TTLG|Thief|Bioshock|System Shock|Deus Ex|Mobile
Page 3 of 3 FirstFirst 123
Results 51 to 74 of 74

Thread: Horror T2 FM "Buried Deed" Dev Thread

  1. #51
    Member
    Registered: Aug 2009
    Location: Cracow, Poland
    I love that kind of projects!

    Quote Originally Posted by gamophyte View Post
    WIP so far:
    One question. How do you put these photos into Dromed this way?

  2. #52
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Look in the New Dark docs for set_bg_image and reset_bg_images

  3. #53
    Member
    Registered: Sep 1999
    Location: Texas, hhhwweeee hawww
    Thanks Marzec. You can set image here:



    I'm not sure if I got the dromed toolkit or not, so this might be only available with it.

    BUT NOTE, you may use this dialog box to do the set command for you, but they won't stay each time you open Dromed, nor are they stored in your COW file.
    You must note the full command that outputted in your monolog window, in fact you can copy it into your windows clipboard, and paste it into your startup cmd, see image below.



    Now it will always be there on opening dromed. Note also that this install is only for developing this mission, as recommended anyway, but also, the backgrounds can stay in startup as it's the only for this project anyway.

  4. #54
    Member
    Registered: Sep 1999
    Location: Texas, hhhwweeee hawww
    No major update, per se. I just have been working on the window tech still. Finally getting somewhere, but also, I wasn't working on it the whole time. I didn't realize my SSD was running out of space and I thought the slow COW loads was that something might be wrong with my PC. Was afraid of corrupting the COW files as sometimes Dromed status bar would stick on "loading mission" long after it loaded. Phantom mentioned the fact this will happen with SSds and so I cleared out space. Thanks for that!

    Now we're cooking again, and want to share a short video of the glass breaking with glass flinders. The gravity of the glass flinder objects is set really low for the sake of fun. Speaking of fun, I also tried setting elasticity to super high and watch them all fly around bouncing more than the T1 basketball.

    The shards are sourced from the actual initial window pane object. I sliced it up. Technically if I could get Y and Z calculated perfectly I could have them start falling from their actual correct position, thus a crack would appear first, then shards would slowly fall.


    Oh and I have small particle disks for dust, but I think it needs more tweaking. They two slightly twist before disappearing, so it's like they caught a wind draft.

    Okay now with some media, I will just note that the hitching is lag on my PC, not yours.
    Here is a low rez with sound:


    Here is a higher rez without sound, and shorter:


    Gif, sadly still hitching:


    Better video, finally:
    Last edited by gamophyte; 19th Mar 2019 at 00:31. Reason: Grouping window tech subject

  5. #55
    Member
    Registered: Oct 2004
    Location: Ireland/Poland
    Looks very cool!
    You need to turn it into a an objective - something like "Break 90% of windows in the castle". Just so people won't miss it!

  6. #56
    Member
    Registered: Sep 1999
    Location: Texas, hhhwweeee hawww
    Quote Originally Posted by PinkDot View Post
    Looks very cool!
    You need to turn it into a an objective - something like "Break 90% of windows in the castle". Just so people won't miss it!
    Thank you for the kind comment. Hrm... hidden bonuses

    I think I do this for my own satisfaction. There will be moments where and arrow misses the AI you were attacking, or and explosion from a fire arrow (maybe) that will reveal it.

    But like I think I've mentioned before, I hate going to try something and it doesn't work like how I know the Author could have done it. Or at least, when we all first played, and we tried something, and was taken back by something working in a way we didn't expect.

    Like I loved when I tried throwing a bottle to see if the guards go investigate the noise - and did! Now I can't offer big moments like that for the seasoned player, but I can do lots of small details that I would want to see, and rewarding for explorers.

    Edit: Oh and I gotta lower that glass pitch for thicker windows.

  7. #57
    Member
    Registered: Sep 1999
    Location: Texas, hhhwweeee hawww
    Okay, I'm a bit crazy for this, but I was starting to really have an itch to do what I mentioned above;
    to assign the near exact coords of where the flinders should originate, where they should be in relation to each other.
    Since I cut them from a whole window, in the 3d model program, it should look like a real-ish broke window froze in time - if I set the grave to 0.

    Yeah here is a video. It was trippy in game. It gives me an idea for some later point in the game







    Ps. Don't worry I actually did a lot of other stuff today lol.

  8. #58
    Oh wow, I stumbled onto this thread and I can understand why you are documenting your progress. Sometimes it helps just to have a little motivation in what you do.

    As a player, it provides some interesting insights into developing an actual fm. I appreciate that you have also focused on the story as well which helps to keep players intrigued in accomplishing their objectives. I'll be looking forward to your little progress posts every now and then!

  9. #59
    Member
    Registered: Sep 1999
    Location: Texas, hhhwweeee hawww
    Hey, thank you Silen! It keeps me honest and steady.

    Update roundup:

    Now the hardest hurdles of the window tech are done. I won't bore you with the under-the-hood details (if you come to the editor's forum a lot you may already know), but I can see why I've never seen smashable windows on a door, well not at least to the detail I have it. There are small touches yet to make but I'm tired of seeing it for now.
    Here is a Video:

    "Early video of my fan missions' window tech. With the help of carefully placed physics bunderies and some scripting."

    I became a little obsessed with it, because A) I couldn't accept that it couldn't be done, and B) it would be a chance to force myself to learn more about scripting, which I've treated like the boogeyman.
    Yes it slowed me down and I probably annoyed the community with asking for help so often, but yeah, will start back carving up some terrain.

    In other news, Phantom has checked back in with the AI models he's been working on, and yeah.. I wish I could just share what's to come, early, but will stay somewhat spoiler free on AI. Let's just say, the new AI for this place is freakin awesome. When this room you've been seeing in my videos lately is done, I will have to at least show off one of them in a early teaser. And if you didn't read before, this room is to be done first before the rest of the chateau as a "let this show you what it can be like finished" room.

    There has also been some major changes to story and "these ideas would be cool to feature" list. The story is more smoothed out, finally fixing some problem dead ends. It feels more congealed and reasonable. Also allows for much rewarding spinoffs. And then my list of cool stuffs, has become more possible now wrapping my head around some scripting basics. There was also, other ideas I let go of, seeing as how the better ideas dominate the story.

  10. #60
    Member
    Registered: Mar 2012
    Location: Moscow, Russia
    Cool textures solution! DrK's style. However, with this approach, all the textures on the level should be processed the same way, otherwise it will look bad, disharmonious.

  11. #61
    Member
    Registered: Sep 1999
    Location: Texas, hhhwweeee hawww
    Quote Originally Posted by Soul Tear View Post
    Cool textures solution! DrK's style. However, with this approach, all the textures on the level should be processed the same way, otherwise it will look bad, disharmonious.
    Thanks, I am not sure what I'm going for other than, basically I understand the photo-real textures at the start look too washed out. So I give them more contrast and darken them to "gamify" them. I think Drk's are more cruchy and burny if that makes sense, but I get what you mean. I will have to do a walk through many time to spot outliers breaking format. But honestly so far, just getting them to the same darkness and contrast, has worked well.

    Most of my screens here are brightened by 40%, so the advantages I'm getting for the place to be dark is missing. When all said and done, it's mostly going to be lit by moonlight, mushies, and if the player wants to light some torches... or light their perm flair. So it will be pretty good I think, but not stressing on it too much, as I'm finding limitations in finding textures. Like painted ceiling beams from this era, I may have to make my own from photos but so much time has already been spent this way.

  12. #62
    Member
    Registered: Sep 1999
    Location: Texas, hhhwweeee hawww
    Just finished the second floor ceiling of the front tower. It was a lesson in texture alignment, and maybe took a little too long when I realized the way I started was illogical. It is part brush, part object, and pretty efficient.

    The hole in the ceiling is going to be populated with non physical decorative boards to help it look more real and not so round. I'm laying off of it for now until I know more about what the floor above is to be like.

    I've been playing around with a ivy generator plugin for sketchup as well. I'm still trying to work out how to get it to look okay enough, but not cost so many polys.

    What you saw there was still nearly 2000 sadly, and, I'm having issues with the inside vines are rendering in front of the leaves. But the plugin that does this makes a lot of component models so I think this is the reason. I will try "normalizing" them all to one model to see if that helps. When all said and done the main vines outside won't have many leaves, and will be thicker, so that will save some polys. If I can find a poly cheap method I plan to use these vines and ivy as a way to have some lighting in places that aren't lit otherwise, by adding vhots where I will attach glowing flower bulbs. What color should I go with? Was thinking something that added contrast the blues of the sky and the browns of my crungy area.

    The generator is finicky and uses sliders for most of its attributes. For all the trouble it's very cool that I can export the world-rep from Dromed, import it into sketchup, then have this ivy crawl over it, so that object will custom fit the nooks and crannies of my brush work.

  13. #63
    Member
    Registered: Sep 1999
    Location: Texas, hhhwweeee hawww
    Hello normies. I was going to not update unless I had a good package or round up, but I stopped working on this for a bit while I scramble to move to Austin TX whilst looking for a job as well. I believe I found temporary provisions for both, so the search is still on and heavy.

    The last point I was at was exporting the tower’s worldrep to OBJ so I can do the finer details of the coal burning fireplace.



    I red outlined the what would be the brush work primitives, then I can model around it with it in a separate ‘component’ that I can delete and export the pieces.



    I really really enjoy this part of building. Because I can perfectly custom fit objects. There will be secret compartments and other blending of object and brushwork. Take those side air flow vents on either side of the real world fireplace; I can cut an air brush into where there they are, export worldrep, then virtually fill it with the object. So you have the hinge vhot door of the vent open and have something inside.

    There is also new things I’m learning when making custom textures, such as, utilizing the repeating overlay layer FX in photoshop.



    I realize with this level detail I’m going for in both arenas, the project will be slow going. But I believe it’s worth it. At least in Austin I won’t know anyone for a while and it will be all about working on this mission

  14. #64
    Member
    Registered: Mar 2017
    Gamophyte, inspiration for you:


  15. #65
    Member
    Registered: Sep 1999
    Location: Texas, hhhwweeee hawww
    psshhh see now I have to scrap that whole area because I won't be able to convince you that I already thought of this

    Jokes aside, this was one of the more rememberable scenes that impacted my little kid brain. Really odd how I remember it being a more real creature than it really appear to be. They just like, wrestled. LOL.

  16. #66
    Member
    Registered: Sep 1999
    Location: Texas, hhhwweeee hawww
    Okay the hiatus on this project is almost done. I took a break to focus on finding a job in Austin, as my first opportunity that seemed 100% sure, fell through. I'm still looking, but I have some great temporary contracts. What's great about them in regards to this project, is that I can actually open dromed on my laptop and work on my mission, at work. I haven't yet as I'm training people but when I'm just to be on hand I can start back on this. I am always too tired when home to open it up, as I have to drive a lot just to get to this contract job.

    There is also a prospect I'm going for that allows me to work from home, the idea is that if I get it, I can actually work on my mission between calls - which is like, a dream come true. I would like to pump this project out, make it good and fun and start on my "City of Lost Children" style mission I put on hold. I'm glad I did, this project has taught me so much, that I have a more realistic view of what I can do when I go back to city building. Side note, it may or may not now have the cathedral from Mont st michel as originally planned. The Patriot campaign did such a good job at reproducing it, I almost feel like I'm ripping them off in a way.

    Now back to this project; With the latest NewDark patch, there are things I can now do, that I had to throw away. Also there was an AI that I had planned that had "dead lights" from it's POV, so you have to stay out of it's view. I didn't think it was possible, but now seeing it done in the war bot in The Patriot, I'll implement it. It was for an area that was very dark and you had to keep dodging moving beams of light from the AI - which gives a very spine tingling sound if it finds you.

    The previous method of making vines are just not going to work out. Just making them twisty enough on the lowest poly setting still makes too many polys. I am going to try to look into the google sketchup plugin source to see if I can hack in making the vine 2d. We'll see. I may just the 3d vines sparingly as to poke out of all the other grass and bushes every once and awhile.

    Finally, I'm pleased to see there was an actual floor plan released for the chateau I'm basing this on, finally showing inside places that I didn't ever find reference photos for. I got over trying to be too precises in mimicking the real place, but it's nice to see a new degree of accuracy I can have if I want it. Cheers.

  17. #67
    Member
    Registered: Sep 1999
    Location: Texas, hhhwweeee hawww
    It's been a busy weekend, lots of things I had a-ha moments about. I redid some things and finished the outside chimneys (for the front tower).

    I connected the respective chimney to the coal fireplace on the second floor - of which I finally finished. Well I say finished, but there's likely to be small changes before release.
    The fireplace grate opens a little, but I'll have to redo the sound so that it doesn't sound like a door. There is no gameplay involving the chimney connection, or grate, as of yet. Could implement something later but nothing planned other than giving the player that "this is a real place" feeling - for now.



    Like in my source photos there will be pile of debris in this room, and will partially cover that stone tile part of the fireplace. It was hard to make the paint transition to crusty wall. I am not 100 satisfied with it, but will roll with this for now.

    I'll finish with outside light-bright shot of tower chimney. It's a cluster of three cylinder brushes, like a 3 leaf clover, then capped with an object to make a detailed top. Brushes, because you can look down in it and drop stuff down it.

  18. #68
    Member
    Registered: Jun 2009
    Location: Argentina
    This looks great. Good to see the progress, too.

  19. #69
    Member
    Registered: Sep 1999
    Location: Texas, hhhwweeee hawww

    Brush work every day

    As I mentioned in the "What are you working on RIGHT NOW - T1/2 Dromed Edition" thread, I've switched gears from trying to complete a single room for "completeness inspiration", and went for more bulk brush work. It was a constant nag in my mind, as I moved around objects to get them retro-fitted, that large portions of the place were just not done.


    I can appreciate why now, you may want to do such details near the end. I realized the "keep going" feeling was more potent if I had the place actually laid out.



    As with always with screens this early, I am aware that the textures are not orientated or aligned correctly. In fact these are nearly all are placeholder textures, to remind me of the different parts. Most are going to be replaced with unique moldering/ruined textures. I'm still not 100 percent happy with the main brick. I have to be choosy because it will be varied into tons of other textures based on it; some darker, more blemished, etc. Also redistributed to object elements that need the same texture or a variation.


    I think I already said this but I gotta say it again, I'm really loving the brush "OP" settings.



    I am using it more than I thought I would, especially when trying to copy real life architecture. You definitely have to get some of those crazy windows and room alcoves. It's actually fun to use it to tackle problems of making a shape without cutting into other existing shapes. Like, I had the two window slits established earlier, but to not cut into it with triangles (window shape base), I needed to flood around it. Then evaporate, then water back to solid.


    (images don't show every step, not meant to be a tutorial)


    I happy to say that I've been working in Dromed daily now. Hopefully I can keep it up.


    The only downside, now having tons more architecture added, is the burden of working with a source image/building with angles that I cannot recreate in Dromed. This means a lot is pushed down as I imagine the diagonal lines straitened out. See the inner walls? I can't make angles less than 22.5 if I were to stay with the grid.



    It's not just stretching, it's internal items not meeting up right. I have to readjust a lot, to see where sacrifices can be made. I wish I knew how to have warped the image straight before I started the place. I tried a little after to be honest but I didn't know how to do it. I puppet warped in photoshop but it would just blur up details I need and it was so tedious.


    Anyway that's all for how. Here's some new screenshots that, are okay, but I can't wait until I can show more complete overheads of the whole place. I may do at least the front once the final textures are chosen. I may post some sooner if they are interesting. Maybe some scary lighting shots.





  20. #70
    Member
    Registered: Oct 2004
    Location: Ireland/Poland
    Quote Originally Posted by gamophyte View Post
    The only downside, now having tons more architecture added, is the burden of working with a source image/building with angles that I cannot recreate in Dromed. This means a lot is pushed down as I imagine the diagonal lines straitened out. See the inner walls? I can't make angles less than 22.5 if I were to stay with the grid.
    Have you tried using combination of cubes and wedges for getting these odd angles and trapezoid shapes? This way brushes can stay at right angles. To get the windows at odd angles, you could do the same - cube for most part and wedge(s) to make the openings look perpendicular to the walls. And since it's a medieval ruins, you don't need to be super precise.

    The project is progressing in an interesting direction overall.

  21. #71
    Member
    Registered: Sep 1999
    Location: Texas, hhhwweeee hawww
    Quote Originally Posted by PinkDot View Post
    Have you tried using combination of cubes and wedges for getting these odd angles and trapezoid shapes? This way brushes can stay at right angles. To get the windows at odd angles, you could do the same - cube for most part and wedge(s) to make the openings look perpendicular to the walls. And since it's a medieval ruins, you don't need to be super precise.

    The project is progressing in an interesting direction overall.
    I remember there being demo with curvy hallways via wedges but I didn't make the connection at the start of the mission. Too much to walk back now... maybe... But also, I would have to go find that demo to relearn, I can't actually picture it working the way you're saying. The small openings are aren't too bad, I am already using wedges for those trapezoidal shapes, but the main walls, say like, around the courtyard is the main issue. Well let me jump in dromed right now and test something, maybe I'm not seeing it. Maybe though I should avoid using tons more brushes :/

    Edit: yeah I messed around with some wedges and got some angles that could work, but then there is some joints that share space with a cylinder-made arch that cannot still be at that angle. It's seems tons more work than I am willing to commit to and lead to awkward corners to scratch my head on. I cannot duplicate portions to move elsewhere because they are too unique to clone. I will def have unique looking portions with interesting angles from wedges, but I have to square out the courtyard and the parameter to make this not a nightmare. But also I'm still keeping the obvious 45 angles that already exist.
    Last edited by gamophyte; 9th Sep 2019 at 18:02.

  22. #72
    Member
    Registered: Sep 1999
    Location: Texas, hhhwweeee hawww
    My brush work productivity has exploded. Just have to do some technical brushwork and retexturing, and some other adjustments.
    Then it's on to objects and objects for the sake of detail. I'm thinking there should be a mission two, now seeing how many objects will end up being loaded in this area you see.

    I would say, the mission hit its 30%-done mark. I want to say more than that but object based detail work is going to be a slog.

    Here is a spoiler free screenshot of Dromed to squint at.

  23. #73
    Member
    Registered: May 2002
    Location: Texas
    I was going to suggest using two wedges, one solid and one air to get angles less than 22.5 . In Bafford's Last Stand I made the outside wall that completely circumferences the castle with non-snapped brushes. I know this is the wrong way to do it but somehow dromed didn't care much.

    Btw Austin has 6th street if you need a distraction and lots of live music.

  24. #74
    Member
    Registered: Sep 1999
    Location: Texas, hhhwweeee hawww
    Quote Originally Posted by john9818a View Post
    I was going to suggest using two wedges, one solid and one air to get angles less than 22.5 . In Bafford's Last Stand I made the outside wall that completely circumferences the castle with non-snapped brushes. I know this is the wrong way to do it but somehow dromed didn't care much.

    Btw Austin has 6th street if you need a distraction and lots of live music.
    Hey John! Thanks for the tip in dromed and out of dromed.

    I saw that I can make crazy angles that way before, but like Pinkdot warned, you would still have to carve out your windows using the 22.5 angles. Which I tried and, though it is supposed to be ruins, it just bothered me. Now as you see in the screenshot I'm happy now with having "squared" out those angles. It means some areas, if you know this chateau, will be obvious fiction, but it's okay because it is a FM first, not a historical thing. But for those who do like the place will be happy to see it 90% accurate. But now with the story and gameplay planned, you will quickly find that the architecture is not the champion of this FM.

    I was on 6th last night! Wooooo.

Page 3 of 3 FirstFirst 123

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •