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Darkmod: Inspiration thread


Bikerdude

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So I guess it's about time that I start sharing pictures from my big adventurous visit to Italy. I know you're interested in architecture so that is what I'll concentrate on. Now where should I start... What about a collection of doors?

 

FKjukR0.jpg

 

grR0joH.jpg

 

vGXSBat.jpg

 

VGwvsJG.jpg

 

TuM5r3s.jpg

 

I have more and in bigger sizes.

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Killer view in perugia from my hostel room(jaw-dropper):

 

 

I have lots of pics, tell me what you're interested in, wether you want whole buildings(some I have from every possible side) or more like architectural parts(like doors) or whatever else you come up with and I'll look for pics. :)

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I love the design of layered roofs. I can imagine the fun of a player bounding down them or mantling up them, and being able to jump over to surrounding buildings at different heights. It's a good way to bring z-axis into play. Also the sloping streets with stairs and overhangs has some of that too. I guess the general lesson is you can have medieval organic growth on the z-axis too, not just horizontal.

 

I think my favorite buildings are that square belltower and the horseshoe back of the cathedral with those layered roofs along the side.

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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Got more... anything in particular you'd like to see? Cathedrals, little churches, baptistries(I don't know if that's how you write it) - all the stuff is here.

 

 

(Also lots of doors, was psyched about them when I was there - some kind of odd fetish...)

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The last three shots reminds me a bit of In Remembrance of him.

 

This organic, narrow-ish look is perfectly suited for TDM. And as I saw the rooftops I thought the same as demagogue.

 

I would write a bible for with him as god for whoever is capaple of mapping a city quarter with this look. caugh, Biker, caugh :ph34r:

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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It means we should have more patchwork and modeled architecture making that organic curvy outgrowth on top of square brushwork.

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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Great pictures.

 

This is pretty much what I was attempting to do with my first FM which later got shelved. Sight lines are too long and yes you can break them up but it largely ruins the effect. Also, I wanted rooftop play looking down to the sea and obviously that wasn't happening either.

 

Still have the map and am still planning on using it for my second FM but there's much that needs altered for it to work. I was using pictures of Monaco to work from and they were pretty similar to this type of town.

Edited by Lux
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Funny, after playing the Swing mission, I thought to do a train mission, but guess it's already been done elsewhere, c'est la vie. But yes, not hard to do.

"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

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Why do people like these HDR images? The intense use of saturation really hurts my eyes! Some of them are okay, like the last one, but look at the third one - it's just a pain in the ... eye! :P

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

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And they lack contrast and depth, things we sought in photography and art, the subjects may be nice but yeah, the flat lighting and candy colors makes me cringe, I can't wait for the fad to end. Ironically I believe that's a reason TDM is complimened on it's appearance, can have sparse details enlivened by lighting dynamic range.

"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

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Made an organized gallery of Thief 4 screenshots without shroud, fog & color filters obscuring the visuals: The City (exterior architecture) Interiors (from lower to upper-class) Uninhabited (service & tech, ruins etc.) (minor spoiler warning, I guess)

 

Wow those are really good. Both the collection you made and the in-game artwork. I bought and downloaded T4 on release day but I haven't got round to looking at it yet because I've been busy with TDM -- either playing or messing with scripts -- every evening since. Guess I should give it a try one of these weeks :)

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I'm not gonna lie, those Thief 2014 screens look great other than the somewhat stifled color palette.

 

But in motion it's a bit disappointing compared to TDM.

 

I think it's two failings are:

 

SSAO artifacts. I'm not sure how much better other titles are at this but I can clearly see popping around dynamic objects.

 

Dynamic light. As I recall, something about the (very few) dynamic light objects in this game looks off. It could be the use of light-maps

in many areas conflicting with the dynamic light and the lack of normals on many surfaces. All I know is that some of the stuff

I've seen in motion just doesn't give that true light source feel the way that TDM does. Most of the screens in the collection

show scenes where static electric lights are the primary light source so I guess it's a null point but that just highlights what's

missing...

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...)

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