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Thread: My first FM, pics

  1. #1
    Slightly Mad
    Registered: Apr 2003
    Location: Sweden

    My first FM, pics


    Some screenshots from my first try at dromed.

    A small city and a keep and a few other places to rob,
    any advice or suggestions would be very welcome.
    (used photoshop to raise gamma)








  2. #2
    Member
    Registered: Jan 2005
    Location: Brasil

    Great Work!
    Really a great job!

  3. #3
    Member
    Registered: Oct 2001
    Location: 0x0x0
    Brush work looks very good. I see the polys going up. Be careful of crashes as you move around in game mode and in window mode. You might have some trouble room brushing if you have not already. That last shot looks a lot like a screen from my last mission so I'm just mentioning a few things I encountered just recently. Looks good. Keep at it.

  4. #4
    Member
    Registered: Feb 2004
    Location: Wherever there is loot
    Indeed... Your screenshots are great, and polycount is decent. I think you inspired me to do some addistions to my mission.

  5. #5
    New Member
    Registered: Jul 2004
    Location: New York
    looks pretty damn good, especially for a first hack at it! My first FM was pretty much just full of floating water brushes in midair that Garrett could jump through that would send him flying in different directions..... god i played that for hours...

    *reminiscing*

    ehem! anyway.. I think a good addition, if you havent already, is some distant city art, so that when you're up high it looks more like a huge city, rather than a really friendly group of villagers that like to see each other dressing through windows

  6. #6
    Slightly Mad
    Registered: Apr 2003
    Location: Sweden
    Brush work looks very good. I see the polys going up. Be careful of crashes as you move around in game mode and in window mode. You might have some trouble room brushing if you have not already. That last shot looks a lot like a screen from my last mission so I'm just mentioning a few things I encountered just recently. Looks good. Keep at it.
    Yes room brushing was a real pain, but i think i got it pretty good.



    ehem! anyway.. I think a good addition, if you havent already, is some distant city art, so that when you're up high it looks more like a huge city, rather than a really friendly group of villagers that like to see each other dressing through windows
    Yes i want this to, need to learn how to do this first.


    And a question: In pic 3 the texture on the lower wall, and bottom of the pillars.
    The problem is that arrows stick to it but not to other stone surfaces, so it's not ds12 on the arrows

  7. #7
    Member
    Registered: Oct 2001
    Location: 0x0x0
    For "Distant Art"

    Editors \ Mission Parameters \ New Sky: Distant Art

    fill in like this but feel free to fool around with different numbers. (The .pcx file comes from the folder Res\fam\skyhw. Poke around in there to see what else you can do.)

    Enable DA yes
    Enable Fog no

    Text#1 citcoun2.pcx
    Text#2 citcount2.pcx

    Color .6 .6 .6

    Dist 10000
    top lat 70
    bottom lat 100
    #panels 24
    #panels / tex 6
    alpha 1

    As for the arrows. Are you sure that texture is in the correct place? It could be in the wood section and not in the stone.---> Editors \ Obj Heir \Textures. Drag and drop to correct spot if classified incorrectly.

    This would also require you save the game system and set your mission file (.mis) to use the new game system (.gam) . "set_gamesys XXXX.gam"
    Last edited by SlyFoxx; 28th Mar 2005 at 08:45.

  8. #8
    Slightly Mad
    Registered: Apr 2003
    Location: Sweden
    Thanks SlyFoxx
    I'll try that.

  9. #9
    Member
    Registered: Nov 2002
    Location: GOMLAND

    Nice!

    very...

  10. #10
    Member
    Registered: Feb 2004
    Location: Ottawa, Canada
    Nice work!
    Love dat 4th pic.
    The others could use some texture work, but impressive.

  11. #11
    Member
    Registered: Feb 2004
    Location: Ryleth
    I disagree, I like the textures.

  12. #12
    Member
    Registered: Feb 2005
    Quote Originally Posted by Draconius
    looks pretty damn good, especially for a first hack at it! My first FM was pretty much just full of floating water brushes in midair that Garrett could jump through that would send him flying in different directions..... god i played that for hours...
    Were those like the "watervators" in RGB? Water with a really fast current?

    Camus, the first and third screenshots could use some more detail, but the architectural style looks really good.

  13. #13
    Moderator
    Registered: Jan 2003
    Location: NeoTokyo
    I agree.. The brushing is quite good. A lot of those walls could use a band or some posts or columns (anything with some texture variety) to break up the space.

    I think that's what people mean by the texture needs work (not that what you have now is inappropriate).

  14. #14
    Slightly Mad
    Registered: Apr 2003
    Location: Sweden
    I've made some changes, for the better i hope




    Edit:
    I have an other problem now.
    I have a guard sitting and sleeping on a chair and every thing works well, he wakes up if alerted. However i made him frobb an object (added in alert response) however i want him to do it only once (the first time he wakes up)
    He keeps doing in as he goes between the alert states, and it looks really silly.
    Last edited by Camus; 29th Mar 2005 at 16:35.

  15. #15
    New Member
    Registered: Jul 2004
    Location: New York
    sexyyy, rafters make a big difference

  16. #16
    Quote Originally Posted by Camus

    Some screenshots from my first try at dromed.
    Wow- that looks good.
    The Honest Thief - FMs, screenshots, DromED, links

    Zaccheus' hospital blog

  17. #17
    Member
    Registered: Feb 2004
    Location: Ottawa, Canada
    Nice change indeed Camus.
    Can't wait to play.

  18. #18
    Member
    Registered: Jan 2001
    Location: Pushing my luck with Dromed
    Quote Originally Posted by Camus
    However i made him frobb an object (added in alert response) however i want him to do it only once (the first time he wakes up)
    Rather than putting 'frob the object' in the AlertResponse, tell the AI to frob a button which you can then link to a Conversation.
    In the Conv, tell the AI to frob the object.
    On the Conv marker, add the property Script > TrapControlFlags and select 'Once'
    If Once isn't recognized by Conversations, put it on a RelayTrap and put that between the button and the Conv.

  19. #19
    Slightly Mad
    Registered: Apr 2003
    Location: Sweden
    Thanks, i'll try that.

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