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So, what are you working on right now?


Springheel

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There are already multiple fireplaces and stoves among the assets, which are the common methods of heating in the implied setting.

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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Thanks for the clarification Springheel.

 

I understand the radiator is clashing with the setting, so i leave it out.

Instead you guys can still take a look at the finished model on sketchfab: https://skfb.ly/KYyC

 

Looks really nice! Is there a reason you didn't shift the textures in the middle between the gaps randomly? Does this take more GPU usage? Because it does clearly repeat. Otherwise, really nice! :)

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

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I'll spend a lot of time moving around the candles in game, and then why I find the proper arrangement I'll go reposiition them in the editor for maximum shadowplay. Thanks RPGista.

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O-ho! I have wanted a control pedestal like that for a while. :) I even have a few brush-based prefabs. This will come handy!

 

Thanks.

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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Two days back I realized I wanted a control system for mappers to use, so I kinda did a thing...

 

 

 

Wow, awesome!

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Regarding the bulb question, the only thing that occurs to me and I dont know if its feasible, would be to add a bit of alpha grime to them, give them a bit more of a shape. Because I dont think you can fake reflections or shine. Well, actually, do glass materials have a specular?

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Regarding the bulb question, the only thing that occurs to me and I dont know if its feasible, would be to add a bit of alpha grime to them, give them a bit more of a shape. Because I dont think you can fake reflections or shine. Well, actually, do glass materials have a specular?

 

Primarily I wanted to customize one of the existing glass_warp materials. It needs a bit less translucency and a bit more ambient color to define the shape for the off mode. The on state needs to be able to show the internal arc detail when close and have a kind of yellow glow to the shape. Doesn't the lantern use the deform flare? I was hoping to just reduce the rings back to quads to try that and see. If it didn't have any major impact on performance, that would be perfect for what I need then.

 

A material example is really all I'd need to attempt that with, as I really couldn't find any sufficient usage of it on the idSdk site.

 

 

Looks like I'm gonna do a true Frankenstein mission soon ;)

 

You may like what I have in mind coming up. I don't exactly have a full take on a mission to put it into yet, but there's a certain scene I want to script and model out. Without putting out too many details, it'll make great use of sounds and visuals for what I'm currently capable of doing :D

Modeler galore & co-authors literally everything

 

 

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Here's a flare:

textures/darkmod/sfx/flare_custom
{

	noSelfShadow
	noShadows
	nonsolid
	//sort postprocess
	deform flare 32
	translucent

		{
			blend add
			map textures/darkmod/sfx/candleglow.tga //textures/particles/fbeam
			clamp
			colored
		}


}

Reduce the 32 to make it smaller (32 is pretty big, and I've had trouble with this one clipping through walls in some circumstances). Seen here in a test map as part of another radiator design. (The 'reactor meltdown' effect is more muted against a proper backdrop.) Whether it'll suit your needs is another matter...

post-35144-0-46893400-1455937355_thumb.png

Edited by VanishedOne
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Some things I'm repeatedly thinking about...

 

- louder scream when you're dying

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Maybe not the best project to be tackling as a newbie... :P

 

HfZCmP4.jpg

 

I think I need to redo the blade, tbh.

 

I like the shape a lot. If anything I'd just thicken the middle of the blade a little bit. The hilt looks perfect imo.

 

To be more specific my thoughts would be to have it widen right at that sharp curve and then taper off to the end. All while keeping the same overall shape. Also if you want any advice or aid with the texturing feel free to hit me up via PMs. ;)

Modeler galore & co-authors literally everything

 

 

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You may like what I have in mind coming up. I don't exactly have a full take on a mission to put it into yet, but there's a certain scene I want to script and model out. Without putting out too many details, it'll make great use of sounds and visuals for what I'm currently capable of doing :D

 

I'm very curious now, but don't spoil us yet - I'm sure from seeing what you've achieved so far this will be a great setting! Good luck with it - can't wait to see it! :) :) :)

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

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I've finally got the finished high-poly (I guess?). I have no idea what I'm doing...... XD

 

qQ0jqJ7.jpg

 

No doubt the scale is completely off for TDM, so that'll have to get fixed at some point. In the meantime, what do you guys think, is this ready for texturing?

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I've finally got the finished high-poly (I guess?). I have no idea what I'm doing...... XD

 

qQ0jqJ7.jpg

 

No doubt the scale is completely off for TDM, so that'll have to get fixed at some point. In the meantime, what do you guys think, is this ready for texturing?

 

Well done on the creases! Only thing I'd do at this point (if you plan on baking it) is to get a fairly dense lowres mesh over that and maybe put some smoothing on your highres reference you've been working on. By smoothing I mean subdivision refinement. You may have to add some various edge loops so that you don't lose the good shapes going on here. But it'll make for some smooth'n snazzy normals when you're done. I'm a boss with baking in XSI but I don't know precisely how that's done in Blender (assuming that's what you're using?).

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Modeler galore & co-authors literally everything

 

 

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