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

  1. #4726
    Member
    Registered: Jan 2007
    Location: Germany
    Thank you for creating them.
    I will import them into my FM Trail of Blood 2 and see how they look in the game.

  2. #4727
    Desperately dodgy geezer
    Registered: Nov 2001
    Location: The Wailing Keep
    The original St. Fera mission had this area in the basement where there were just a couple of gears in the floor that didn't appear to do anything. An AI comes by every so often and toggles them on and off. I decided they needed to be fit into something with more purpose (although not that much purpose) so I put together this gizmo:

    http://www.wearytaffer.com/screens/t...ctroGizmo2.png

    A still shot doesn't capture the motion - the two plasma balls each spit out a blob every few seconds which goes over to the other one, so it's like they're playing catch.

  3. #4728
    Member
    Registered: Mar 2001
    Location: Ireland
    The gears, turbine and coils all look like Hammerite tech, and the fancy, shiny golden Mechanist power conduits look out-of-place amongst them. You should consider making a custom conduit with a more Hammerite feel to it (rough grey and/or rusty metal.)

  4. #4729
    Desperately dodgy geezer
    Registered: Nov 2001
    Location: The Wailing Keep
    That's a great suggestion. If nothing else I'll just redo the gold texture to be a lot more subdued.


    EDIT



    While I was working with particles, I replaced the old original blue zap arc (blue + signs) with a similar effect.
    Last edited by Yandros; 14th Jan 2013 at 01:20.

  5. #4730
    Member
    Registered: Mar 2012
    Location: Moscow, Russia
    Great effects

  6. #4731
    Member
    Registered: Oct 2008
    Location: Finland
    working on story script atm, no much of a luck yet :/

  7. #4732
    Member
    Registered: May 2002
    Location: Toronto
    Here's a short film featuring wind & robots.



    http://youtu.be/ALTvwCiHcUU

    I really wasn't anticipating their weird reaction to the wind effects, but it looked kind of funny so I thought I'd share it

  8. #4733
    Desperately dodgy geezer
    Registered: Nov 2001
    Location: The Wailing Keep
    Stupid question maybe, but how in the hell did you make wind in Dark?

  9. #4734
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    My guess is invisible particles.

  10. #4735
    Member
    Registered: May 2002
    Location: Toronto
    Not a stupid question at all! The current set up could probably be streamlined somewhat to make it more efficient, but here it is:

    The fans emit directional wind particles (Invisible markers with a WindStim). When a "windable" (responds to wind stim) object encounters a wind particle it creates an NVCreate&Link, that creates a TrapMoveRelative CD linked to the nearest windable object. The TrapMoveRelative then applies a small amount of speed to the object and there you go. Both the Create&Link and the TrapMoveRelative are set to activate on creation and destroy themselves shortly afterwards.

    This needs to be set up for each direction unfortunately.

  11. #4736
    Member
    Registered: May 2002
    Location: Between dreams and shadows...
    Quote Originally Posted by Sliptip View Post
    This needs to be set up for each direction unfortunately.
    Well, that blows.

    It is a really neat effect, though!

  12. #4737
    Member
    Registered: May 2002
    Location: Toronto
    Quote Originally Posted by The Watcher View Post
    Well, that blows.

    It is a really neat effect, though!
    Lol, . . .actually what would really be great is if I could get it to suck. . .

  13. #4738
    Member
    Registered: Mar 2009
    Location: Damp cavern
    Quote Originally Posted by Sliptip View Post
    Lol, . . .actually what would really be great is if I could get it to suck. . .


    OK, stupid meme aside, I'm always impressed by what you make, Sliptip. You should record your Dromed-ing exploits, ala timelapse.

  14. #4739
    Member
    Registered: Nov 2003
    Location: X:0.0000; Y:0.0000; Z:0.0000

    Working with mtl fies...

    Since I've converted to v1.19, I've been fooling around with mtl files.
    Click here to see a video of what I did so far on youtube.

  15. #4740
    Moderator and Priest
    Registered: Mar 2002
    Location: Dinosaur Ladies of the Night
    Quote Originally Posted by GORT View Post
    Click here to see a video of what I did so far on youtube.
    Nice! I also thought the flute playing the Zelda whistle theme was a nice touch.

    Though how did you get that glow effect around the flower in the greenhouse? Is it a sprite or a particle effect?

  16. #4741
    Looks nice, although I'd tone it down a little, like by half maybe? Since it's a fake reflection you don't want to be specific in what is actually being reflected. And with this intensity it makes me want to look at the floor the whole time, and I suppose that's not good

  17. #4742
    Member
    Registered: Nov 2003
    Location: X:0.0000; Y:0.0000; Z:0.0000
    @ Renzatic
    All of those instruments play at least 3 different tunes. I may put in more just for fun.
    The light plant has one of my custom coronas at it's white bud. The blooming effect intensifies the white, causing it to glow that way.

    @ Judith
    Yeah, I will tone it down a bit in the final version.

  18. #4743
    Member
    Registered: Jun 2011
    Location: ���&#5671
    GORT, I'm more and more impressed by the look of this FM ! I really hope you will release it soon, even more now than ever


    As for me, I reworked a little my architecture and oh boy ! It's nothing like the crap I built a few months ago


    Old gate


    Undermarket


    Steampunk City


    Much better!


    Dark Alley

  19. #4744
    Member
    Registered: Jan 2007
    Location: Germany
    Nice work, Squadarofl. I like the way how the real buildings and object houses slowly blend into the distant art on your second last screenshot. This adds to the immersion that you are standing right in the middle of the City.

  20. #4745
    Right now I am using New Dark mostly for building better rooftops, so I'm still busy with the architecture.

    After seeing so many great screenshots lately, I hesitate to post any of my own in comparison, but here are those that sucked the least:




    As you can see, I use mostly stock resources.

    This mission already offered a lot of climbing opportunities, but with New Dark I could add even more. Next step is updating the room brushes and patrols, improving the lighting and add more decorative elements.

  21. #4746
    Member
    Registered: Jan 2007
    Location: Germany
    There is nothing to be ashamed of your screenshots! It seems like we're in for a real classic treat!

  22. #4747
    Well, thanks for saying so.

    It's just that I realized that most of my outdoor scenes look very sterile and lack a sense of life, so that is something that really needs to be improved, but, even after that, it will probably be more fun to play than to look at.

    By the way, I saw that you are also using only stock resources: It's nice to know that I am not the only one.

  23. #4748
    Member
    Registered: Jan 2007
    Location: Germany
    Well, adding street signs, lamp posts, chimneys, smoke etc. etc. should help to make it look more "lived in".
    Apart from that, adding some additional details to some buildings might also help. For example, the big tower in your 2nd screenshot could use some cornerstones as the building to its left. Adding a couple of windows or a drain pipe would also make its front look less "monotonous".

  24. #4749
    Member
    Registered: Apr 2011
    Location: Montpellier, France
    Nice work qolelis and Squadarofl!

    I like how organic Squadarofl's city feels, however I am not really fond of the textures used, especially on the Old Gate and Steampunk City screenshots. I find some of them pretty jarring, especially the blocks texture on the towers which is a shame because otherwise that place has a really strong presence. Don't forget to create arches for these calendra stained glasses on the first pictures too.
    I love that last picture, though. Simple but effective.

  25. #4750
    Quote Originally Posted by intruder View Post
    Well, adding street signs, lamp posts, chimneys, smoke etc. etc. should help to make it look more "lived in".
    Apart from that, adding some additional details to some buildings might also help. For example, the big tower in your 2nd screenshot could use some cornerstones as the building to its left. Adding a couple of windows or a drain pipe would also make its front look less "monotonous".
    Thanks for the tips! Once I am done with the basic architecture, I will get started on adding all those little details.

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