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

  1. #7051
    Member
    Registered: Oct 2008
    Location: Finland
    I think i might actually go with autumn settings. There are some factors already built in the mission which get better enhanced with autumn colours.
    The only troubling thing about autumn textures is that they might be too closely coloured to the colour of wooden buildings around them, making the city look more monotonic compared to summer.

    Quote Originally Posted by DrK View Post
    Interesting textures you got there, looks pretty unique.
    Hah! They are all made following the tutorial you wrote

  2. #7052
    Member
    Registered: May 2005
    Location: Full on Kevel's mom
    Just recolor some of the vegetation to offset it. Add in some fiery oranges and reds.

  3. #7053
    L'architecte de Rocksbourg
    Registered: Nov 2005
    Location: Narbonne, France
    Quote Originally Posted by gigagooga View Post
    Hah! They are all made following the tutorial you wrote
    Nice job!

  4. #7054
    Member
    Registered: Nov 2004
    Location: Germany
    In this demo you see wind simulated grass.


  5. #7055
    Member
    Registered: Aug 2006
    Location: France (Saint-Gobain)
    Outstanding Gecko, that's something ive been dreaming to have in my current mission, reminds me the grass of the Game Stalker.

  6. #7056
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    That looks fantastic - is it just an animated texture? And I presume it uses some LOD to run so well?

  7. #7057
    Member
    Registered: Nov 2004
    Location: Germany
    It's an animated texture in combination with Dale's grass object (DL_kaka2). To get this (overgrown) effect you have to use this object 8 times at one point. But every object is rotated in a different direction.
    Last edited by Gecko; 20th Nov 2016 at 13:37.

  8. #7058
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Wonderful! Also strangely creepy. Any chance of a demo mission?

  9. #7059
    Member
    Registered: Mar 2014
    Location: Europe
    Quote Originally Posted by Gecko View Post
    It's an animated texture in combination with Daraan's grass object (DL_kaka2). To get this (overgrown) effect you have to use this object 8 times at one point. But every object is rotated in a different direction.
    That DL_kaka2 grass object is actually from me. To improve performance further though you could use DL_kaka (it's included in the zip on the repository) for LOD for the objects that are further away, this one only has about one third of the polys than the other one and from Garrett's point of view the difference is not visible and should reduce a lot of polys & overdraw.

  10. #7060
    Member
    Registered: Nov 2004
    Location: Germany
    Sorry Dale I thought the object is from Daraan. Thank you for your post

    The animated texture has a resolution of 2048 x 512 pixels.

    Here you can see one frame:

    Last edited by Gecko; 20th Nov 2016 at 13:48.

  11. #7061
    Member
    Registered: Aug 2006
    Location: France (Saint-Gobain)
    Nice grass with what it looks to be wheat, im keeping that texture and will use it as TGA converted by paint.net

  12. #7062
    Member
    Registered: Mar 2014
    Location: Europe
    That looks really good

    Another suggestion for performance imporvement: I'm not sure exactly how much overdraw affects framerate in NewDark but I bet that reducing the black (transparent) space above the grass would help a lot. If you downsized it to 2048x256, cutting off the top half, which is only black anyway and a little bit on the right and left so the grass fills most of the texture.

  13. #7063
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Is there a need for such high resolution? Have you tried halving or quartering the resolution to see if it makes a difference in-game?

  14. #7064
    Member
    Registered: Nov 2004
    Location: Germany
    Quote Originally Posted by Dale_ View Post
    That looks really good

    Another suggestion for performance imporvement: I'm not sure exactly how much overdraw affects framerate in NewDark but I bet that reducing the black (transparent) space above the grass would help a lot. If you downsized it to 2048x256, cutting off the top half, which is only black anyway and a little bit on the right and left so the grass fills most of the texture.
    I'm currently working on this. I will test it.

  15. #7065
    Member
    Registered: Aug 2012
    Location: Nova Scotia, Canada
    Continued work on 'A Thief's Pawn' this week and I've currently been brainstorming a lot on what I should do with it.
    This month marks the 2 year mark for how long I've been working on this mission. It's kinda crazy how much time I've spent on this mission and I don't think I've been this dedicated with anything else this much before.
    Nonetheless it's been a good experience so far with not too many bumps in the road

    I started working on an explorable rooftop area in my map and it's been coming along surprisingly well especially considering the fact that DromEd's gotten a bit dusty since I haven't been doing much in it for a while. Today I had my first solid DromEd session since forever.

    Well here are a couple screenshots of what I've accomplished in DromEd today




  16. #7066
    Member
    Registered: Aug 2006
    Location: France (Saint-Gobain)
    Looks very good SneakyGuy101 , i love that kind of maps and atmospheres.

  17. #7067
    Member
    Registered: May 2005
    Location: Full on Kevel's mom
    Looking good, sneaky.

  18. #7068
    Moderator
    Registered: Jul 2008
    Shots are a little dark, but from what I can see it looks great!

  19. #7069
    Member
    Registered: Nov 2004
    Location: Germany
    Here is a green and higher grass version.

    I've reduced the texture resolution from 2048 x 512 pixels down to 2048 x 256 pixels.

    If you reduce it more it will look ugly!



  20. #7070
    Member
    Registered: Jan 2011
    Location: Wild and Wooly West of Ireland
    Lovely screenshots, SneakyG! Good to see you are still working on this.

    Nice Gecko, but with all that grass you're gonna need.....
    Last edited by Purgator; 27th Nov 2016 at 09:22.

    Spot on, Chris.

  21. #7071
    Member
    Registered: Jun 2015
    Location: Germany
    Here is a little insight for the Thief 2 Amnesia Project, this is the Start Place of the Main protagonist.
    The main work will start after the release of Five Nights at Dayport.






  22. #7072
    Member
    Registered: Aug 2016
    Location: My mum's basement
    Top notch work

  23. #7073
    Member
    Registered: Nov 2004
    Location: Germany
    In this demo you see a wind simulated bush.

    The animated texture has a resolution of 2048 x 2048 pixels.



  24. #7074
    Member
    Registered: Jun 2015
    Location: Germany
    Looks Great Gecko, would it work at Banner to?

  25. #7075
    Member
    Registered: Jan 2001
    Location: Formby, NW England
    "Are you the singing bush?"

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