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Here's what I've been working on for the past couple weeks. For ages I've wanted to add another female character model; something fairly generic that isn't obviously a noblewoman, wench or thief. He

I've gone ahead and done this...haven't spent a huge amount of time on it because the mage mesh really needs some improving (bad deformation in spots and the textures could use some work). I don't wa

I've also created a few alternate zombies, to add a little variety to your local necromancer lair.  The first is a fairly straightforward variation that uses the hunched over animation set Kingsal cre

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Looks far better than the Unity version to me :wub: (other then where it touches the street).

 

Might be a good idea to include a tiny "grime sidewalk" around the base of these to make street

to building transition less clean and stark looking?

 

It's becoming a visual peeve of mine now since I noticed the stark street to building contrast in

Lord Edgar's Bathhouse then again whilst playing The Alchemist.

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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Thanks. :)

Yeah, I plan to have transition pieces for things like that; just haven't gotten to them yet. And I'll probably make some street modules eventually so they're not so flat.

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White stones aren't good for street though. The building is really nice. But too much detail per piece could become monotonous pretty quickly. Better to have small sections that can be cobbled together many ways.

Like the main building, without the window segments. And separate window segments that can be added or not, lit or unlit?

 

That could be three buildings. The right side tunnel segment. The middle without windowoverhang segment, and the left segment. Then they can all be rearranged differently. (and the window overhang segment)

 

I don't think sidewalks make much sense, how many horse pulled carts are there?

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White stones aren't good for street though. The building is really nice. But too much detail per piece could become monotonous pretty quickly. Better to have small sections that can be cobbled together many ways.

 

I don't think sidewalks make much sense, how many horse pulled carts are there?

 

 

That's all placeholder, the main focus is on the building... I wouldn't pay much attention to anything else in the shot

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And his screenshots are showing all the variety in one shot.

In a real scene, a mapper could tone down the detail with more windowless walls, etc., whatever is best for the scene.

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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Thy look good! I see these are all (or mostly) standard-sized modules. Add them to regular brushwork, and the possibilities will be much broader.

 

I don't think they necessarily need modelled bases.Those are fairly easy to make from brushes.

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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I don't think sidewalks make much sense, how many horse pulled carts are there?

 

 

He's not talking about an actual sidewalk, just something where the base of the building meets the street so it's not a perfect 90 degree angle.

 

Better to have small sections that can be cobbled together many ways.

 

 

You may have missed earlier discussions on this topic, but it's not one big building. All the pieces are modular.

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They're basically single faces, just like the interior pieces I was showing earlier, with the exception of a few things like the roof pieces and extension pieces. I'll also be including pieces that have holes for windows/doors for mappers to insert their own (possibly enterable) ones. I'll post another couple images to make it clearer when I get home.

 

In the meantime, maybe this will help. The blue and green sections are examples of individual wall facades that only face forward. The red portions are fully modeled "add ons" that are meant to back onto an existing piece. Pieces like the archway and the roof include both the forward face and the top roof/ceiling portions (although there are also pieces that are just the front). By mixing and matching the various pieces you can achieve all kinds of different building constructions, not to mention the skin options.

post-9-0-22115300-1422459860_thumb.jpg

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That's a long list. :)

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

WIP's: Several. Although after playing Thief 4 I really wanna make a city mission.

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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I'm excited to build with them ;)

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

WIP's: Several. Although after playing Thief 4 I really wanna make a city mission.

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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With retextured variants, that's multiple times as long as we first see . Well done!

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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