AluminumHaste 1055 Posted December 23, 2019 Report Share Posted December 23, 2019 Yeah, amazing! 1 Quote I always assumed I'd taste like boot leather. Link to post Share on other sites
Dragofer 1357 Posted December 23, 2019 Report Share Posted December 23, 2019 Good grief ERH+ I'm pretty glad I beefed up the lighthouse recently so it can adequately accommodate this fine piece of engineering 1 1 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
JackFarmer 475 Posted December 25, 2019 Report Share Posted December 25, 2019 On 12/23/2019 at 2:29 AM, ERH+ said: Dragofer asked me for a lighthouse engine, giving 160x 160x 160 units as a maximum dimensions. It is a bit rushed (few hours) and looks more like a clock tower mechanism as I think about it now. You are a real MF. Yes, you are. Your friend, Jack. When will you publish SOLS? 2 1 Quote Link to post Share on other sites
Popular Post JackFarmer 475 Posted December 25, 2019 Popular Post Report Share Posted December 25, 2019 Make things stranger, 7 1 Quote Link to post Share on other sites
Popular Post JackFarmer 475 Posted December 25, 2019 Popular Post Report Share Posted December 25, 2019 Thanks to demagogue, and dragofer I finished TLC, 2: 6 Quote Link to post Share on other sites
ERH+ 661 Posted December 25, 2019 Report Share Posted December 25, 2019 1 hour ago, JackFarmer said: When will you publish SOLS? I'm working on all texts and voices with Petike the Taffer. Can't really tell how much time it will take. Quote Link to post Share on other sites
STRUNK 270 Posted December 25, 2019 Report Share Posted December 25, 2019 (edited) Have been working on a boiler to get warm bathwater in the bathroom : ) 2019-12-25 11-58-01 - Streamable If someone is interested in using it, let me know. Edited December 25, 2019 by STRUNK 3 Quote Link to post Share on other sites
grayman 2969 Posted December 25, 2019 Report Share Posted December 25, 2019 Very warm indeed! Looks nice. 1 Quote Link to post Share on other sites
Dragofer 1357 Posted December 25, 2019 Report Share Posted December 25, 2019 (edited) @JackFarmer Nice! I've been wanting to see an underground cathedral amid natural rock formations. Your screens actually remind me of Ruins of Origina from Thief2... it was quite the adventure, bewildering in many ways. 17 hours ago, JackFarmer said: When will you publish SOLS? Thanks for asking this Edited December 25, 2019 by Dragofer 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 peter_spy 1544 Posted December 25, 2019 Popular Post Report Share Posted December 25, 2019 (edited) I thought I'd be able to make the whole cellar set before Christmas, but that didn't work out. I was able to make floor, column, and ceiling though. Modular walls are up next. https://postimg.cc/tswqbyGJ Edit: something is wrong with Postimage's thumbnail system again Edited December 26, 2019 by peter_spy 9 1 Quote Misc. assets for TDM Link to post Share on other sites
chakkman 382 Posted December 26, 2019 Report Share Posted December 26, 2019 @peter_spy: Looking nice, but, I always have the feeling that your stuff looks a bit too clean and polished for Dark Mod stuff. To be honest, I'm not sure if that's really the case though. It could very well be that it just looks too polished, because there's a lot of light illuminating the environment. Might look just right, when there's not much light. 2 Quote Link to post Share on other sites
AluminumHaste 1055 Posted December 26, 2019 Report Share Posted December 26, 2019 29 minutes ago, chakkman said: @peter_spy: Looking nice, but, I always have the feeling that your stuff looks a bit too clean and polished for Dark Mod stuff. To be honest, I'm not sure if that's really the case though. It could very well be that it just looks too polished, because there's a lot of light illuminating the environment. Might look just right, when there's not much light. I think you're just used to the way our current asset base looks like. These have that unreal engine look to them, where they are realistic, less stylized. I like both actually but you really can tell the difference when you mix and match them in a scene. 1 1 Quote I always assumed I'd taste like boot leather. Link to post Share on other sites
Popular Post peter_spy 1544 Posted December 26, 2019 Popular Post Report Share Posted December 26, 2019 Yup, the main idea is to create a standalone set, not to complement the current model base. Of course mappers can always scale down the textures and lower the fidelity of the materials, but that's completely up to them. But the lighting is indeed quite sterile, it's what I use to test a default material behavior. This would probably be something closer to actual WIP environment: 8 Quote Misc. assets for TDM Link to post Share on other sites
VanishedOne 543 Posted December 28, 2019 Report Share Posted December 28, 2019 I've seen it said of the current core asset base that it tends towards the clean and unscuffed. Admittedly that was five years ago, prior to Springheel's outdoor modules with all the grime decals included. 1 Quote Some things I'm repeatedly thinking about... - louder scream when you're dying Link to post Share on other sites
Springheel 4630 Posted December 28, 2019 Author Report Share Posted December 28, 2019 1 hour ago, VanishedOne said: I've seen it said of the current core asset base that it tends towards the clean and unscuffed. Admittedly that was five years ago, prior to Springheel's outdoor modules with all the grime decals included. It was said, but it wasn't especially accurate even at that time. It's definitely not the case now. 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
demagogue 1252 Posted December 28, 2019 Report Share Posted December 28, 2019 I saw the idea as equivalent to the old rule that sound assets should be without environmental effects in the vanilla version, since the effects should be added when it's put in-game, and grime is a kind of environmental effect on top of the original. I think the idea is, with a clean original, you can then tailor the asset to different environments or vary the amount of it. But practically speaking, assets are made to fit with certain environments that fit our gameplay and aesthetic, and it's probably better to just tailor the grime to the asset in its native version than relying on generic grime decals that then get overused and aren't always very fitting to the asset. So I'm okay with the trend in that direction. 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
peter_spy 1544 Posted December 28, 2019 Report Share Posted December 28, 2019 (edited) Yeah, that approach with clean assets and separate decals is outdated. It increases drawcalls, and it also doesn't take into account that you have to include dirt on your specular map to make the it look good. Edited December 28, 2019 by peter_spy Quote Misc. assets for TDM Link to post Share on other sites
Popular Post STRUNK 270 Posted December 29, 2019 Popular Post Report Share Posted December 29, 2019 (edited) I figured I could make a "holographic projection", a 50% reflective and 50% see-through screen at 45% angle between your point of view and a display. I used the camera gui as a display, and reflective water as the screen, and it works : ) I made a black box (bc black) to put the model, light and camera (target_null) inside. This is a small setup, but big setups would work also I guess, for having ghostly figures floating around and stuff. Themeparks and magicians use this trick also : ) https://streamable.com/44b3v ====== Why not just have a transparent nonsolid camera gui? camerascreentransparent1 { qer_editorimage textures/editor/cameragui.tga nonsolid translucent noshadows { remoteRenderMap 232 232 // width / height of render image, ie resolution of screen red Parm0 green Parm1 blue Parm2 scale -1, -1 translate -1, -1 map "camerascreentransparent1" blend gl_dst_alpha, gl_one } } It also works : ) Edited December 30, 2019 by STRUNK 5 Quote Link to post Share on other sites
STRUNK 270 Posted December 31, 2019 Report Share Posted December 31, 2019 Experimenting with the transparent camera gui I made a sort of magic diorama: https://streamable.com/7tkua 3 Quote Link to post Share on other sites
Amadeus 348 Posted December 31, 2019 Report Share Posted December 31, 2019 (edited) these creations are pretty cool Strunk, I love the projector Edited December 31, 2019 by Amadeus 1 Quote FMs: A Good Neighbor Link to post Share on other sites
STRUNK 270 Posted December 31, 2019 Report Share Posted December 31, 2019 @Amadeus Thanx. I have (ugly) buttons on the diorama now to switch on/off the lights and func_emitters in the blackboxes. It now has 5 transparent screens : ) https://streamable.com/7xy8n 3 Quote Link to post Share on other sites
Amadeus 348 Posted December 31, 2019 Report Share Posted December 31, 2019 Function is what's important, beauty comes later 1 Quote FMs: A Good Neighbor Link to post Share on other sites
JackFarmer 475 Posted December 31, 2019 Report Share Posted December 31, 2019 @STRUNK Outstanding to the max, this is extremely cool!!! Dragofer would say, you are truly a member of the Inventor's Guild! Keep on the good work! Jack 1 Quote Link to post Share on other sites
STRUNK 270 Posted December 31, 2019 Report Share Posted December 31, 2019 @JackFarmer Thanx : ) But getting a final map together does take a lot of time with all these ideas that come to my mind : P Quote Link to post Share on other sites
Popular Post Merry 16 Posted January 1, 2020 Popular Post Report Share Posted January 1, 2020 (edited) 5 year challenge Edited January 1, 2020 by Merry 16 Quote Link to post Share on other sites
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