JackFarmer 475 Posted September 2, 2019 Report Share Posted September 2, 2019 Hello Springheel, Will do, NeonStyle suggested this as well. Thank you for the information. Quote Link to post Share on other sites
NeonsStyle 572 Posted September 4, 2019 Report Share Posted September 4, 2019 Yep. You've got to always be asking yourself. Is the scale right compared to what I know of reality. Can I make this better? The love you put into your style, the more you will be appreciated as a mapper to the community. 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
Destined 614 Posted September 5, 2019 Report Share Posted September 5, 2019 Regarding scale it helps a lot to put a random AI somewhere in your scene. With that you have a reference point on how big everything is and it is easier to get the scale right. If you are more of a numbers person, you can use the info on this Wiki page: 1 DarkRadiant unit = 0.909 inches = 2.309 cm. So, if you know how tall a room should be in real life, you know how many units you need in DR to be realistic. The page also contains some useful information regarding how big any openigs may be, how steep a slope is traversible for players and AI etc. Quote Link to post Share on other sites
snowy 15 Posted September 5, 2019 Report Share Posted September 5, 2019 For the correct texture scale, is it alright to use "Modify Texture: Natural" in the surface inspector? Or is that unreliable for a realistic texture scale? Quote Link to post Share on other sites
Dragofer 1352 Posted September 5, 2019 Report Share Posted September 5, 2019 In almost all cases yes, hitting natural while the scale is set to 0.500 will yield the intended scale. There are however some very high res textures that'll appear magnified at 0.500. Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide Link to post Share on other sites
Popular Post VanishedOne 543 Posted September 10, 2019 Popular Post Report Share Posted September 10, 2019 11 Quote Some things I'm repeatedly thinking about... - louder scream when you're dying Link to post Share on other sites
Jedi_Wannabe 215 Posted September 10, 2019 Report Share Posted September 10, 2019 Wow, that’s pretty but can you give us any details without spoiling anything in your mission? Quote As my father used to say, "A grenade a day keeps the enemy at bay!" Link to post Share on other sites
VanishedOne 543 Posted September 10, 2019 Report Share Posted September 10, 2019 I'm not sure what you're after. Thematically it's an industrial area. Technically, points of interest might be a glare light around the furnace and flare deform surfaces for the glow around the lamps (since we don't have emissive maps). Quote Some things I'm repeatedly thinking about... - louder scream when you're dying Link to post Share on other sites
Amadeus 344 Posted September 10, 2019 Report Share Posted September 10, 2019 Looks great Vanished! Tremendous amount of detail and beautiful lighting 1 Quote FMs: A Good Neighbor Link to post Share on other sites
Jedi_Wannabe 215 Posted September 10, 2019 Report Share Posted September 10, 2019 That’s all, just wanted to know what you were most proud of and wasn’t sure where my eye should be drawn to. It all looks great but for some reason I really like grates on the right that resemble a chain-link fence. Quote As my father used to say, "A grenade a day keeps the enemy at bay!" Link to post Share on other sites
VanishedOne 543 Posted September 10, 2019 Report Share Posted September 10, 2019 That's https://3dtextures.me/2019/07/08/metal-grill-005a/ (albeit shoehorned into a non-PBR engine). Really eagle-eyed connoisseurs of id Tech 4 mapping experiments might recognise the dials in the recess behind it from Strombine. Quote Some things I'm repeatedly thinking about... - louder scream when you're dying Link to post Share on other sites
peter_spy 1530 Posted September 10, 2019 Report Share Posted September 10, 2019 14 hours ago, VanishedOne said: I'm not sure what you're after. Thematically it's an industrial area. Technically, points of interest might be a glare light around the furnace and flare deform surfaces for the glow around the lamps (since we don't have emissive maps). Sorry for being blunt but glow around these lamps looks rather bad. I've been trying to find a suitable effect myself, and IMO you'd be better off with something like light that has fogs/glare2 texture and noshadows/nodiffuse/nospecular set to 1: 1 Quote Misc. assets for TDM Link to post Share on other sites
VanishedOne 543 Posted September 10, 2019 Report Share Posted September 10, 2019 That isn't really the same thing. A glare light illuminates geometry within its volume, like any other kind of light (apart from a fog light set to paint on its own boundary too). Where there's no geometry there's nothing to illuminate. The flare deforms add a glow around the lamp independent of whether it's illuminating anything behind it; other candidates would be a tube deform (I got unsatisfactory results) or a particle effect. By the way, glare2 has the noshadows keyword anyway, blendLights are non-shadowasting by default (in fact, forceShadows seemed not to work on them when I tried it), I don't think blendlights perform specular interactions (it's just a blend add stage), and as far as I know nodiffuse doesn't actually work. Nice-looking screenshot though. 1 1 Quote Some things I'm repeatedly thinking about... - louder scream when you're dying Link to post Share on other sites
peter_spy 1530 Posted September 10, 2019 Report Share Posted September 10, 2019 Best solution would be to have a proper postprocess bloom for that, so the emissive texture alone would do the trick (perhaps with setting RGB to something higher than 1). Otherwise it's whatever gets the job done, without noticeable performance hit. 1 Quote Misc. assets for TDM Link to post Share on other sites
Popular Post Goldwell 2439 Posted September 11, 2019 Popular Post Report Share Posted September 11, 2019 Here are some more shots from Shadows of Northdale Act 3 15 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
Popular Post JackFarmer 475 Posted September 14, 2019 Popular Post Report Share Posted September 14, 2019 HHTLC, Part II: "The Underwater Facility": 9 Quote Link to post Share on other sites
Amadeus 344 Posted September 14, 2019 Report Share Posted September 14, 2019 woah! Love everything about that room, Jack Quote FMs: A Good Neighbor Link to post Share on other sites
Popular Post grayman 2968 Posted September 18, 2019 Popular Post Report Share Posted September 18, 2019 A cloak of insanity has settled on me. If you like mazes, WS7 now has one. If you don't, well, ... 7 1 Quote Link to post Share on other sites
Amadeus 344 Posted September 18, 2019 Report Share Posted September 18, 2019 (edited) Perhaps we'll find the Minotaur in there... Edited September 18, 2019 by Amadeus 1 Quote FMs: A Good Neighbor Link to post Share on other sites
duzenko 654 Posted September 19, 2019 Report Share Posted September 19, 2019 8 hours ago, Amadeus said: Perhaps we'll find the Minotaur in there... You mean, spiders and undead LOL Quote Link to post Share on other sites
Amadeus 344 Posted September 19, 2019 Report Share Posted September 19, 2019 7 hours ago, duzenko said: You mean, spiders and undead LOL Ha, too true. Even though I don't think Greek myth fits into TDM, it was the first thing I thought of when I saw the maze. Plus it'd be a cool creature to add to the universe (but I realize that creating new AI is super difficult) Quote FMs: A Good Neighbor Link to post Share on other sites
demagogue 1252 Posted September 20, 2019 Report Share Posted September 20, 2019 We have a 3/4 completed wolfbeast, that might even pass if you can handwave over a few missing core animations. Speaking of which, I need that wolfbeast for one of my WIP FMs. Yes it's difficult, but he's not-substitutable (and cool) enough to be worth it IMO. I should take my own advice though. =/ (If you really want something done you ought to do it yourself if no one else is.) 2 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
Springheel 4630 Posted September 20, 2019 Author Report Share Posted September 20, 2019 Until we can get a working AF for the werebeast, I don't think it's going to be appearing anywhere. 1 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 post Share on other sites
Popular Post Goldwell 2439 Posted September 21, 2019 Popular Post Report Share Posted September 21, 2019 One last sneak peak from Shadows of Northdale Act 3. Lord Edgar's estate! 10 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
Epifire 784 Posted September 21, 2019 Report Share Posted September 21, 2019 6 hours ago, Springheel said: Until we can get a working AF for the werebeast, I don't think it's going to be appearing anywhere. Yeah I think I messaged around asking anybody at one point if I could look at the current resources for it. A lot more busy just trying to wrap up current requests and getting back to the portfolio but I'd still like to help out on that again if I ever get the chance. Had talked to Kingsal at one point about what adding my own NPC's would take. So while I'm busy af right now, I'm still really keen on working with animations (especially since I'm now learning Maya). I just wish id4 had more broad plugin support with other, more modern modeling apps. Quote You need a model? Epi does you a model. Toss me a PM I promise I don't bite. Link to post Share on other sites
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