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Thread: What are you working on RIGHT NOW? - Community WIP thread

  1. #1251
    Member
    Registered: Aug 2006
    Location: Deutschland
    Quote Originally Posted by pwyll View Post
    I cannot remember other TDS FM with the TMA style street lamp. Did you make it yourself?
    Yes, I did. The lamp object has a terrible offset for the attached light actor, so I simply took a static mesh for the lamp, a custom light actor and above all a standard TDS emitter. Don't know right now where it usually appears.

    Thinking about interior plans... I don't have any sort of interior mission planned right now. Don't know what I would do.
    Last edited by Beleg Cúthalion; 29th Nov 2009 at 16:28.

  2. #1252
    Classical Master 2008
    Registered: Jun 2002
    Location: Civitas Quinque Ecclesiae HU
    I am coming in here late (after a look at Darkfate.ru), but Beleg, that is absolutely beautiful. Seriously, great work, a very organic and natural look, and a lot of superb detail. I will have to reinstall T3 when it is released.

  3. #1253
    Member
    Registered: Nov 2003
    Location: Shalebridge
    Beleg, really nice pics, I really like the industrial stuff in there, looks superb

  4. #1254
    Member
    Registered: Aug 2006
    Location: Deutschland
    Thanks to both of you. The industrial elements are by the way inspired by all the old factories and especially goods station buildings from the last emperor's time which still exist around here. A lot of half-timbered work with red bricks as well, as I recently had the chance to see them while my train was delayed by over an hour (...!!!!). As mentioned earlier, I might release my collection of photos after the FM is out.

    Well, but in the end it's usually str8g8's ressource package which allows me to do it.

  5. #1255
    Clearinghouse
    Registered: Aug 2002
    Location: Siberia, Russia
    Quote Originally Posted by Beleg Cúthalion View Post
    inspired by all the old factories and especially goods station buildings from the last emperor's time which still exist around here.
    Factory: http://www.ttlg.com/forums/showthrea...88#post1535488

  6. #1256
    Judith
    Guest
    Still working over the general mood and settings. Looks like the fog screws up a lot of things: lightning in bloom mode, plants using normals/alpha testing option, etc. So I'm going to give it up for some emitter based one or a blizzard I did before. Right now I'm testing new lightning/ambient settings and making some background clutter, fake trees mostly:



    I also did this simple rock:
    Last edited by Judith; 12th Dec 2009 at 16:33.

  7. #1257
    Member
    Registered: Aug 2006
    Location: Deutschland
    This looks like it could turn out to be the setting for a veeeery lonely mission in January. By the way, you already know that you can turn fog on and off with volumes, so maybe there is a chance to add fog-friendly design because the first shot looked a little more creepy.

  8. #1258
    Judith
    Guest
    Volumes won't fix the trees and plants sticking out from a large distance. It's the problem with the fog itself. Hopefully some emitter based effects will do.
    Snow, some ground fog, blizzard etc.

  9. #1259
    Clearinghouse
    Registered: Aug 2002
    Location: Siberia, Russia
    Quote Originally Posted by Judith View Post
    Awesome screenshot!

  10. #1260
    Judith
    Guest
    Thanks Clearing, but this is not actual level, just a test scene Right now I'm working on "patches" of ground that can be seen through the snow to add some variety.


  11. #1261
    Member
    Registered: Aug 2006
    Location: Deutschland
    I don't think you're the type using other people's stuff, but str8g8 has a couple of nice yellow-brown (i.e. not so fresh) grass SMs/alpha textures, they could maybe spice up the patches.

    PS: I had one of those snow suits when I was in the army. Just imagine Garrett wearing white with brown and green splashes.

  12. #1262
    Judith
    Guest
    Thx for the advice, Beleg. Do you have any photos of the pattern on that snow suit? I'm pretty curious how it looks. I'll have to repaint Garret's and pagans' skins so that might be useful.

  13. #1263
    Member
    Registered: Nov 2007
    Location: Bulgaria
    Classy stuff, Judith. As always.

  14. #1264
    Member
    Registered: Aug 2006
    Location: Deutschland
    http://www.uniformen-nach-vorlage.de...hneetarn+b.JPG

    I sort of forgot to add the "" after that since I think it would look rather strange, Steampunk et alii or not.

  15. #1265
    Moderator and Priest
    Registered: Mar 2002
    Location: Dinosaur Ladies of the Night
    Yup. Looks great as usual, Judith.

    Beleg...you got some weird damn hobbies.

  16. #1266
    Judith
    Guest
    Thanks for the photo Beleg, looks like a winter paintball fan uniform

  17. #1267
    Member
    Registered: Aug 2006
    Location: Deutschland
    No, the other way around: The paintball uniform looks like... ah, nevermind. And it wasn't a hobby, although the skiing part itself was fun, if it wasn't for the day-and-night operations and all the cumbersome gear and weaponry...

  18. #1268
    New Member
    Registered: Nov 2009
    Damn there aren't enough fan missions for DS!! Those snow shots look the business.

  19. #1269
    Judith
    Guest
    Finally got some time to correct these ground patches (smooth gradient between snow and ground looked wrong), also added some variation to them.



    I also tried to make some ice, it looks quite nice in motion, with specular cubemap



    Damn there aren't enough fan missions for DS!!
    Damn right

  20. #1270
    Member
    Registered: Aug 2006
    Location: Deutschland
    Great. If you can make AIs slip on it with a fake oil puddle...

  21. #1271
    Member
    Registered: Nov 2007
    Location: Bulgaria
    Quote Originally Posted by Beleg Cúthalion View Post
    Great. If you can make AIs slip on it with a fake oil puddle...
    Hehe. That would be nice.

  22. #1272
    Judith
    Guest
    The mission will be set among the "mountain pagans", so they're supposed to be "pros" with the ice, you know I'm not sure what I'll do with it yet. Initially I wanted to use it as an obstacle of some sort. It has the "tile" footstep sound which is louder than snow, so players would rather avoid it. Though it would be fun to see Garrett slip on it I haven't played with the friction yet, I don't even know whether it's possible to make surfaces slippery for the player.

  23. #1273
    Member
    Registered: Nov 2007
    Location: Bulgaria
    Does walking on a snow leave traces?

  24. #1274
    Judith
    Guest
    Quote Originally Posted by pwyll View Post
    Does walking on a snow leave traces?
    I don't even know how to implement it.
    I'm working on some ruined parts right now. 2 meshes, 2 x 1024 textures. A bit blurry, but I'm trying to get as much as I can from the pixel density here.


  25. #1275
    Member
    Registered: Feb 2005
    Awesome looking! Does the texture on pillars have snow layer on them as well? How did u achieve the specularity on the white rock mesh? (bottom right on second picture)

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