted August 6, 2015 Author Report Share Posted August 6, 2015 In general, dem's point is a good one, but in this case we definitely could use something like this in the core. 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...
Bikerdude Posted August 6, 2015 Report Share Posted August 6, 2015 In general, dem's point is a good one, but in this case we definitely could use something like this in the core.Do you want to do the honours or shall I..? I was advocating for a repository. In the meantime, what I think we should do is, you upload or host the material somewhere, or ask to get it on e.g. bloodgate (remind me who owns that), and then post a link to it on the wikipage for add-ons: http://wiki.thedarkmod.com/index.php?title=Add-ons.That would be Tels and I dont think he has the bandwith anymore, so perhaps either see if someone want to host/mirror for these assets or ask Taaaki if we have the bandwidth/space.. Quote Link to comment Share on other sites More sharing options...
Springheel Posted August 6, 2015 Author Report Share Posted August 6, 2015 I'll handle it when I'm home. 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...
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