TTLG|Thief|Bioshock|System Shock|Deus Ex|Mobile
Page 299 of 299 FirstFirst ... 49199249254259264269274279284289294295296297298299
Results 7,451 to 7,469 of 7469

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

  1. #7451
    Member
    Registered: Mar 2012
    Location: Moscow, Russia
    Quote Originally Posted by Cardia View Post


    These bulbs are too big or the chandelier is too small

  2. #7452
    Member
    Registered: Mar 2012
    Location: Moscow, Russia
    Quote Originally Posted by Cardia View Post
    Gecko, here's a Garden on my current project that would be well filled with your new vegetation pack:



    Beautiful view

  3. #7453
    Member
    Registered: Mar 2012
    Location: Moscow, Russia
    Fluttering flags:





    I've long wanted to see fluttering flags in Thief, and finally I created them. However, I can not use them in my main missions, there or night, or rain. So I had to start a new project.
    I'm ready to share if someone is interested.

  4. #7454
    Member
    Registered: Oct 2012
    Location: Velenje, Slovenia
    Definitely interested. Is it possible to increase the framerate?

  5. #7455
    Member
    Registered: Aug 2006
    Location: France (Saint-Gobain)
    Well spotted Soul Tear, i will resize those bulbs/lamps

    Thank you, here's how far Newdark allows me build and view much in large open areas, however im facing now some problems with objects not rendering when viewed in large groups at the same time, the factory windows appear black because they are objects that cant render from certain views, so i will replace them for terrain window textures:



    Excellent flags motion, it can get along well with the moving grass that Gecko is updating.

  6. #7456
    Member
    Registered: Sep 1999
    Location: Portland, OR
    Quote Originally Posted by neux View Post
    Definitely interested. Is it possible to increase the framerate?
    I've only used tweq models once, but if I recall you can only get 6 different models, that swap out with each other... So to make the wind speed work, ie not moving too fast/much you have to have this choppy 6 frames. I would say though, if the player can't walk up close to them, maybe you could do a 2d projection of a flapping flag and make it a _99 frame animated texture. Or perhaps, someone knows if you can keep swapping objects to add to the limited 6 models in tweq?

    Awesome stuff nonetheless.

  7. #7457
    Member
    Registered: May 2002
    Location: Texas
    I wonder if you could give the flag more frames by dividing them among several different models and have the flag corpse into the next in a loop.

  8. #7458
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    That has been known to be done successfully.

  9. #7459
    Member
    Registered: Mar 2012
    Location: Moscow, Russia
    Quote Originally Posted by neux View Post
    Definitely interested. Is it possible to increase the framerate?
    Yes, but it looks bad. I think that for this old engine, this is pretty good option. Although I will continue to experiment.
    To increase the framerate, need to achieve good looping frames. At the moment they do not match. But I was prompted by what tool in Blender to use to achieve the best result.

  10. #7460
    Member
    Registered: Mar 2012
    Location: Moscow, Russia
    Quote Originally Posted by john9818a View Post
    I wonder if you could give the flag more frames by dividing them among several different models and have the flag corpse into the next in a loop.
    Yes, you're right, it will work. But I think it's easier to try to correctly combine these 6 frames. Then the animation will be smooth enough.

  11. #7461
    Member
    Registered: Mar 2012
    Location: Moscow, Russia
    Unfortunately shadows for creatures is a buggy thing, it has weird colors due to light color or sunlight.
    Therefore I decide to try Mesh Attach. It's not perfect, but at least you can adjust the transparency and shape. When KO - it deleted.


  12. #7462
    Member
    Registered: Sep 1999
    Location: Portland, OR
    Very interesting. I'm a bit urked it wobbles about though. I wonder if you can put a more stable vhot into the model, but I have no idea still about AI object/meshes yet.

  13. #7463
    Desperately dodgy geezer
    Registered: Nov 2001
    Location: The Wailing Keep
    Try using a DetailAttachment link instead, use a Joint like the abdomen, and on the link data set the Z Offset but also check the No Joint Rot flag. That may help the wobble.

  14. #7464
    Member
    Registered: Sep 1999
    Location: Portland, OR


    Making fancy hud elements, next a light gem that feels 3d in the way that it fills with light.
    Edit: Now that I see it, I am going to do red white checker with black keyhole, better fits the story.
    Last edited by gamophyte; 16th Jun 2017 at 10:42.

  15. #7465
    Member
    Registered: Jun 2015
    Location: Germany
    Well, there are 2 FMs are coming in Year 2017 (Five Nights at Dayport and a Untitled FM (Title later). I also have started on a Re-Work on Heart of the Gems, i am splitting the areas in little pieces i think this is the best way to make it playable for old PCs. I give my Best in this point. Next Year there will be a back side story FM for the Acideus Campaign.

  16. #7466
    Member
    Registered: Sep 1999
    Location: Portland, OR
    Quote Originally Posted by LarryG View Post
    I haven't shown anything for a while, so . . . a signal lamp

    Attachment 1140


    and a headlamp for the locomotive

    Attachment 1141
    Hey LarryG, any chance you would share?

  17. #7467
    Member
    Registered: Mar 2012
    Location: Moscow, Russia
    Quote Originally Posted by Yandros View Post
    Try using a DetailAttachment link instead, use a Joint like the abdomen, and on the link data set the Z Offset but also check the No Joint Rot flag. That may help the wobble.
    Thank you, it's much better

  18. #7468
    Member
    Registered: Nov 2004
    Location: Germany
    Quote Originally Posted by LarryG View Post
    It is awesome work. I almost didn't say anything because of that. But I thought a little constructive critique could help it become better.
    Let me explain you something. It is possible to make a slower grass animation. But don't forget -> you can't use more than 99 different frames! So the variety of the grass animation is better if it isn't moving too slow. The grass animation from the last demo video takes 191 MB memory in your thief.exe (texture resolution is 4096 x 512) and 170 MB on your hard disk (DDS format)! And now the question if it's profitable to use a extreme slow grass animation -> at this memory load...

    I'm thinking about to buy a plugin for 3DS max what is really powerful to make wind animated vegetation. But it's really costly! Normal price is 325 $ = 346,34 €. At the end of the year there is a black friday offer with 50 %. Maybe i will buy it there!
    Last edited by Gecko; 20th Jun 2017 at 05:47.

  19. #7469
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Quote Originally Posted by LarryG View Post
    I guess that my issues with the moving grass is that it moves too much. Unless the day is particularly breezy, I don't think it should deflect so far. My experience is that tree branches will move more in a light wind than grasses. And they are barely moving. Just my opinion.
    I didn't say slower. I said they shouldn't deflect so far. Less distance. Less distance + about the same speed = fewer frames. Just my opinion.

Page 299 of 299 FirstFirst ... 49199249254259264269274279284289294295296297298299

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •