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

  1. #751
    Member
    Registered: May 2002
    Location: Between dreams and shadows...
    And just one more tonight, as I've been occupied with server maintenance and other non-thief-things (like the truck that drove into the houses down the street earlier...)


  2. #752
    Member
    Registered: May 2005
    Location: Full on Kevel's mom
    Excellent work. I look forward to using these.

  3. #753
    Member
    Registered: Jan 2001
    Location: Formby, NW England
    I've recently reduced my object count so I'm now only 91 brushes above the optimise limit. I don't expect I'll need to optimise again, but it would be nice to know that I could.

  4. #754
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Dragonsreach
    Made great progress today towards Beta 2 on DP2. I should have it ready for testers by Sunday evening, giving them all of four days to confirm all the fixes and assess the changes.

  5. #755
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements

    Glyphs, glyphs, and more glyphs

    I've been messing with creating more glyph decals than Vigils three. I think I now have the process down, so it is just a matter of cranking them out of the glyph factory for use. Whew!

  6. #756
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Dragonsreach
    Awesome, Larry!

  7. #757
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Thank YOU, Yandros! I think it was your reply to another thread that put me on the right track for that in the first place, let alone the tutorial on one way to use the silly things.

  8. #758
    Classical Master 2008
    Registered: Jun 2002
    Location: Civitas Quinque Ecclesiae HU
    Excellent! My mission will just be in the need of glyphs - and if there is variety, so much for the better.

  9. #759
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Dragonsreach
    I worked my ass off this weekend and ended up, at bedtime last night, mere inches from completing the last change for DP2 Beta 2. Of course once it's done, I have to play through and make sure I didn't leave anything out of the package, etc., but Beta 2 should go to test tonight, with only 4 days left before release!

  10. #760
    Member
    Registered: May 2002
    Location: Between dreams and shadows...
    Good luck, Yandros!

  11. #761
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Quote Originally Posted by Melan View Post
    Excellent! My mission will just be in the need of glyphs - and if there is variety, so much for the better.
    What is your critical need date and which ones would you like? Just tell me the glyph number from the glyph website and I'll see what I can do to meet your need. PM me.

  12. #762
    jtr7
    Guest
    Pumpkinheads....

    How about a pagan shaman's jack o' lantern, lit from within by a will o' [the] wisp on a tiny route that makes it move in a tiny circle? And when the player approaches, it flies out and lights up the pagan's front yard like a roving floodlight, serving the function of a modern motion-detecting backyard floodlight, or the blue lights of Karath-Din. So I guess one CamVator for the resting pumpkin route, and another for the security sweep of the yard, with a connecting path between them. Or something like that. Or just a wisp in a pumpkin. If it were possible, the wisp could move weave in and out of the eye-holes and mouth.

  13. #763
    Member
    Registered: Jun 2008
    Location: Germany
    i'm working on some heavy machinery for my mission

    created from scratch



    its still not finished, texturing follows...

  14. #764
    Clearinghouse
    Registered: Aug 2002
    Location: Siberia, Russia
    Interesting

  15. #765
    Member
    Registered: Feb 2003


    Nothing special in that screenshot, just illustrating that I have finished lighting my mission (for now), so it's time to move on to other things. I think I'm going to take a break from DromEd and draw one of the maps.

    I have noticed that trees sometimes mess up the lighting (light is strangely cut off near a tree). When that happens I hide the trees somewhere and then move them back after the lighting process is done. Is there something else, and more permanent, I can do to avoid this? I'm going to test some of the (shadow-related) properties.

  16. #766
    Member
    Registered: May 2002
    Location: Toronto
    Under ObjectSystem->Immobile - Uncheck it (though I think it may be at the root of the tree heirarchy)

  17. #767
    The Architect
    Registered: Dec 1998
    Location: Lyon
    I'm just waiting for the glue to dry...









  18. #768
    Member
    Registered: Feb 2003
    Quote Originally Posted by Sliptip View Post
    Under ObjectSystem->Immobile - Uncheck it (though I think it may be at the root of the tree heirarchy)
    Thanks, I'm going to check that out tomorrow (yeah, getting to the root of the problem).

    Quote Originally Posted by Digital Nightfall View Post
    I'm just waiting for the glue to dry...
    I'm not sure what that is, but it looks interesting. It reminds me of things I used to build as a kid, only a little more professional looking.
    Last edited by qolelis; 31st Oct 2008 at 22:23.

  19. #769
    Member
    Registered: May 2002
    Location: Toronto
    Digi that looks awesome! . . .but don't forget - if it's an office building it needs a dungeon!

  20. #770
    Member
    Registered: Nov 2002
    Location: ColoRADo
    Quote Originally Posted by TypeRED View Post
    i'm working on some heavy machinery for my mission

    created from scratch



    its still not finished, texturing follows...

    Looks pretty cool but I don't think Dromed will like all those polys. You should try to cut it down to about 1000. Right now looks like 2-3000.

    You can always try to convert it before textureing. If it goes then do the tex.

  21. #771
    Member
    Registered: Jun 2008
    Location: Germany
    on that screen, all objects together have 1363 vertices and 1418 polys
    but i will export it splitted into separate objects, because of the physics.

    but there is something interesting about polygon counts:
    once, i exported an object that had 3000 polys, and it worked well in-game
    that object was a high-detailed sphere,

    same polycount on other objects may not be allowed,
    because they use more vertices in that case.

    so i think, there is no real polygon limit, only a vertice limit

  22. #772
    Member
    Registered: Mar 2001
    Location: Ireland
    Mostly a complexity limit: after a certain amount of complexity, the model will either crash the conversion tools, or crash DromEd when it is viewed.
    It's not an exact science.

  23. #773
    Member
    Registered: May 2002
    Location: Between dreams and shadows...
    Digi, will you be posting pictures of that when it's finished? It looks neat.

    I've been working on code to merge normal maps, as part of ongoing experimentations with the Dark Mod, and trying to work out how best to create some indented windows in dromed without generating overly complex scenes (I may have to just resort to custom objects and hope)

  24. #774
    The Architect
    Registered: Dec 1998
    Location: Lyon
    Youbetcha, but not in this thread.

  25. #775
    Member
    Registered: Feb 2003
    Right now I am building a small mountainscape and I am also a bit proud over a certain mechanism I just finished (nothing spectacular, but it felt good when I finally nailed it).

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