SeriousToni Posted May 5, 2015 Report Posted May 5, 2015 Wow the ambients are awesome (but some are too short atm, could you extend them like for example "Healing"?) Quote "Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager
Airship Ballet Posted May 6, 2015 Author Report Posted May 6, 2015 Glad you like 'em! They're only supposed to be short loops since they don't really have any part that stands out. I could make a few longer ones, I guess, but it seems redundant. Quote Releases Quinn Co Part 1 Hey Merry, how's your next mission coming along?
Airship Ballet Posted May 6, 2015 Author Report Posted May 6, 2015 Added a couple of longer, floaty mansion ambients I made on a whim. I was going to make some of those grimdark drones interspersed with wood creaks and stuff, but I think there's enough of that already. Why not some nice, lighter drones for that one eye-candy room with the God rays and the dust particles? 1 Quote Releases Quinn Co Part 1 Hey Merry, how's your next mission coming along?
Airship Ballet Posted May 10, 2015 Author Report Posted May 10, 2015 (edited) Added a bunch of nifty containers for storing note and scroll readables in style (under prefab containers). Edited May 10, 2015 by Airship Ballet 4 Quote Releases Quinn Co Part 1 Hey Merry, how's your next mission coming along?
Goldwell Posted May 10, 2015 Report Posted May 10, 2015 Added a bunch of nifty containers for storing note and scroll readables in style (under prefab containers). Thank you very much, they look awesome. And now you're starting to take up a sizeable chunk of my credits list! Airship Ballet - Cave In ambientAirship Ballet - Chest containerAirship Ballet - Readable container 2 Quote Shadows of Northdale Campaign ACT I: A Curious Mind | ACT II: Down The Rabbit Hole Stand Alone Missions Accountant 1: Thieves and Heirs | Accountant 2: New In town | Spring Cleaning | Lord Edgar's Bathhouse | Snowed Inn | Noble Affairs
Springheel Posted May 10, 2015 Report Posted May 10, 2015 Added a bunch of nifty containers for storing note and scroll readables in style (under prefab containers). These are fantastic! I love the leather one on the end. If I could make one suggestion, it would be to speed up the default opening time for the doors a bit...it seems a bit slow for small containers like that. 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
Airship Ballet Posted May 11, 2015 Author Report Posted May 11, 2015 (edited) And now you're starting to take up a sizeable chunk of my credits list!We here at Merry's Marvellous Mapping Co. are proud to sponsor all your mapping endeavors!These are fantastic! I love the leather one on the end. If I could make one suggestion, it would be to speed up the default opening time for the doors a bit...it seems a bit slow for small containers like that.That's my favorite too~ I set those with hinged doors to open twice as quickly and changed the opening sound to match. I'm glad you like 'em! Edited May 11, 2015 by Airship Ballet 1 Quote Releases Quinn Co Part 1 Hey Merry, how's your next mission coming along?
Dragofer Posted May 11, 2015 Report Posted May 11, 2015 The round leather one at the end is my favourites too (and the drawer under the table too), it really makes me wonder what important deed to a property could be preserved in there. Or a letter that travelled a long way through the rain and had to be protected from the weather at all costs. That's the great thing about these containers, they can add their own little story details and they're very flexible with that. Looking at the glass case there in the middle, maybe you'd like to do one for the wall as well? Maybe for a doctor or famous inventor who's proud of his certificate from the prestigious school where he learned his skills and doesn't want it to catch any dust, or hanging in a craftman's well-kept workshop to show that the guild hall has found that highest quality is achieved here. Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge Co-FM: The Painter's Wife | Co-FM: Written in Stone | Co-FM: Seeking Lady Leicester Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide | Dark Ambient Music & Sound Repository
Obsttorte Posted May 11, 2015 Report Posted May 11, 2015 I like the scroll tube, is there a moveable version of it, 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
Bikerdude Posted May 11, 2015 Report Posted May 11, 2015 Yep! As with the usual prefabs the extras rotate on a different axis, meaning you'll have to re-position the lockbox, lever and key if you rotate them.Or you could create n,s,e,w versions. Quote
Airship Ballet Posted May 11, 2015 Author Report Posted May 11, 2015 Looking at the glass case there in the middle, maybe you'd like to do one for the wall as well?I don't see why not! It'll be #11 in the .zip in a little while.I like the scroll tube, is there a moveable version of it, too.I'll see if making one works out, could be glitchy owing to the confined interior and the abundance of patches on it.Or you could create n,s,e,w versions.Yeah, but considering the number of these I'm making, I frankly can't be bothered going through 4x the monotony of moving them to the origin and saving them. Quote Releases Quinn Co Part 1 Hey Merry, how's your next mission coming along?
SteveL Posted May 11, 2015 Report Posted May 11, 2015 Super work Merry! We should try setting up one or two of these with def-attached moving parts so that mappers can rotate and place them easily. Quote
Airship Ballet Posted May 11, 2015 Author Report Posted May 11, 2015 (edited) Super work Merry! We should try setting up one or two of these with def-attached moving parts so that mappers can rotate and place them easily.Thanks! The only thing stopping me from trying that out is the assumption that they'd rotate on the wrong axis after being attached, but I've never really played with def_attaching other than for sticking props on AI. By all means experiment! I added a moveable version of the leather tube and a wall version of the display case. All three parts of the tube are frobable, so you'll probably find that you can't pick it up without opening it and taking the scroll out first (they're prioritised, because otherwise it's impossible to do anything other than pick up the sealed tube). Still, if you wanted to throw around an open, empty leather tube, I gotcha covered. Oh, you'll also have to download the .ase and .cm in the assets .zip if you want to use it. Edited May 11, 2015 by Airship Ballet 4 Quote Releases Quinn Co Part 1 Hey Merry, how's your next mission coming along?
RPGista Posted May 12, 2015 Report Posted May 12, 2015 Those are veeeery sweet. Awesome, detailed work! 1 Quote
Airship Ballet Posted May 12, 2015 Author Report Posted May 12, 2015 1 Quote Releases Quinn Co Part 1 Hey Merry, how's your next mission coming along?
Dragofer Posted May 24, 2015 Report Posted May 24, 2015 (edited) Here's another readable container possibility for your collection. Imagine taffing about in a port and looking down to the water to see a mysterious scroll getting washed about by the waves. And, a downscaled ship could take the place of that scroll to be showed off in a noble's room. Edited May 24, 2015 by Dragofer 1 Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge Co-FM: The Painter's Wife | Co-FM: Written in Stone | Co-FM: Seeking Lady Leicester Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide | Dark Ambient Music & Sound Repository
Airship Ballet Posted May 24, 2015 Author Report Posted May 24, 2015 I'll add it to the list! Quote Releases Quinn Co Part 1 Hey Merry, how's your next mission coming along?
Springheel Posted May 24, 2015 Report Posted May 24, 2015 If only we had glass shaders like that. 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
Obsttorte Posted May 24, 2015 Report Posted May 24, 2015 Heat haze with a sufficient mask may do the trick here. I mean you don't really see the glass, but the distortion it causes. 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
SteveL Posted May 24, 2015 Report Posted May 24, 2015 Are there shaders out there that do this? The blue refraction of the water surface through the top of the bottle might be expensive to reproduce, but whether or not that's do-able, what are the best glass shaders out there right now? It would be nice to include some lovely glass and water shaders with TDM 2.04. 1 Quote
Springheel Posted May 24, 2015 Report Posted May 24, 2015 I tried coming up with some good glass shaders but was never able to get something ideal. The best result I came up with still glows in the dark because it has an additive blend stage. 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
nbohr1more Posted May 24, 2015 Report Posted May 24, 2015 The hourglass asset has a pretty good glass shader as-is IMHO. I guess this goes into the territory of how far into the world of depth peeling or "order independent transparency"do we wanna take this... 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...)
Springheel Posted May 24, 2015 Report Posted May 24, 2015 The problem with the hourglass glass is that it is nearly invisible, depending on what is behind it. And it doesn't react to light. 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
SteveL Posted May 24, 2015 Report Posted May 24, 2015 The hourglass asset has a pretty good glass shader as-is IMHO. I guess this goes into the territory of how far into the world of depth peeling or "order independent transparency"do we wanna take this... Ignore the depth problems... We can have nice glass that works well in 99% of settings without having to solve those problems, and mappers can avoid the other 1% of settings. You know better than anyone else what the best is out there What's on offer? We can use GLSL shaders for transparent surfaces and/or different blend modes without any major engine changes. Quote
Tudor Posted May 24, 2015 Report Posted May 24, 2015 I think typically people who do a glass effect do a transparent shader with a strong specular reflection but make sure the amount of transparency doesn't apply to the specular highlights (multiply or whatever) and there is alsoe the case for doing a fresnel typ deal with a cube map, that also doesn't really get as transparent as the main texture.Now if this is doable in this engine I have no clue, but I know typically refraction is a real pain to work with, and a lot of times isn't as necessary as one might imagine. Quote
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