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

  1. #4126
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Dragonsreach
    Quote Originally Posted by ZylonBane View Post
    But then it would be a priori priory.
    Oh my, this hurt. *groan*

  2. #4127
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Quote Originally Posted by ZylonBane View Post
    But then it would be a priori priory.
    But since you are posting about it, wouldn't that make it an a posteriori priory instead? Besides, since Melan didn't know about it before that makes it a posteriori and not a priori ...

  3. #4128
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    No.

  4. #4129
    Member
    Registered: Apr 2011
    Location: Montpellier, France
    Hehe, here's another shot of the priory as well as several others.
    My FM is ready for beta-testing, I'm going to submit it tomorrow but I just need to fix one or two little things before (outdated readables and a messed-up texture). Until then, enjoy these 1680*1050 pics, and of course click to enlarge.












  5. #4130
    Classical Master 2008
    Registered: Jun 2002
    Location: Civitas Quinque Ecclesiae HU
    Quote Originally Posted by ZylonBane View Post
    But then it would be a priori priory.
    Ha!

    BTW, nice to read it is nearing completion. Too many interesting building projects are lost along the way.

  6. #4131
    Member
    Registered: Mar 2005
    Location: The Inverted Manse
    Fooling around in DromEd using a simple trick I managed to make an AI perform random patrol between two patrol points:

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

  7. #4132
    Member
    Registered: Jul 2009
    Location: South Dakota, USA
    DAT ARCHITECTURE!

    Looks great, skacky!

  8. #4133
    Member
    Registered: Aug 2004
    Location: netherlands
    Quote Originally Posted by Haplo View Post
    Fooling around in DromEd using a simple trick I managed to make an AI perform random patrol between two patrol points:

    http://www.youtube.com/watch?v=bnoNkagWLsg
    curious how you did that, liked the vid.

  9. #4134
    Member
    Registered: Mar 2005
    Location: The Inverted Manse
    Quote Originally Posted by nightshifter View Post
    curious how you did that, liked the vid.
    Very easy! Just give the AI a Rotate tweq on the Z axis, 360 degrees with the rate of 10. Faster rates makes it more frantic, but if set it too high he constantly walks against the walls.

    It can provide an interesting gameplay element; for example you won't be able to easily walk up to the haunt and backstab him anymore, since you never know when he is going to change direction.

  10. #4135
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Dragonsreach
    Very interesting, Ali! You could have it disabled on Normal, set to 5 on Hard and to 10 on Expert to make the patrol variability scale with difficulty.

  11. #4136
    Member
    Registered: Jan 2001
    Location: Pushing my luck with Dromed
    Wouldn't it also rule out ghosting if the player can't predict when the AI will be looking away?

  12. #4137
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Dragonsreach
    It might just make it significantly more difficult, I wouldn't say it would necessarily prevent ghosting.

  13. #4138
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Quote Originally Posted by R Soul View Post
    Wouldn't it also rule out ghosting if the player can't predict when the AI will be looking away?
    No. As Yandros says, it just makes it harder.

    You can ghost random patrols right now, depending on the exact circumstances (length of patrol, floor surface, objects to hide behind, etc.). It's just harder and you have to plan it out, figure out where the points of variability are, then react quickly and smoothly.

  14. #4139
    Member
    Registered: Jan 2012
    Location: Gèrmany
    So as one of the newest dromeders here I want to present you some of my work I did.

    I'm getting really getting a bit depressed if I scroll through these nice architectures in this thread.
    Until now I concentrated mostly on the outside(garden and rough shape) of my mission.
    Sadly due to a silly mistake of mine I lost my garden... all my flower(brushes) got a stone texture so these kind of images have to wait a little.
    In the last days I concentrated on reskinning and models and here you can see the fruits of my work. In section 3) I would like to hear which of the version you like more.



    0)[edit] Actually I found an older version of my garden + sky - sorry about the jorge on the side


    Click to enlarge

    1) Reskins

    -Ah a new grid texture, compare with the old


    -drain
    I really don't like the original so I searched for something new.
    A few hours ago I learned how to use .tga instead of .gif. tomorrow I will try a tga for this.

    Click to enlarge

    -moss lump


    for more see section 3

    2.) Some new models (mostly not made by myself!!!. I just cutted, resized, converted and redskined -found a new one or used the original provided one them)

    -4 Crates in one
    (Guess which one of them is the normal one)

    Click to enlarge

    - A new "nice" create it has not so much depth as the original(EP) but looks not so shabby


    Click to enlarge

    - A fountain


    - Two new keys

    Click to enlarge

    - A (zippo) lighter

    Click to enlarge

    - A halberd


    - An ink pot with feather ( I love this one)

    Click to enlarge
    Last edited by Daraan; 1st Jan 2014 at 18:56.

  15. #4140
    Member
    Registered: Jan 2012
    Location: Gèrmany
    - A round shield with backside



    3.) In this section I need a little help and opinions which version i should take

    - coronas
    I'm not sure which of these coronas I should take, the left one is a bit bigger with more orange, the right one is brighter and looks more shiny

    (edit: pff bad quality)
    PS: Thanks to TheWatcher for the 3Vhot point version of his lantern.
    Coronas are from him and Eshaktaar

    - moss lumps
    Who likes the original mosslumps in thief?
    I really wonder why nobody made something new.(or maybe I just don't know it)
    Well here are a few version of mosslumps

    In the last picture the texture has 3 lumps in one in the others they are just differently scaled.
    I think the most interesting ones are 1-3

    Click to enlarge


    - shabby/sewer "archway"
    I currently have 8 models(and I made much more) of this type and and I'm trying to find some fitting skins - as you might see I tried various textures from my txt16 folder.
    Tell me which ones you like and maybe you have an idea for a better combination of the textures



    Click to enlarge
    Last edited by Daraan; 15th Feb 2012 at 19:41.

  16. #4141
    Member
    Registered: Jul 2009
    Location: South Dakota, USA
    Welcome, Daraan!

    Wow, those objects look amazing! I've been fiddling with objects for 4 months or so now, really for the first time. I've gotten a lot more comfortable with a lot of things, but I'm still not able to crank out regular high-quality objects like yours. Those really are amazing!

    Personally, I like the shinier corona on the right.

  17. #4142
    Member
    Registered: Jan 2007
    Location: Germany
    Nice work with the moss lumps

  18. #4143
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Dragonsreach
    I've been working on a number of new AI for our contest mission lately. Between the new meshes and skins (six so far, will be around ten when done) and the voice sets I've imported from TDS (four), it should be enough to release as a small resource package after the mission is released. I would show screenshots but it would probably be considered a spoiler for the mission.

  19. #4144
    Summer Vacation Contest Winner 2010
    Registered: Sep 2003
    Location: PacificNorthWest...Near Forks
    Quote Originally Posted by Yandros View Post
    I've been working on a number of new AI for our contest mission lately. Between the new meshes and skins (six so far, will be around ten when done) and the voice sets I've imported from TDS (four), it should be enough to release as a small resource package after the mission is released. I would show screenshots but it would probably be considered a spoiler for the mission.
    Nice ! Always good to have more resources.

    @Daraan Nice work ! I like the battle axe.

  20. #4145
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Daraan should absolutely be contributing to the Enhancement Pack.

  21. #4146
    Member
    Registered: Jan 2012
    Location: Gèrmany
    Thanks thanks but I think its a bit to much praise.
    As I wrote they are mostly not made by myself I just did the work to make them dromed compatible.(and here and there a bit more)

    Sure it would be a pleasure to redistribute them but I'm not sure about the legal things.(blurp)

    For the models it should be no problem if they are converted to .bin but for the moss reskins no comment at the moment.



    Now time to begin

    _____________________

    Well this is just a simple image to compare the different flame particles made by Eshaktaar and SlipTip
    Original vs Eshaktaar vs SlipTip
    view post: LINK

    Click to enlarge
    Torch model by TheWatcher
    I post this in the hope that more people will use them.


    I forgot to add the backside of the round shield in my last post here is it



    _______________________________

    So now here a few new things:
    We got a basketball but why not a soccer ball?(well just for fun)

    Click to enlarge if you really need it

    A low poly fishing rod


    A high poly column
    (that was a mess to get the polys below 1000(950yay) and keeping the normal look of the original)

    Click to enlarge

    A simple picture frame will be with replacement


    Last but not least for the moment a pallet


    and 4 "different" skins. well all base on the same original wood image.
    But I'm not sure which I should take







    Well and I have a really nice tower rooftop here, but 3dstobin always gives me an error when converting

    more coming^^
    Last edited by Daraan; 29th Mar 2012 at 16:34.

  22. #4147
    Member
    Registered: Apr 2011
    Location: Montpellier, France
    Nice objects, man! The lanters and the fountain look very good.

    While I was moving to my new place (from the south of France to the middle-north, basically), I didn't have a working connection so I tinkered some stuff with Dromed for TG, and here's the result. Roughly 10 hours of work. I don't think I'll release this, but you never know. It'll be a small mission if I release it though, unless I find a good idea. That and the polycount is huge in some places.






  23. #4148
    Member
    Registered: Jul 2009
    Location: South Dakota, USA
    Skacky, I freakin' LOVE everything about that!

  24. #4149
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Dragonsreach
    Those shots are AWESOME, skacky! I love the buildings.




    Here's a sneak peek of some of the AI I've been working on lately.

  25. #4150
    Member
    Registered: Jul 2009
    Location: South Dakota, USA
    That's a very nice sword!

    Are these AI retextures or full-on model work?

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