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Thread: What are you working on RIGHT NOW - T1/2 Dromed Edition

  1. #476
    Member
    Registered: Jan 2008
    Location: Sweden
    Quote Originally Posted by DrK View Post
    With the lighting, dunno why but I find this picture beautiful, quite artistic somehow.
    My picture?
    I just putted a torch in the air and maked it brighter, because it was hard to see
    the shape of the church with only light_brigt... xD

  2. #477
    L'architecte de Rocksbourg
    Registered: Nov 2005
    Location: Narbonne, France
    So what ? Your lighting really shows the volume of your building, and despite the lack of everything I find it very interesting. Too bad you put it randomly, it means you aren't as artistic as I thought you were...

  3. #478
    Member
    Registered: Jan 2008
    Location: Sweden
    Quote Originally Posted by DrK View Post
    So what ? Your lighting really shows the volume of your building, and despite the lack of everything I find it very interesting. Too bad you put it randomly, it means you aren't as artistic as I thought you were...

    I hope that I can make a complete FM with it.
    But I'm a just a newbie yet, I can't even make objectives or make a button.
    Do you think I should stop working with my FM until I can more than building and using AI's?

  4. #479
    Member
    Registered: Dec 2005
    Location: Australia
    Hi all,

    just thought I'd put up some new screenies to show you that my mission 'Dateline Cicely' is still alive and developing by small increments.

    Some of the textures and lighting are place holders at the moment, eg: the position of the diver pcx.















  5. #480
    Member
    Registered: Nov 2003
    Location: Roanoke, VA
    A couple from Project: Addiction (Real name soon).





  6. #481
    Member
    Registered: Mar 2001
    Location: Ireland
    HipBreaker's shots look very interesting, particularly the first one.

  7. #482
    Member
    Registered: Feb 2003
    Location: Coming in from the cold...
    A week ago I was finally done with all the brushwork, it took me around seven months to get there (from brushwork-novice to something that actually looks like a house more than a random set of brushes), but now it's done I took a few days off and then I started the texturing phase, so that's what I'm doing right now. The most time is spent hunting down the right texture (I'm going to use only the stock ones for now). The second most time is spent aligning the textures.

    Remembering the days of Doom-editing I guess I knew what I was getting myself into, but I had kind of forgotten how tedious texture aligning really was - and still is. It really makes a difference, but there are things more fun than texture aligning.

    The best thing with texturing is that I finally get to see what everything really looks like after staring at Jorge for seven months.

  8. #483
    The tediousness of texture-aligning in DromEd becomes even more apparent when you've used UnrealEd for as while.

  9. #484
    Member
    Registered: Mar 2001
    Location: Ireland
    Am I crazy in that I've sometimes found manually aligning lots of textures to be relaxing?

    It's a clear goal, at least. Beats not being able to decide what to do next.

  10. #485
    Classical Master 2008
    Registered: Jun 2002
    Location: Civitas Quinqueecclesiensis HU
    I always texture as soon as the brushes are in place, and tend to use input boxes instead of click-dragging. I always wondered how people can make really nice architecture all in jorge and only texture it later...

    On topic, I am working on my contest mission, and am done with architecture (incl. texturing), objects and lights in two area brushes out of three, and began to lay out the third yesterday. I really like uncadonego's contest. The limits were stimulating, and the space you are allowed is huge. Actually, my problem is to avoid overbuilding and keep polygon count down. It is regularly at 5-600 and in some instances pushing 800 after optimalisation...

  11. #486
    Member
    Registered: May 2008
    Location: Ireland!
    @Melan

    Yeah I think way the area brushes are arranged is a great way of testing your ability to adapt! I'm nearly completely finished one of the areas (Inc AI, Lighting etc) and have just started brush and texturework on the second. I wonder how everyone else is getting on? I think uncadonego'll be posting some screenshots of everyone's missions soon. Should be interesting!

  12. #487
    Member
    Registered: Feb 2003
    Location: Coming in from the cold...
    Quote Originally Posted by Melan View Post
    I always wondered how people can make really nice architecture all in jorge and only texture it later...
    Well, maybe my architecture really sucks and I just don't know it yet

    I got used to Jorge after a while and began to appreciate its hidden qualities. I even miss Jorge now that I've started texturing

  13. #488
    Member
    Registered: May 2001
    Location: Italy
    Hallo... well after the shock of the last mission from Eshaktaar i decided to move on...

    here my last blast:

    http://it.youtube.com/watch?v=B1eW_Aues-4

    i get a little excited about it, i would to use it on HOC2, but i'm not really sure, cause it could be the source of many.. many.. problems..

  14. #489
    L'architecte de Rocksbourg
    Registered: Nov 2005
    Location: Narbonne, France
    Holy s*** !

  15. #490
    Member
    Registered: May 2002
    Location: Toronto
    Hahah very cool Sterlino! . . .personally I can't wait to release my "Portable Teleport Pads" in Strain7. It's amazing how that kind of thing can alter the
    gameplay.

  16. #491
    Member
    Registered: Nov 2001
    Location: Drinking baby lemonade!
    Strain7?

    Very cool, sterlino! Love the FX too.

    I've been working hard on DP2 the last couple of days. Finished up the ending at least as far as preBeta is concerned, been dropping in Sly's latest voicework and trying to complete the gameplay & scripting elements for the last bit I need to do before adding objectives for preBeta.

  17. #492
    Member
    Registered: Oct 2001
    Location: 210x200x64

  18. #493
    Member
    Registered: May 2002
    Location: Toronto
    Quote Originally Posted by Yandros View Post
    Strain7?
    KF3!

  19. #494
    Member
    Registered: Nov 2001
    Location: Drinking baby lemonade!
    Oh, cool! Although personally I'd rather see FP first, but I won't complain about any new mission from you!

  20. #495
    Member
    Registered: May 2002
    Location: Toronto
    Quote Originally Posted by Yandros View Post
    Oh, cool! Although personally I'd rather see FP first, but I won't complain about any new mission from you!
    Thanks! I haven't been able to touch Dromed for quite some time, and now I have a week off - I don't know which one to work on

    I've finally worked up the courage to read up on Tellimeds and NV's custom scripts, and after reading them I'm sitting here thinking: "I've been Dromeding with one arm tied behind my back". I can't believe I didn't do this sooner!!

  21. #496
    The Architect
    Registered: Dec 1998
    Location: Lyon


    Only about 10% of the things we do in MX are possible without custom scripts.

    Welcome to the next level, Slip!

  22. #497
    Member
    Registered: Mar 2001
    Location: Ireland
    Quote Originally Posted by Digital Nightfall View Post
    Only about 10% of the things we do in MX are possible without custom scripts.
    Oh, I don't know... I think you'd be surprised.

    But it's true enough considering the strict object limit that MX has to work with.

  23. #498
    Member
    Registered: Nov 2001
    Location: Drinking baby lemonade!
    Congrats, Slip. I can't believe you pulled off KF2 without them!

  24. #499
    Member
    Registered: May 2002
    Location: Toronto
    Quote Originally Posted by Digital Nightfall View Post
    . . .Welcome to the next level, Slip!
    Indeed! Soooooooo many possibilities now. I also dl'd the "Fraps" software today - so here's a few samples. The first is a new weapon for Strain7 - made possible by NV's scripts! The rest are from The First Project

    http://www.youtube.com/v/bSRSEWR93E8 . . .wow actutally the resolution is so low you can't really see much (but those are bombs, detonated with a remote detonator)

    http://www.youtube.com/watch?v=bPSzTmc3eu0

    http://www.youtube.com/watch?v=_F3T5_2idRI

    http://www.youtube.com/watch?v=-dydHehoa4c
    Last edited by Sliptip; 16th Jun 2008 at 00:14.

  25. #500
    Clearinghouse
    Registered: Aug 2002
    Location: Siberia, Russia
    Sterlino, Sliptip incredible

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