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

  1. #4551
    Member
    Registered: Sep 2012
    Location: Alaska
    Been about a month since I worked on my first level. Due to sudden inspiration or some other factor I've been back in DromEd continuing to build on my level. The layout was all done, the next part was setting up objects and decorating the inside.

    I have just now furnished two rooms that are connected via a fire place, and keeping with the bizarre, "The Sword" style I'm going for with the levels, the two rooms are designed to be mirrors of each other, with some slight aesthetic differences. Most of that work was making sure the furniture was placed exactly where it should be, and in the same positions. I've also set up a series of six small rooms with a pedestal in the middle of each that's gonna hold a piece of loot. One of the six rooms anyway. The other five items will be junk, but all the items will look the same.

    Lastly, I gave the pillars of water I made (the last thing I worked on a month ago) a practical use. Besides the stairways at the four corners of the mansion, there's a balcony overlooking the garden that has these pillars, and with it you can get to either floor without the stairs. Thought it'd be good to have them be for something other than just for show.

    Feels good working on this thing again.

  2. #4552
    NewDark 64³ Contest Winner
    Registered: Jul 2005
    Location: Locked Inside Dromed
    Here's a link to the texture pack.
    There might be disappiontment that there are no doors or windows, or any real borders or ornaments to make highly detailed exteriors but I didn't have time to add them yet. These are mostly base textures to manipulate however you want. I tried removing the crappier ones.

  3. #4553
    Member
    Registered: Jan 2007
    Location: Germany
    Quote Originally Posted by skacky View Post
    Hehe, like Yandros I also played through Between These Dark Walls (and even successfully perfect thief'd it) today, so I'm going to begin beta-testing as well.
    Your screenshots look superb as always shacky! Great work!
    Is this a stand-alone mission or a sequel to Shadow Politics?

  4. #4554
    Member
    Registered: Mar 2012
    Location: Moscow, Russia
    Xorak, thanks.

  5. #4555
    Member
    Registered: Jan 2012
    Location: Gèrmany
    Quote Originally Posted by Hit Deity View Post
    And @Daraan: Nice work! Looks seaworthy. When will you make it available to the public? If I ever get finished, I will want one for my current FM as well.
    I needed one and all I found was
    ____________

    Because my signature is so tiny i make it a big bigger here:

    Coming soon: Daraan's Arcanum- a high quality collection
    -Including the enhanced version of the tree pack
    -(when I find it everything I posted in this thread

    That were the good news
    now the (maybe) bad news not everything will be accessible for the public
    I know you are now like that -> or that but you will see.
    There are about 3-5 more models I want to finish then further information is coming.
    Last edited by Daraan; 9th Nov 2012 at 09:14.
    Coming Soon: Daraan's Arcanum - A collection of high quality objects and textures

  6. #4556
    Member
    Registered: Apr 2011
    Location: Montpellier, France
    Quote Originally Posted by intruder View Post
    Your screenshots look superb as always shacky! Great work!
    Is this a stand-alone mission or a sequel to Shadow Politics?
    It is a stand-alone mission, it takes place before the events of TDP and deals with the criminal underworld, mainly.

  7. #4557
    Clearinghouse
    Registered: Aug 2002
    Location: Siberia, Russia
    Quote Originally Posted by Xorak View Post
    Here's a link to the texture pack.
    There might be disappiontment that there are no doors or windows, or any real borders or ornaments to make highly detailed exteriors but I didn't have time to add them yet. These are mostly base textures to manipulate however you want. I tried removing the crappier ones.
    Thanks, Xorax!
    Mirror: cl_textures.zip

  8. #4558
    Member
    Registered: Apr 2011
    Location: Montpellier, France
    By the way, I'm doing cross-topic here, but I'm a still looking for a couple of beta-testers to help me polish the thing before release so if you're interested please let me know. Beta-testing is done over at shalebridgecradle.

  9. #4559
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Click image for larger version. 

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    Emitters gotta emit!! (click to enlarge)

  10. #4560
    Member
    Registered: Jan 2007
    Location: Germany
    What if the masks would "spit" magic projectiles? You could add a small animated light to each mask that is turned on if the player gets near to the mask which would also trigger the emitter. This would create the immersion that the masks are actually alive.

  11. #4561
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Quote Originally Posted by intruder View Post
    What if the masks would "spit" magic projectiles? You could add a small animated light to each mask that is turned on if the player gets near to the mask which would also trigger the emitter. This would create the immersion that the masks are actually alive.
    LOL, I started with that, actually, and didn't like it. I had a vhot behind the mask so that if you used the mask as a light, the eyes glowed. But it was way too resource heavy and so I decided to not go there.

  12. #4562
    Member
    Registered: Mar 2001
    Location: Ireland
    Quote Originally Posted by skacky View Post
    Have some pictures.
    That's a nice city you have there. It has a nice Thief 1 feel to it.

  13. #4563
    Member
    Registered: Mar 2009
    Location: Damp cavern
    The effect is even stronger, when playing through it. I was amazed by how large and complex the city is, and yet it's kept in a relatively small area (about the size of Bad Debts, or smaller).

    I hope Skacky will get it out soon. It's his best work, yet!

  14. #4564
    Desperately dodgy geezer
    Registered: Nov 2001
    Location: The Wailing Keep
    Drymian Codex went to beta test today! \O/

  15. #4565
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Distant Art and New Sky settings.


    This is my full panorama (click to enlarge). [black background added where the alpha channel transparency is to make it more apparent what's going on.]
    Click image for larger version. 

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    Making a tiling panorama without shadows to give the lie to the direction of the sun is a real pain. There just aren't that many good photos that I could find to work with. But in the end I think I got something that will do for me, reasonably sharp up in the foreground with less distinct features as you get further away.


    And this is what it looks like in game with sunset colored sky settings, a sun celestial object, glow, and clouds. Amazing what the sky parameters do to improve the distant art, isn't it? And I should be able to justify some deep shadows for Garrett as he skulks about.
    Click image for larger version. 

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    I did learn that if you use just one distant art texture, it is duplicated and used only for 180 degrees no matter how wide it is. But if you put in two textures each will cover 180 so you can have a full 360 degrees with no repeats. So I just split mine in two.

  16. #4566
    Member
    Registered: Jan 2007
    Location: Germany
    Nice panorama! I don't know why, but your in-game screenshot reminds me of some alien world...
    Last edited by intruder; 19th Nov 2012 at 17:54.

  17. #4567
    Member
    Registered: Jan 2012
    Location: Gèrmany
    At the moment I'm working on a pretty big house object, because I don't want to loose detail I decided to split it in many small objects, which all can be used on their on as well.

    In the last few days I played around a lot with transparency/alpha and stuff and found a nice way to 'break' objects.

    See these two screenshots:

    I decided to make separate windows. Problem is I want the windows inside of the object. But if I do that it looks like that:


    Now here comes my trick
    Step 1)I created a plane inside of the window with a transparent texture
    If your lucky it already looks like that:

    But when the object has a Render -> Transparency Alpha value it still looks like in the first image so
    Step 2) Give the window the Renderer -> RenderOrder PostOpaque 1 and the object to 'break' a Renderer -> RenderOrder PostOpaque 2

    now it also looks like in screenshot 2

    I would like to release that window, but I need until I haven't found a transparent texture which behaves like I want I don't want to do that.
    No idea what I'm talking about look here
    Atm I'm also using this crown1.tga for transparency..
    Coming Soon: Daraan's Arcanum - A collection of high quality objects and textures

  18. #4568
    Member
    Registered: Jan 2012
    Location: Gèrmany


    So its done I have a working transparency texture.

    ----------------------
    Replaceable-'Breaker'-Windows for Version 1.19

    You can download the square and the round window from the link below - both have a replacement texture and can be placed inside objects and they render through them. (see post above).
    -Self Illumination is also added. So for 'turned off' textures you can set it to 0.

    To achieve that there are two options

    1)Create them under an archetype with NO Renderer -> Transparency Alpha property
    OR
    2)Works in all chases

    Window: Add property
    Renderer -> Render Order: Post Opaque 1 (first)

    Object(You want to look through) Add property
    Renderer -> Render Order: Post Opaque 2 (first)

    --
    I didn't make the included window texture. (Actually I forgot where I downloaded it^^)
    Here are a few more made by RSoul
    http://catmanofiowa.com/RSoul/textures.html

    Download


    @clearing feel free to host again
    Last edited by Daraan; 22nd Nov 2012 at 11:43.
    Coming Soon: Daraan's Arcanum - A collection of high quality objects and textures

  19. #4569
    Member
    Registered: Jan 2011
    Location: Wild and Wooly West of Ireland
    Excellent stuff Daraan. Thanks.

  20. #4570
    Clearinghouse
    Registered: Aug 2002
    Location: Siberia, Russia
    Quote Originally Posted by Daraan View Post
    Download

    @clearing feel free to host again
    Mirror.

  21. #4571
    Member
    Registered: Mar 2009
    Location: Damp cavern
    Quote Originally Posted by Daraan View Post
    Replaceable-'Breaker'-Windows for Version 1.19
    My turkey BBQ Ribs addled mind doesn't quite understand, Daraan. How does this window thing work?

    Any video demonstration?

  22. #4572
    Member
    Registered: Jan 2012
    Location: Gèrmany
    Quote Originally Posted by Albert View Post
    My turkey BBQ Ribs addled mind doesn't quite understand, Daraan. How does this window thing work?

    Any video demonstration?
    Sorry I'm not so a video guy.
    Read the readme?

    Im not sure what you want to know.(Maybe Im just to tired to understand^^)
    a)How does it work? Or: What can I do with this object?
    b)What I have to do in DromEd that it looks like in the screenshots above.
    c)Why does this work? (theory)


    a)
    hm how to explain lets say this is the wall of an object A

    |
    |
    |
    |


    If you place a normal object B inside of A it will look like this

    --|--
    | | |
    | | |
    --|--

    The green part in front of A is shown and grey is inside of A and is not shown.(B blocks vision)

    --
    This window type 'breaks' that red line and you can see through object A. (no block)
    __|
    --X--
    | X |
    | X |

    --X--
    __|
    Maybe my images a few posts above help a bit to understand

    b)

    1)Create your window(archetype)
    Add the property: Renderer -> RenderOrder PostOpaque 1(first)

    2)Create your Base Object A and
    Add Renderer -> RenderOrder PostOpaque 2

    3)Move the window a bit inside of the wall of your base object. Try around a bit.

    c)
    I'm to tired at the moment to fully explain it, to put it simply
    Normaly the game render transparency objects according to their distance, the furthest away is rendered first so the others 'know' that there is an objects.
    With Render Order your Window is rendered after every other object but before object A and thats the clue. Your Window doesn't 'know' that there is an object behind that has to be rendered.



    Hope one of that answered your question.
    This trick ONLY works FOR OBJECTS - NOT BRUSHES

    If anyone wants a version you can put on brushes (a version with no transparency on the side) I can do that easily - but not before Monday.

  23. #4573
    Member
    Registered: Mar 2012
    Location: Moscow, Russia

    The Beginning

    Still so long...










  24. #4574
    Archivist
    Registered: Sep 2002
    Location: Museum of the Ancients
    Stunning work, Soul Tear Excellent texturing.

    What is causing the bright lightbeams to shine from the house outwards?

  25. #4575
    Member
    Registered: Mar 2012
    Location: Moscow, Russia
    Quote Originally Posted by The Phantom View Post
    What is causing the bright lightbeams to shine from the house outwards?
    Garrett must find out why.

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