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

  1. #2651
    Member
    Registered: Jul 2003
    Location: Southquarter
    We all know it's just a typo. Right? RIGHT?

  2. #2652
    Member
    Registered: Nov 2001
    Location: Drinking baby lemonade!
    Nope, just trying to be realistic.

  3. #2653
    Member
    Registered: May 2002
    Location: Between dreams and shadows...
    Which is all anyone should ask for, really! I'm looking forward to it, but I'd prefer it to take longer and be done well, than rushed and less than it could be...

    On an entirely unrelated note, I can not believe it has taken me this long to notice I've been forgetting to put Object System -> Immobile on my torches. The effect is... requiring me to tweak the vhot location, but even now it looks so much better...

  4. #2654
    Member
    Registered: Jan 2001
    Location: Formby, NW England
    I don't think you should. In my opinion torch shadows look silly.

  5. #2655
    Member
    Registered: Nov 2001
    Location: Drinking baby lemonade!
    Agree with you Chris, I picked that up from Sliptip and used it in Hammerite Deathmatch, it looks great. As I recall I had to adjust the Z coord of the AnimLight property to get what I wanted. I also recall quad lit making a pretty drastic difference with torch shadows.
    Last edited by Yandros; 28th Mar 2010 at 23:18.

  6. #2656
    Member
    Registered: Apr 2002
    Location: Italy
    I agree about the torches. I'm using the ntorch by The Watcher and not only I put Object System -> Immobile, I even set the Y offset to -0.5.
    I know, it's not realistic, but who cares? The torch is a bit more enlightened and imho it looks better.

  7. #2657
    Actually I never turn immobile on for my light sources (takes too long to render). Instead, convert your model so it's upside down. In game you flip it right side up again which allows you to apply a spotlight that faces upwards. Change the spotlight settings so that you have a really wide beam (almost 180 degrees). Something like (140,170,0) so that all you have left is a thin sliver of shadow beneath the light.

    I think this saves rendering time. . . I think

  8. #2658
    Member
    Registered: Sep 2003
    Location: Sioux Falls, SD
    Quote Originally Posted by Yandros View Post
    I've spent some time the last week playing with fog in DCE, and have captured and uploaded some new screenshots. I think the Dayport map looks especially nice with the traditional white fog.
    Take your time with the mission; as another poster just said, better to take your time and have a great product than rush and have a not-as-good one.

    Besides, I can't currently run Thief on any of my computers without issues, though I'm hoping the ATI 5870 I'm ordering will resolve that problem.

  9. #2659
    Member
    Registered: Nov 2001
    Location: Drinking baby lemonade!
    DCE's been in progress off and on since 2002, so I'm clearly not rushing it!

    I just hope we beat the 10-year anniversary.

  10. #2660
    Clearinghouse
    Registered: Aug 2002
    Location: Siberia, Russia
    Quote Originally Posted by Yandros View Post
    I've spent some time the last week playing with fog in DCE, and have captured and uploaded some new screenshots. I think the Dayport map looks especially nice with the traditional white fog.
    Looks great

    http://www.wearytaffer.com/screens/dce/dce_b04.jpg
    http://unitedcreations.blogspot.com/...hedral-sp.html

  11. #2661
    Member
    Registered: Nov 2001
    Location: Drinking baby lemonade!
    I think you meant to compare with this one: http://www.wearytaffer.com/screens/dce/dce_a04.jpg

    But I do see the similarity!

  12. #2662
    Member
    Registered: May 2002
    Location: Between dreams and shadows...
    Quote Originally Posted by Lady Rowena View Post
    I agree about the torches. I'm using the ntorch by The Watcher and not only I put Object System -> Immobile, I even set the Y offset to -0.5
    On the subject of my ntorch object, I've just uploaded an updated version (currently top of this page, you can see the old and new here). It's nearly a drop-in replacement (size is very slightly different), but it also has an adjusted vhot so you might need to tweak any existing offset.

  13. #2663
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Looks like some minds think similarly! Here's my own version of that torch. I put a spark arrestor on mine. Maybe it will make ZB happy to see it ... nah!
    dump048..jpg

  14. #2664
    Member
    Registered: Apr 2002
    Location: Italy
    Quote Originally Posted by The Watcher View Post
    On the subject of my ntorch object, I've just uploaded an updated version (currently top of this page, you can see the old and new here). It's nearly a drop-in replacement (size is very slightly different), but it also has an adjusted vhot so you might need to tweak any existing offset.
    Thanks, it seems interesting, but.....I may be stupid but I can't see a link from where to download the object......

  15. #2665
    Member
    Registered: May 2002
    Location: Between dreams and shadows...
    Quote Originally Posted by Lady Rowena View Post
    I can't see a link from where to download the object......
    Bottom left corner of the entry for the torch, or click here

  16. #2666
    Member
    Registered: Apr 2002
    Location: Italy
    Quote Originally Posted by The Watcher View Post
    Bottom left corner of the entry for the torch, or click here
    Sometimes I seem to be blind. Thanks again.

  17. #2667
    I'm dead in the water for now I've had a cascade of errors over the last few days with my main system after I made the mistake of installing windows service pack 3 and I can't seem to set things in order so I'm out of the game for now. Screw Bill Gates!

  18. #2668
    Summer Vacation Contest Winner 2010
    Registered: Sep 2003
    Location: PacificNorthWest...Near Forks

    march 31st 2010 contest progress

    Progress for Otto's Contest : @50 percent complete. Dark is the Lair is on hold until this is finished.
    A nice break from a mission that is way to big for me


  19. #2669
    Member
    Registered: Sep 2003
    Location: Sweden
    Quote Originally Posted by Yandros View Post
    I've spent some time the last week playing with fog in DCE, and have captured and uploaded some new screenshots. I think the Dayport map looks especially nice with the traditional white fog.
    Beautiful. Makes me long for Dromed 2

  20. #2670
    Member
    Registered: May 2002
    Location: Between dreams and shadows...
    I decided I was Less Than Satisfied with a built-from-brushes boiler in the basement of the library, so I did some research on old boiler designs, and started work on this beast:



    Still needs texturing, obviously, and additional pipes to connect it up to water pipes, exhaust flues, and so on...

  21. #2671
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Quote Originally Posted by Nameless Voice View Post
    It's easy to resize those dialogs with Res Hacker. The DarkDlgs.dll that comes with the DromEd Toolkit already has some of them resized.
    You're right, it is easy with that app. Thank you!

  22. #2672
    Member
    Registered: Aug 2003
    Location: Abyssal plains
    I managed to get my hands on Si02's ddfix fog fix and it has made a ton of difference to the feel of my mission. I've set the fog_dist to 160 which feels right (and which only makes a small but atmospheric difference to a couple of interiors). There are a few outside long views I've incorporated but nowhere does the poly count go over 900ish. This wasn't always the case and I've had to work hard at reducing the strain on Dromed and my patience. One particular place was a problem where I had a long view from the high up the side of a building whch would have broken the immersion. For that I had to be really creative and used a physical method to break the line of sight that I haven't seen elsewhere except in one original mission...

    Tonight it felt like I had reached a milestone when I felt able to offer an alpha version to my trusted tester. I'm expecting a huge to-do list but thats fine by me. In a lot of places I've used stock objects and textures except where I felt it was appropriate and it maintained the original 'thiefy' feel. One of the exceptions is those awful streetlamps in the screenshot which I'm going to replace.

    Honestly, I'd have had a few small missions out by now but I fell into the trap of thinking I could do 'the ultimate' one fairly easily. Am I preaching to the choir with that one?

  23. #2673
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    I chucked some fog into my current mission to see how it felt and it looks good! So good in fact that I'm considering turning it into an early morning mission rather than nighttime.

    Also just built a series of guest rooms in my castle, all roughly the same, but colour-themed (red room, orange room etc.) Will post some more screenies when the lighting is done.

    Still struggling to settle on a plot for the mission though. There's just so many ideas I want to squeeze in somehow.

  24. #2674
    Archivist
    Registered: Sep 2002
    Location: Following Dr Jones
    casalor: Keep up the good work Nice pic.

    Quote Originally Posted by casalor View Post
    In a lot of places I've used stock objects and textures except where I felt it was appropriate and it maintained the original 'thiefy' feel.
    Now that's what I like to hear

  25. #2675
    Member
    Registered: Mar 2001
    Location: Helsinki, Finland
    Yandros you should really replace the sky in DCE with jermi's superior skies. Or at least make it compatible with his pack somehow .

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