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So, what are you working on right now?


Springheel

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I couldn´t believe that there is someone with a darker gamma-setting than me,

[wise-ass-mode]Gamma settings in Doom 3 are always neglected for screenshots. You'll have to raise gamma again in your preferred image editing program, e.g. Irfanview.[/wise-ass-mode]

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[even-more-wise-ass-mode]That´s what I meant and did with 'lifting the veil of darkness' and most other screens seem to be lighted up a little (I do so always) and I can name at least one who did that with recent posted shots and said so...

 

(hehe, finally I can quote it)

 

Gamma settings in Doom 3 are always neglected for screenshots

 

"You´re lying through your teeth!"

Because:

 

That´s what I meant and did with 'lifting the veil of darkness' and most other screens seem to be lighted up a little (I do so always) and I can name at least one who did that with recent posted shots and said so...

 

[/even-more-wise-ass-mode]

Edited by LEGION

-> Crisis of Capitalism

-> 9/11 Truth

->

(hard stuff), more
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Season's greetings - preview time!

 

rttc_title_xmas2.jpg

 

This should tide people over until release - which, while it will probably take place in January 2011, is coming soon. :)

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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Working on interiors.

 

Does anyone know what's going on with my stone railing texture? The black areas aren't getting masked out, but it renders properly in DarkRadiant, just not in-game. I'm using "alphaTest 0.5" with a .DDS and the alpha channel is saved correctly. Again, it shows up fine in the editor, just not in-game.

post-4033-129319139171_thumb.jpg

post-4033-129319139305_thumb.jpg

post-4033-129319139486_thumb.jpg

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RadiatorYang: looking good. Since the scene doesn't look too resource-intensive, I think the rails could be constructed of models instead of using a texture. There is a good object at architecture>handrails>rail1.lwo. It is made of wood, but it probably wouldn't be too hard to create an alternative with a marble/stone skin if you wanted to.

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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RadiatorYang: Nice, and quite a different style from anything we've seen yet.

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Working on interiors.

 

Does anyone know what's going on with my stone railing texture? The black areas aren't getting masked out, but it renders properly in DarkRadiant, just not in-game. I'm using "alphaTest 0.5" with a .DDS and the alpha channel is saved correctly. Again, it shows up fine in the editor, just not in-game.

 

hah ;) - dare you, that can't be your first work!! It's too good!!

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Working on interiors.

 

Does anyone know what's going on with my stone railing texture? The black areas aren't getting masked out, but it renders properly in DarkRadiant, just not in-game. I'm using "alphaTest 0.5" with a .DDS and the alpha channel is saved correctly. Again, it shows up fine in the editor, just not in-game.

Check you use texture format DXT5 for DDS with transparency.

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I agree that I don't think it's going to be too bad a performance hit to make those railings & maybe the ceiling flourishes out of patches or models (read up on converting brushwork to models too) and it'd be worth it. It is nice to see a new style being built.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

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A little fog does wonders. What's with the banding though? I thought we fixed that.

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Having those arches over the windows sit tight in the wall isntead of having a box shaped crop-out would probably be a good idea for aesthetics, I don't know if there's any vertex manipulation in dark radiant though, but it probably isn't too hard.

 

EDIT- Really loving that fire escape by the way! I have never seen any of those in real life so they always seem cool to me.

Edited by Tudor
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Stumpy, those are great. Especially like that last one, the third picture:

 

 

 

churchoak2.jpg

 

 

What is your ETA? The "Upcoming Fan Missions" Wikiboard only has "Unknown"? Any way you can update that? I like how many authors (see, for example, Sotha) give a breakdown of the development in terms of percentages of the various aspects (basic geomtry; ai placement; story/texts, etc.).

 

In other words these latest pics have got me looking forward...

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@stumpy: I like the shots. The first scene looks a little unnatural though, because everything is lined up perfectly rectangular.

 

A little fog does wonders. What's with the banding though? I thought we fixed that.

As far as I know, the colorbanding is visible in vanilla D3 as well. JC's initial HDR implementation just amplified this artifact. I remember rich_is_bored saying somewhere that this banding is actually only fixable with the help of HDR, which kind of makes sense, if you think about it.

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there's no lights in the fog pictures except the ambient light set at 6, so the pictures were brightened in a picture editor.

and the boxes outside the warehouse arn't real and are terrain brushes.

release date unknown still, there's a big area that is just caulk brushes, need to add some grass coloured patches to that part, but most of the buildings are done, just got a crackpot inventors house to do.

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I actually like the banding, adds character. The banding is most likely related to rounding errors in the calculations in the renderer not something we can fix.

 

I agree in the shot, but in-game, when its moving, imo it looks terrible.

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