TTLG|Thief|Bioshock|System Shock|Deus Ex|Mobile

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

  1. #4451
    Member
    Registered: Sep 2012
    Location: Alaska
    The layout of the mansion in my level has been completed. Now the more time consuming part will be figuring out what to do in making the rooms more detailed, what textures I should actually use and stuff. As of now, I've finished creating a fireplace with a secret entrance to an adjacent room, and 4 pillars of water. Why pillars of water? Why not? The ideas I've got for this thing are inspired by the level design of The Sword, so I thought I'd try and do something bizarre and weird with the interior of the mansion.

  2. #4452
    Summer Vacation Contest Winner 2010
    Registered: Sep 2003
    Location: PacificNorthWest...Near Forks
    Quote Originally Posted by ArclightBorealis View Post
    The layout of the mansion in my level has been completed. Now the more time consuming part will be figuring out what to do in making the rooms more detailed, what textures I should actually use and stuff. As of now, I've finished creating a fireplace with a secret entrance to an adjacent room, and 4 pillars of water. Why pillars of water? Why not? The ideas I've got for this thing are inspired by the level design of The Sword, so I thought I'd try and do something bizarre and weird with the interior of the mansion.
    Sounds great,yes,let your imagination run wild. The sword was a great original. Good luck with your mission.

  3. #4453
    Member
    Registered: Mar 2012
    Location: Moscow, Russia
    Quote Originally Posted by Garrett View Post
    Hey Soultear,

    im highly fascinated by your work. It is really impressive. Can you give us a short intro what youre campaign will be about? Or is it a secret?
    Thanks, Garrett

    In brief, a parallel universe has led to the emergence of some anomalies in the provincial town.
    The Keepers are concerned about this fact, blah-blah-blah, and send Garrett to investigate Research Center on the outskirts of the city.

    By that time, the City already is investigating the incident. Involve all: The Guards, The Hammerite, competent Magic Order.
    Of course, Garrett does not miss the moment to steal here and there. But soon he realizes that this is not an easy job and everything is just beginning.
    It will be a lot of zombies, monsters, secret orders, high difficulty, alternative realities and a BIG secret.

    In some ways it will be like the Seven Sisters, Rocksburg and Broken Triad.
    I note that no "evil" or "bad guy" will not. Garrett will face a new form of consciousness and he will have to look at things from a different angle.

    I plan to just six or seven missions. Still, I decided to first release one or two.

    I will try to make a demo movie for YouTube.

  4. #4454
    Member
    Registered: Jan 2007
    Location: Germany
    Quote Originally Posted by Soul Tear View Post
    In brief, a parallel universe has led to the emergence of some anomalies in the provincial town.
    The Keepers are concerned about this fact, blah-blah-blah, and send Garrett to investigate Research Center on the outskirts of the city.
    Sounds a bit like Fringe, but very interesting. Good luck with your project!

  5. #4455
    Member
    Registered: Mar 2005
    Location: The Inverted Manse
    Combining the "dynamically change the colour of the world" technique (http://www.ttlg.com/forums/showthread.php?t=137228) with NVPhantomTrap to get the ambient colour to fade in/out between two values:

    http://www.youtube.com/watch?v=UjgrZdy6gms

  6. #4456
    Member
    Registered: May 2002
    Location: Toronto
    Here's more of the factory setting I'm working on. The thing I'm liking most about the new texture features is that you can now work in different scales and still retain nice crisp shadows (and of course that it renders faster too!) Fit a texture to a 24 unit wall - no problem!

    I think the rooms shown are probably the biggest rooms I've ever tried working with. The amount of work it would have taken in the old days of 1.18 to build rooms of this size (and keep crisp shadows) would would have prevented me from doing them all together. Older versions of this seem so small now. 1.19 has definitely help me break out of some ruts





  7. #4457
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Cripes. Looks like something out of the Source engine.

  8. #4458
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    Yeah, it reminds me of Nova Prospekt. Absolutely beautiful (well, it's urban decay, so not "beautiful", but you know what I mean...)

  9. #4459
    Member
    Registered: May 2002
    Location: Toronto
    Quote Originally Posted by nicked View Post
    Yeah, it reminds me of Nova Prospekt. Absolutely beautiful (well, it's urban decay, so not "beautiful", but you know what I mean...)
    Yeah, I should probably dial back the more modern looking textures (I'm thinking of the first pic). I'm shooting for a more 1920's style factory

  10. #4460
    L'architecte de Rocksbourg
    Registered: Nov 2005
    Location: Narbonne, France
    Unbelievable...

  11. #4461
    Classical Master 2008
    Registered: Jun 2002
    Location: Civitas Quinque Ecclesiae HU
    Quote Originally Posted by nicked View Post
    Yeah, it reminds me of Nova Prospekt.
    I was so going to post this. Damn you!

  12. #4462
    Member
    Registered: Feb 2003
    Quote Originally Posted by DrK View Post
    Unbelievable...
    +1

  13. #4463
    Member
    Registered: Mar 2009
    Location: Damp cavern
    Day-um, Slippy. You are giving the Russian modders behind Half-Life Paranoia a run for their money!

  14. #4464
    Desperately dodgy geezer
    Registered: Nov 2001
    Location: The Wailing Keep
    Amazing as always, M. I recognize those white bricks too, but I assume now it's a much larger version of that texture.

  15. #4465
    Member
    Registered: Apr 2011
    Location: Montpellier, France
    Texturing and lighting is spot on. Not much else to say, really.

  16. #4466
    Member
    Registered: Mar 2012
    Location: Moscow, Russia
    The sword in this world will seem a bit strange.

  17. #4467
    Member
    Registered: Mar 2009
    Location: Damp cavern
    I didn't think there'd be a sword in this.

  18. #4468
    Member
    Registered: May 2008
    Quote Originally Posted by Sliptip View Post
    Here's more of the factory setting I'm working on. The thing I'm liking most about the new texture features is that you can now work in different scales and still retain nice crisp shadows (and of course that it renders faster too!) Fit a texture to a 24 unit wall - no problem!

    I think the rooms shown are probably the biggest rooms I've ever tried working with. The amount of work it would have taken in the old days of 1.18 to build rooms of this size (and keep crisp shadows) would would have prevented me from doing them all together. Older versions of this seem so small now. 1.19 has definitely help me break out of some ruts




    It's been said but this really is looking unbelievable. At first glance the first image looks like it could be a real photo from an old abandoned building.

  19. #4469
    Member
    Registered: Nov 2004
    Location: Germany
    A little test with HD background

    Thief 2 FM - King's Story - HD Background Test

  20. #4470
    Member
    Registered: Mar 2009
    Location: Damp cavern
    It would be awesome to see a release of KS for 1.19.

  21. #4471
    New Member
    Registered: Apr 2009
    Well, just some test, I just realized with 1.19 you can do colored lights in Thief 1/Gold, thatīs pretty cool news (for me atleast )


  22. #4472
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Quote Originally Posted by knick View Post
    Well, just some test, I just realized with 1.19 you can do colored lights in Thief 1/Gold, thatīs pretty cool news (for me atleast )
    No, you can't. What you can do is run Thief 1/Gold missions in the Thief 2 engine.

  23. #4473
    New Member
    Registered: Apr 2009
    Quote Originally Posted by ZylonBane View Post
    No, you can't. What you can do is run Thief 1/Gold missions in the Thief 2 engine.
    Yes, uhm, I probably somehow meant that. 1.19, which is the Thief 2 engine anyway. Forgive me, ZB

    BTW, Sliptip, your screenshots look totally fantastic! What is the resolution of your textures? And inside Dromed, whatīs the most common texturescale for them?

    Forgive my bad english please.
    Last edited by knick; 17th Oct 2012 at 06:32.

  24. #4474
    Member
    Registered: Oct 2001
    Location: 210x200x64
    Well I've actually searched my computer high and low for my current (read...started as an entry for the beauty contest) mission file and game system along with the relevant custom content. I'm pleased to report I've got mis and gam files, all textures and most objects. The map is 95% complete save for any new areas that might be needed as the story progresses but I don't think I'll need much more as I had it all planned 3 or 4 years ago.

    It's almost time to bring it to life and that means, AI, scripting, readables and objectives...aka the hard stuff. (at least for me) The master plan is two maps and three missions...night 1, night 2 and night 3. Right now my ambition seriously outweighs my abilities as I know next to nothing about scripting events and for this thing to work as planned I'll need quite a bit of that. I pray The Builder's forbearance and the current tut's will get me through.

  25. #4475
    Member
    Registered: Oct 2008
    Location: Finland
    This:


    for atleast a week for now

Page 179 of 302 FirstFirst ... 79129134139144149154159164169174175176177178179180181182183184189194199204209214219224229279 ... LastLast

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
  •