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

  1. #7951
    Member
    Registered: Oct 2012
    Location: Velenje, Slovenia
    Whow gigagooga, both look stuning!

  2. #7952
    Member
    Registered: Jul 2006
    Location: Troyes, France
    Quote Originally Posted by SilverJackal View Post
    Is this an object or a set of brushes?
    Enhanced Thief Fan Missions Archive (ETFMA): [TTLG thread]
    DromEd Level Editor Developer Textures Kit (DLETDK): [TTLG thread]

  3. #7953
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    Is it a good way to quickly run out of cells?

  4. #7954
    Classical Master 2008
    Registered: Jun 2002
    Location: Civitas Quinque Ecclesiae HU
    If that's brushwork, I salute you, you madman.

  5. #7955
    Member
    Registered: Oct 2008
    Location: Finland
    Quote Originally Posted by nicked View Post
    Is it a good way to quickly run out of cells?
    I doubt it, if that is flat to the ground it probably wont create more than about 30-40 unique cells.
    If this was oldDark, then the amount of terrain polygons would make this scene choke up and die :P

  6. #7956
    Member
    Registered: Oct 2016
    Location: Appleton, WI
    It's just solid room brushes and patience.




  7. #7957
    Member
    Registered: Jul 2006
    Location: Troyes, France
    I'm not sure but... you should convert it to an object unless that is for the T1 20th anniversary contest.
    Last edited by EnYB0La; 3rd Jan 2018 at 18:09.
    Enhanced Thief Fan Missions Archive (ETFMA): [TTLG thread]
    DromEd Level Editor Developer Textures Kit (DLETDK): [TTLG thread]

  8. #7958
    Member
    Registered: Oct 2016
    Location: Appleton, WI
    Maybe. I do have a rough draft of it...


  9. #7959
    Member
    Registered: Jul 2006
    Location: Troyes, France
    Do you want to render it equal to your attached image?
    Enhanced Thief Fan Missions Archive (ETFMA): [TTLG thread]
    DromEd Level Editor Developer Textures Kit (DLETDK): [TTLG thread]

  10. #7960
    Member
    Registered: Oct 2016
    Location: Appleton, WI
    That would be the plan if I wish to insert it. Of course I would need to fix it up a little.

    It's not like I had any real plans with the surrounding area. I've had an idea in my head I didn't really draw down. I just put it into DromED because it was available to me at the time.




    Last edited by SilverJackal; 3rd Jan 2018 at 18:58.

  11. #7961
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Quote Originally Posted by EnYB0La View Post
    I'm not sure but... you should convert it to an object unless that is for the T1 20th anniversary contest.
    Why object? It looks like you just need a texture to do it since it is flat.

  12. #7962
    Member
    Registered: Jan 2011
    Location: Wild and Wooly West of Ireland

    Yup.
    Well, this is a decal so it is an object. Just very, very flat.
    Last edited by Purgator; 3rd Jan 2018 at 20:06.

  13. #7963
    Member
    Registered: Oct 2016
    Location: Appleton, WI
    Well that certainly didn't take long, Purgator. Many seem to like the concept, huh?

  14. #7964
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: The Wailing Keep
    If you have a good source image, making a texture and slapping it on a flattened res_cube or other decal type object doesn't take long at all. You can also animate them with rotate tweqs and stuff. Check out the rune lift in the central tower of DCE mission 9 for one of many examples out there.

  15. #7965
    Member
    Registered: Oct 2016
    Location: Appleton, WI
    This was the rough cut Transmutation Circle I drew. The one I replicated in GIMP isn't the best I know.



    Fixed up the marking. Made it not so roughly unfinished.




    Edit: I know importing objects require a 3D Program. Is there a work around?
    Last edited by SilverJackal; 4th Jan 2018 at 18:49.

  16. #7966
    Member
    Registered: Sep 2000
    Location: Lexington, KY
    Old man in suspenders wants you to know Phantom is still working on his FM. It should be done by the time Phantom is his age.


  17. #7967
    Member
    Registered: Jun 2015
    Location: Germany
    Great Work, Phantom! I really like it.

  18. #7968
    DromEd Archmage
    Registered: Nov 2010
    Location: Returned to the eternal labor
    Nice !!

    Btw Razor bolt ?
    A new way for thieves to be close-shaven like Garrett in their missions ? x)

  19. #7969
    Member
    Registered: Sep 2000
    Location: Lexington, KY
    Quote Originally Posted by -Terra- View Post
    Great Work, Phantom! I really like it.
    Thanks very much Terra!

    Quote Originally Posted by FireMage View Post
    Nice !!

    Btw Razor bolt ?
    A new way for thieves to be close-shaven like Garrett in their missions ? x)
    Thanks! The razor bolt is an upgraded broadhead for the crossbow. Travels faster, arcs less, causes more damage.

  20. #7970
    Member
    Registered: Oct 2016
    Location: Appleton, WI
    Just working with more ideas.


  21. #7971
    Member
    Registered: Jul 2006
    Location: Troyes, France
    Quote Originally Posted by SilverJackal View Post
    Just working with more ideas.

    Looks great!

    Totally redesigning my DromEd Level Editor Developer Textures Kit on Adobe Illustrator: more consistency, new textures, fixes, naming convention and vector ��



    Last edited by EnYB0La; 6th Jan 2018 at 10:41.
    Enhanced Thief Fan Missions Archive (ETFMA): [TTLG thread]
    DromEd Level Editor Developer Textures Kit (DLETDK): [TTLG thread]

  22. #7972
    Member
    Registered: Oct 2016
    Location: Appleton, WI
    Great reference, EnYB0La! Makes the task of building much easier. I always have to keep the mental note so much I find myself reciting the math and measurements as if it's the alphabet.

  23. #7973
    Member
    Registered: Oct 2016
    Location: Appleton, WI
    I don't think I'm getting as much done as I would like to over the course of the weekend. Had to retexture a complete hallway mainly because I didn't decide what Hand Mage would be wondering and as I was working on Upper Levels my mind magically came to a decision of Water Mage seeing those guys are less touched upon than the Earth, Fire or Air Mages.




    And through this process I eliminated the Transmutation Circle. Tucking the idea away for another mission. That way just in case I still have the idea. Though if this mission ends up in the contest. I don't think it logical to have the Transmutation Circle due to limits.


  24. #7974
    Member
    Registered: Jul 2006
    Location: Troyes, France
    Quote Originally Posted by SilverJackal View Post
    Like this one

    Recreated Jorge and Scale textures + Material Design colors (300, 500 and 700).





    Enhanced Thief Fan Missions Archive (ETFMA): [TTLG thread]
    DromEd Level Editor Developer Textures Kit (DLETDK): [TTLG thread]

  25. #7975
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: The Wailing Keep
    Last edited by Yandros; 7th Jan 2018 at 21:10.

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