Great Work!
Really a great job!![]()
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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)
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Great Work!
Really a great job!![]()
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.![]()
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Indeed... Your screenshots are great, and polycount is decent. I think you inspired me to do some addistions to my mission.
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![]()
Yes room brushing was a real pain, but i think i got it pretty good.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 i want this to, need to learn how to do this first.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
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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![]()
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.
Thanks SlyFoxx
I'll try that.
very...
Nice work!
Love dat 4th pic.
The others could use some texture work, but impressive.![]()
I disagree, I like the textures.
Were those like the "watervators" in RGB? Water with a really fast current?Originally Posted by Draconius
Camus, the first and third screenshots could use some more detail, but the architectural style looks really good.
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).
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.
sexyyy, rafters make a big difference
Wow- that looks good.Originally Posted by Camus
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Nice change indeed Camus.
Can't wait to play.![]()
Rather than putting 'frob the object' in the AlertResponse, tell the AI to frob a button which you can then link to a Conversation.Originally Posted by Camus
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.
Thanks, i'll try that.