Sotha Posted September 9, 2013 Report Share Posted September 9, 2013 Yep. Textures, textures, textures. It is all about textures. Quote Clipper-The mapper's best friend. Link to comment Share on other sites More sharing options...
Obsttorte Posted September 9, 2013 Report Share Posted September 9, 2013 Looks really awesome and very athmospheric. What's the name of this FM? Quote 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 Link to comment Share on other sites More sharing options...
Arcturus Posted September 9, 2013 Report Share Posted September 9, 2013 It is all about textures.And soft shadows. Quote It's only a model... Link to comment Share on other sites More sharing options...
Melan Posted September 9, 2013 Report Share Posted September 9, 2013 Textures are important, but particularly in that alleyway shot, you see an enormous attention to environmental detail. You've got ivy, vegetation, a transition between dark grass and cobble, different planes of elevation, what seem to be rotting/half-buried barrels, and some neat irregular angles. Together, that creates a very organic look. Very impressive. 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 comment Share on other sites More sharing options...
Sotha Posted September 10, 2013 Report Share Posted September 10, 2013 I've been staring those interior shots. Like a painting! The geometry is simple, and there are only a few objects in the scene. Not much detail. Yet it looks like it was real. Like someone lived there. Like there was generations of history of people living between those walls. I cannot wrap my head around what causes this. In TDM the textures are very 'crisp.' I know that if you built the same scene in TDM it would look somehow sterile. The griminess of the textures and the gentle soft blotches of shadows does a lot. Quote Clipper-The mapper's best friend. Link to comment Share on other sites More sharing options...
Arcturus Posted September 10, 2013 Report Share Posted September 10, 2013 Textures in Darkmod don't make a coherent set. They have different styles, quality and colour palettes. They are often too saturated. If you wanted to make something like this in Darkmod you would have to at least fiddle with hue and saturation of textures and sometimes make your own. Quote It's only a model... Link to comment Share on other sites More sharing options...
Lux Posted September 10, 2013 Report Share Posted September 10, 2013 The textures are pretty good in those screen shots but I think the real difference is in playing it, not just taking a screenshot. TDM may not look as good in a screen shot but, for me at least, the flickering shadows and lighting when you're in-game are leaps and bounds over anything T2 can pull off. If a picture is worth a thousand words, then real time lighting is worth 10 thousand. Quote Link to comment Share on other sites More sharing options...
chakkman Posted September 10, 2013 Report Share Posted September 10, 2013 Runkelstein Castle, near bolzano (italy)Would make a nice cloister. Quote Link to comment Share on other sites More sharing options...
Springheel Posted September 10, 2013 Report Share Posted September 10, 2013 In TDM the textures are very 'crisp.' I know that if you built the same scene in TDM it would look somehow sterile. The griminess of the textures and the gentle soft blotches of shadows does a lot. The T2 shot is extremely limited in its colour palette...it's almost monocrhomatic, which gives it a strong sense of unity. Everything is soft and blurry as well, which lets your imagination fill in many of the gaps. 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 comment Share on other sites More sharing options...
SeriousToni Posted September 10, 2013 Report Share Posted September 10, 2013 Wow that is Thief 2?? Amazing! But we have the smarter ai Quote "Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager Link to comment Share on other sites More sharing options...
Bikerdude Posted September 10, 2013 Author Report Share Posted September 10, 2013 it's almost monocrhomatic, which gives it a strong sense of unity. Does TDM have an arg so you can play a mission in sepia or black and white like you can do in T2..? Quote Link to comment Share on other sites More sharing options...
Melan Posted September 10, 2013 Report Share Posted September 10, 2013 You can't do that in T2 either. Although you can play TDM in Rotoscope mode (g_rotoscope 1), which is often neat. 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 comment Share on other sites More sharing options...
nbohr1more Posted September 10, 2013 Report Share Posted September 10, 2013 I know there is a material property that can make a texture monochrome but I don't recall a switch for the whole renderer. There have been Doom 3 mods with monochrome only but I think they used custom lights and textures... 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 comment Share on other sites More sharing options...
Obsttorte Posted September 10, 2013 Report Share Posted September 10, 2013 Does TDM have an arg so you can play a mission in sepia or black and white like you can do in T2..?You can change that in your video driver settings. Quote 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 Link to comment Share on other sites More sharing options...
rich_is_bored Posted September 11, 2013 Report Share Posted September 11, 2013 Sikkpin wrote a mod for D3 that included color grading. Quote ModWiki Link to comment Share on other sites More sharing options...
Outlooker Posted September 11, 2013 Report Share Posted September 11, 2013 (edited) This guy seems quite capable: http://darkfate.org/...ing/screenshots This pic feels especially cosy and atmospheric: Edited September 11, 2013 by Outlooker Quote "Good people do not need laws to tell them to act responsibly while bad people will find a way around the laws." - Plato"When outmatched... cheat."— Batman Link to comment Share on other sites More sharing options...
ERH+ Posted September 12, 2013 Report Share Posted September 12, 2013 When I look at shots like this, I think most of textures have same noise applied on them. Maybe one grainy texture for ambient light can do the trick? Quote Link to comment Share on other sites More sharing options...
pusianka Posted September 13, 2013 Report Share Posted September 13, 2013 Ok this thief 2 shot is kind of... SUPERB! Quote Link to comment Share on other sites More sharing options...
RPGista Posted September 14, 2013 Report Share Posted September 14, 2013 That last screenshot is from a game called Severance, amazing combat system on that one, beautiful maps (though not really that detailed, more on the scale of a Tomb Raider kind of exploration map), dynamic lights... Groundbreaking game. Quote Link to comment Share on other sites More sharing options...
RPGista Posted September 14, 2013 Report Share Posted September 14, 2013 Since we are talking about oldies but goodies, some nice looking architecture from Mount and Blade: Quote Link to comment Share on other sites More sharing options...
Bikerdude Posted September 14, 2013 Author Report Share Posted September 14, 2013 The second and last shots look bloody fantastic, I am hafl tempted to do some "lets do this is tdm" screenshots. Quote Link to comment Share on other sites More sharing options...
Obsttorte Posted September 14, 2013 Report Share Posted September 14, 2013 It itches my fingers, too. Quote 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 Link to comment Share on other sites More sharing options...
Sotha Posted September 14, 2013 Report Share Posted September 14, 2013 If you do, it would be useful to modularize those into pieces,from which people could construct any kind of houses. Here is how I would take it apart: See? All you gotta do is modules A, B, C, D, E and F. That is 6 modules. Then you could build this house or similar house of almost any shape simply by mixing and matching lego-like module pieces. Quote Clipper-The mapper's best friend. Link to comment Share on other sites More sharing options...
demagogue Posted September 14, 2013 Report Share Posted September 14, 2013 What we could use is some wall and roof models like that to piece together to make houses like that. Edit: haha, brilliantly ninja'd. =D 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 comment Share on other sites More sharing options...
Obsttorte Posted September 14, 2013 Report Share Posted September 14, 2013 Maybe those buildings were even build that way. Once I've finished my current WIP I may take a look. Quote 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 Link to comment Share on other sites More sharing options...
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