teh_saccade 233 Posted June 25, 2016 Report Share Posted June 25, 2016 (edited) // Edited July 17, 2016 by teh_saccade Quote http://nolfrevival.tk/ Link to post Share on other sites
Popular Post demagogue 1276 Posted June 26, 2016 Popular Post Report Share Posted June 26, 2016 I find the lighting render in DR prettily haunting sometimes. 9 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 post Share on other sites
Bikerdude 3742 Posted June 26, 2016 Report Share Posted June 26, 2016 Very nice, my only crits are -the dirt patches are are a tad too big, imho they should be small enough to just hint at dirt push upagainst the walls of buildings and suchThe scale of some of the windows is too big, eg in the first shot the middle building upper and lower windows need scaling down.That balacony would collaps the first time some one stepped on it, need supports underneath.And lastly you have some lights set with noshadow, that shouldnt be. Eg the light shining on the wall to the right of the player, should be shining through the ledge. Quote Link to post Share on other sites
Popular Post demagogue 1276 Posted June 27, 2016 Popular Post Report Share Posted June 27, 2016 I'm sure somebody's said whatever is good in DR is even better with more z-axis.Well I said it. Just now. It's interesting to see how such a simple & quick change makes a big difference. @Biker.- I'm going through different concepts for the streets. I wanted them to be dirt streets to begin with, since it's a provincial town. I want the streets to look muddy and thrown together. I think the mounds mud by themselves don't quite work, but I'll have to play around to find the right concept.- Those particular windows are supposed to be stupidly proportioned to look ridiculous. So I acknowledge what you're saying. There's a reason for it just for them. But it's not the norm for other buildings.- Yeah, that model comes with little supports but you're right, the model as it's given itself doesn't look very stable. Easy fix.- No light is set to noshadow right now (well, maybe really old ones may be). The light on the right shouldn't be shining through anything because then it'd shine into a place the player will go, so it's properly on the default (shadow on). One of these days I'll take a light pass through the whole map to check what could use some noshadow for performance.Thanks for your input. 8 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 post Share on other sites
teh_saccade 233 Posted June 29, 2016 Report Share Posted June 29, 2016 (edited) // Edited July 17, 2016 by teh_saccade Quote http://nolfrevival.tk/ Link to post Share on other sites
teh_saccade 233 Posted June 30, 2016 Report Share Posted June 30, 2016 (edited) // Edited July 17, 2016 by teh_saccade 1 Quote http://nolfrevival.tk/ Link to post Share on other sites
Fieldmedic 153 Posted July 4, 2016 Report Share Posted July 4, 2016 Demagogue, is that the ghost model from A Night To Remember? Quote Link to post Share on other sites
demagogue 1276 Posted July 4, 2016 Report Share Posted July 4, 2016 It's not a ghost model. It's the normal female model.When you push the button in DR that makes the 3D window render in "lit mode", then it just draws lit-up AI in that ghost-like way. 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 post Share on other sites
teh_saccade 233 Posted July 16, 2016 Report Share Posted July 16, 2016 (edited) I'll figure it out myself - thanks anyway. Edited July 17, 2016 by teh_saccade Quote http://nolfrevival.tk/ Link to post Share on other sites
ERH+ 662 Posted July 19, 2016 Report Share Posted July 19, 2016 One of details from my submarine WIP mission that don't quite fit, but I still enjoy it more than finishing main elements: 230 words organized in random sentences: "adjective - noun - verb - adjective - noun" cycle. It still sounds repetitive so maybe I will push it to 500 words. https://youtu.be/tRPyvolsNwU 4 Quote Link to post Share on other sites
Popular Post ERH+ 662 Posted July 21, 2016 Popular Post Report Share Posted July 21, 2016 I think this mission will finally reach the surface. BTW fog light is quite good in adding volume to unlit surfaces - area below looks way more intimidating without big ambient light. 11 Quote Link to post Share on other sites
Melan 1810 Posted July 21, 2016 Report Share Posted July 21, 2016 I like what I'm seeing... and not seeing. 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 post Share on other sites
Dragofer 1484 Posted July 23, 2016 Report Share Posted July 23, 2016 Very nice ERH, the whole place is very mysterious. I'm looking forward to it, in fact having nominated the Deep Trouble campaign as one of my top 5 FMs for the unique and hostile feel it had, an FM which I think is comparable in many ways to this one. Regarding your techniques:- that kelp does great things for the underwater environment, is it custom? I'd very much like to have it for my own underwater part.- you're saying you have no ambient light underwater and it's all illuminated just by a foglight?- could you share your technique for the reflective water surface please? Water surfaces have been an annoyance a long time for me.- a suggestion of mine to try out would be to have a layer of fog over the water, the particles I've found quite useful for that are dustfog2 and dustfog4. 1 Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge | Co-FM: The Painter's Wife Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide Link to post Share on other sites
ERH+ 662 Posted July 23, 2016 Report Share Posted July 23, 2016 (edited) -Kelp is just few crossed patches in two variants with decals/vegetation/ivy_mixed_pieces, and is spawned by seed in number of 500 each.-Small (2000 x 2000 x 2000) ambient light is attached to players head, so you can see actual textures only in your proximity.-By reflective water you mean mirror surface or light reflections on walls? I'm using custom animated light texture. Edited July 23, 2016 by ERH+ Quote Link to post Share on other sites
Dragofer 1484 Posted July 23, 2016 Report Share Posted July 23, 2016 (edited) -By reflective water you mean mirror surface or light reflections on walls? I'm using custom animated light texture.Actually it doesn't need to be reflective, just more opaque - I don't like how clearly you can see into the water, even with a foglight down there. I remembered now that SteveL already developed a way to get the effect that I was looking for in Messing with Sea Water, that'll be very interesting to try out. Edited July 23, 2016 by Dragofer Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge | Co-FM: The Painter's Wife Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide Link to post Share on other sites
Popular Post Dragofer 1484 Posted August 1, 2016 Popular Post Report Share Posted August 1, 2016 The officer's mess: And one of their quarters: That said, the junior officers sleep like this: Now and again, the whole ship shudders as it is being crushed in the grip of the ice. 15 Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge | Co-FM: The Painter's Wife Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide Link to post Share on other sites
Goldwell 2499 Posted August 1, 2016 Report Share Posted August 1, 2016 Looks fantastic Dragofer! As is the norm with your posts whether they be models/ambient or map related is very intriguing Is this perhaps a screenshot from the sequel to One Step Too Far? 1 Quote Shadows of Northdale Campaign ACT I: A Curious Mind | ACT II: Down The Rabbit Hole Stand Alone Missions Snowed Inn | Accountant 1: Thieves and Heirs | Accountant 2: New In town | Spring Cleaning | Lord Edgar's Bathhouse Link to post Share on other sites
Dragofer 1484 Posted August 1, 2016 Report Share Posted August 1, 2016 (edited) Looks fantastic Dragofer! As is the norm with your posts whether they be models/ambient or map related is very intriguing Is this perhaps a screenshot from the sequel to One Step Too Far? Thanks, it is indeed part of the sequel - one of a variety of settings to come across, this being one of the larger ones. Edited August 1, 2016 by Dragofer 2 Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge | Co-FM: The Painter's Wife Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide Link to post Share on other sites
Melan 1810 Posted August 1, 2016 Report Share Posted August 1, 2016 Very moody. You have stuck to a common theme and brought out the best it could offer. 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 post Share on other sites
NeonsStyle 595 Posted August 14, 2016 Report Share Posted August 14, 2016 One of details from my submarine WIP mission that don't quite fit, but I still enjoy it more than finishing main elements: 230 words organized in random sentences: "adjective - noun - verb - adjective - noun" cycle. It still sounds repetitive so maybe I will push it to 500 words. Quite like this, though I think the effect would be better if the words were said slower. Like builder, etc. I don't know the purpose of this room, but have you thought maybe cinematic would be better suited? Slowing gliding through the space, haunting music, random words. Love the room. Quote I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:https://www.youtube.com/c/NeonsStyleHD Dark Mod Missions: Briarwood Manor - available here or in gamehttp://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/ Link to post Share on other sites
NeonsStyle 595 Posted August 14, 2016 Report Share Posted August 14, 2016 Oh that is exquisite Dragofer. It almost looks like I could sit down and order a meal. 1 Quote I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:https://www.youtube.com/c/NeonsStyleHD Dark Mod Missions: Briarwood Manor - available here or in gamehttp://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/ Link to post Share on other sites
Dragofer 1484 Posted August 14, 2016 Report Share Posted August 14, 2016 Oh that is exquisite Dragofer. It almost looks like I could sit down and order a meal.Better not bother the cook after he's closed the kitchen, my ship cooks tend to be somewhat crabby after years of defending the wine supplies from mobs of sailors. 1 Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge | Co-FM: The Painter's Wife Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide Link to post Share on other sites
ERH+ 662 Posted August 19, 2016 Report Share Posted August 19, 2016 Oh so my ship batteries are not too accurate, they look more like lead-acid car battery inside. 2 Quote Link to post Share on other sites
Popular Post Goldwell 2499 Posted September 5, 2016 Popular Post Report Share Posted September 5, 2016 Just finished building the exterior docks area for my upcoming city mission 9 Quote Shadows of Northdale Campaign ACT I: A Curious Mind | ACT II: Down The Rabbit Hole Stand Alone Missions Snowed Inn | Accountant 1: Thieves and Heirs | Accountant 2: New In town | Spring Cleaning | Lord Edgar's Bathhouse Link to post Share on other sites
nbohr1more 2239 Posted September 5, 2016 Report Share Posted September 5, 2016 Impeccable lighting Goldwell! 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 post Share on other sites
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