@Schwaa2: It may be hard to see in the image below as well, but I don't have a vertex along the middle of the lower half of the robe. I believe I lucked out due to my naive approach. I modeled my robe bottom on the dress bottom from one of the noble women. The top half and legs inside the robe were based off one of the thieves. A haircut here, a tummy tuck there, a bit of a derriere sculpting and costume tailoring, et le voilą: a new Keeper AI!
So far, knock wood and sacrifice a goat, my misbegotten son of a thief and a noble () seems to do just fine in the game. Whew!
ArteSkel..jpg
I uploaded beta 3 of my new mission yesterday. If all goes well the mission should be ready soon.
I've been tidying up a few things around the house ready for halloween
I've fixed the bugs, Safe/key, Attic Trapdoor and quite a few others that I foundalso fixed the outside windows glass texture which was completely black (thanks ZB) so I should be ready for a re-release.
However........
Pathfinding is a bit broken now! So I'm going to have to go through the room brushes and only include the areas where the ghosts can actually go.
Can somebody remind me of the correct way to do this? Something to do with activated area brushes?
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This thread may help (originally asked by you and answered by Shadowspawn): http://www.ttlg.com/forums/showthrea...444#post214444
Also this: http://www.ttlg.com/forums/showthrea...ding&p=1722501
By the way, I recall seeing a few unaligned textures in the mission (for example the carpet on the staircase in the screenshot you posted). If you have the time it would be great to fix those too.
Holy crap Saturnine! I know what I'l be re-playing this Halloween![]()
Thanks Haplo, I should have known I'd been in this situation before!
And sorry to Shadowspawn, I never even thanked him!
I have a plan now thanks to those threads and a message from Yandros, so hopefully I'll fix it. (or Yandros will!)
Thanks Sliptip!Can we expect a halloween release from you?
What can I say. I suck at room brushing. So it's probably my fault somehow. But I like the idea of getting Yandros to fix it. Yep. I like that idea. When he's done, send him over to my house. My Jeep needs washing.
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Nice Sat, those pic is just crammed with details.
This one is the love child of a nobleman and a chambermaid. Tsk, tsk.
Orland..jpg
Saturnine, that looks amazingVery thrilled you do an update of RC (and that you're still dromeding
).
Making decent progress with populating the cellars - the south cellar is pretty much done, except for a handful of loot items, AI, and roombrushing (I'm holding off adding those until I have the terrain, lighting, and non-loot objects in place everywhere), and I've got most of the north cellar geometry done but without most detail and clutter items yet...
South side:
North side:
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My caves are getting bigger still and right now I'm adding more alternative routes and other extras.
I'm also thinking about taking a break once the caves are done (terrain brush-wise) and finish a small mission which I started working on half a year ago: I feel like releasing something.
This is noblew04 with slight body sculpting and serious retexturing.
KprEldrF01..jpg
Wow, it was a long time since i don't touch the TTLG forums, wasn't it? hehe, and i see your work is still in progress Larry, it's going very well and hard, i see. Were you thinking on stop and drink some coffee?i'm kidding.
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I got frustrated, because I just couldn't seem to build anything without getting an error, so I had a break and finally visited Little Big World (great stuff), checked out the burrick caves in Down in the Bonehoard (built using mostly 8-sided cylinders and pyramids) and also took a DromEd-tour through Constantine's "subbasement" (I'll probably be borrowing some textures from T1/G).
After the break I slowly got back to my own burrick caves, rebuilding them from scratch. I still got errors whatever I tried, but finally managed to find the right spot for the first number of brushes. I had to do "Show All" and "Complete Processing" after each change, so there was a lot of waiting involved, but I think I am finally getting the whole thing sorted now. Putting brushes below a certain level anywhere in this particular area caused errors, so hopefully if I stick to putting all brushes above that level, I'll be fine.
Right now I am also being impressed by how the Maw of Chaos was built, and had a bit of fun in the T1G blooper mission.
qolelis,
Not sure how your cave floors are, but when building L4D I found that intersecting dodys worked pretty good, but uneven bottoms were bad. (my dodys were all random size and the bottoms don't align)
So putting large cubes in the bottoms to even out the floors helped alot.
Thanks for the tip! I've added it to my notes.
My cave floors are mostly without any extra brushes and my dodecahedrons all intersect most oddly, but it's not until recently I've experienced real problems. The dodypair (by the way, calling them "dodys" makes them sound a lot less sinister...) in question originally had a wedge as a floor.
My burrick caves are, luckily, just a very small part of my cave-system, so rebuilding them was not as hard as it could have been and I'm almost done now. I've had a few errors of course, but nothing as serious as before.
Edit:
Speaking of Left for Dead: I remember my computer couldn't handle that mission of yours when it came out, so I had to give up at the time, but now that you mentioned it, I just had to try it again. My current machine had no problem handling it, so I've been playing for a couple of hours now. What a great mission: so much to explore and doGreat voice-acting too; I couldn't help but stop for a while and listen to the drunk Keeper lady in the bar: That woman is drunk
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Last edited by qolelis; 26th Oct 2010 at 21:53.
Working on the guard's room, needs a couple of weapon racks adding but otherwise it's mostly populated other than supplies, loot, and notices on the board.
I've finally broken down and made some new wooden chairs, too - they are simple wooden chairs that don't look like 6 pieces of wood badly shoved together:
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