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

  1. #401
    Quote Originally Posted by Nightstroll View Post
    I HATE this one. It means I have to rebuild a whole part of my mission without even knowing if it will work.
    I know what you mean. Most of the time it's a lot of guesswork: "What happens if I remove this structure? Maybe this one? What if I rebuild those stairs?" etc...

    I got lucky with my "too many vertices"-error and guessed correctly the first time. I had this complicated stairway built with only solid brushes and the error occurred in the vicinity. I removed it and the error went away. Then I had to rebuild the area somewhat to compensate, but no more errors

  2. #402
    Quote Originally Posted by Yandros View Post
    I just completed the first draft of the full plan for Death's Cold Embrace and sent it to Moghedian - 25 pages.
    Only 25? My manuscript is around 50 pages, describing characters, locations, objectives, gameplay details etc... "Getting cocky now, are we?"

    Quote Originally Posted by Yandros
    If it survives her critique and then Peter's intact, there will be 15 scenes across 2 acts, spanning 9 actual missions. Thank goodness most of the brushwork was done years ago!
    9 missions!? Eek indeed. Seems like we're in for a treat Speaking of which, I think I will have to take a break soon and play some of the new FMs for a change, I'm starting to forget what it's like...

  3. #403
    Member
    Registered: Jan 2001
    Location: Formby, NW England
    I'm now 42 objects below the limit, yet in game mode, it doesn't look any different

  4. #404
    Member
    Registered: Nov 2001
    Location: The Highwater Estate
    Quote Originally Posted by qolelis View Post
    Only 25? My manuscript is around 50 pages, describing characters, locations, objectives, gameplay details etc... "Getting cocky now, are we?"
    I don't have to describe the locations, since we're basing all the work off of 4 existing missions that have been sitting there untouched for nearly three years, and a lot of the details are already described in several threads at a private forum. But most of the rest of those things are in it; it's basically a blueprint for how to put the nine missions together now, although it's far from complete. The majority of the 25 pages is the voice lines for cutscenes! I just wanted to get it all captured while it's fresh on our minds... I'm about ready to turn back to DP2 now for the home stretch.

  5. #405
    Classical Master 2008
    Registered: Jun 2002
    Location: Civitas Quinqueecclesiensis HU
    I decided to axe about 30-40% of my mission on the weekend. This removed the need to detail a long street where not much interesting would be happening anyway (or at least I had no idea what to really put there), and gave me a fair number of terrain brushes I can now use for rooftops, smaller but juicier extra areas and of course architectural detail.

    (Which means I now have to be extra careful with screen complexity, but hey. )

  6. #406
    Yes, the axe is a very good tool at times. Killing a few darlings is sometimes necessary (or at least save them for later).

  7. #407
    Member
    Registered: May 2005
    Location: Transylvania
    Yesterday I reached up to sixty percentages with the architecture. I have the "essetial" places ready, the "incidental" areas come next now. And I test some tricks already meanwhile like a living person turning into a vampire in one mission, at least in terms of strength .

    ----

  8. #408
    Member
    Registered: Jun 2007
    Location: Germany
    I working on my City FM,i use the EP from NV and co. the texture are from sliptip an thief_gotcha.

    Its a medium city.
    with many guards.



    i hope i can finish this fm on the end of the year or next year.
    i have many change more buildings and more presents.



    the name of the FM calls "The Black Cathedral"
    hope you like it

    Cheers
    (and sorry for the bad english)

  9. #409
    L'architecte de Rocksbourg
    Registered: Nov 2005
    Location: Narbonne, France
    Looks good Theker

    Comes to think of it, I still haven't tried the fm in which you used my textures, I'll have to give it a look.

  10. #410
    Member
    Registered: Nov 2001
    Location: The Highwater Estate
    Quote Originally Posted by Yandros View Post
    After not opening DP2 for 10 days, I picked it back up again tonight. I don't know why, I just haven't been motivated - I guess I'm kind of struggling with the area I'm in. But, I finally am done tweaking this thing:


    Somebody doesn't want you to get to that door.

    You can't tell from a static shot, but in game, there are actually two rune rings that spin in opposite directions, and the blue flame particles rotate with them.
    Quote Originally Posted by ZylonBane View Post
    Groovy.

    Do all the supernatual pyrotechnics cast any light?
    I finally got around to updating this thing, looks better now. Except this screenshot is out of date now too (had to kill the blue particles, they gave me a framerate of about 6-8 fps). But to make up they now pulse, put NVPhantomTrap on them and rigged a FlickerTrigger to each.



    The throne room in the marble hall is coming along too, I'm having fun adding detail now and not just building, which is boring. This is probably one of the better decals I've made.



    If anyone experienced with creating AI from scratch wants to offer to make the thing that lives in there, send me an email. Otherwise I'll just "enhance" an existing one.
    Last edited by Yandros; 15th Nov 2008 at 09:17.

  11. #411
    omg... amazing..

  12. #412
    I'm drawing the last map for my FM. Not only is it fun, it's also a sign that I'm almost done with the whole mission. Hray.

    Thanks again to Vigil for the blank maps and his tips from this thread.

  13. #413
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    Quote Originally Posted by Eshaktaar View Post
    I'm drawing the last map for my FM. Not only is it fun, it's also a sign that I'm almost done with the whole mission. Hray.

    Thanks again to Vigil for the blank maps and his tips from this thread.
    Would this be Broken Triad? If so, YAYNESS!!!

  14. #414
    Member
    Registered: Nov 2001
    Location: The Highwater Estate
    Yep!

    Redid the throne room a bit:


    I totally love Schwaa's doorway, which I've retextured to be more stonelike. It will serve an important purpose in this area.
    Last edited by Yandros; 15th Nov 2008 at 09:17.

  15. #415
    Member
    Registered: Jan 2001
    Location: Formby, NW England
    Object doorways

    I've thought about them in the past, but there was always the problem of clipping since they have no physical model. I've also copied the object arch idea from T2X but I haven't used it in my own FM.

  16. #416
    By the way, I searched for the font that's used in the standard parchment so I could use it on my map. To my surprise I found it just after a few minutes: J.D. Handcrafted

    I don't think it's included in the Thief fonts that can be downloaded from the Circle.

  17. #417
    Member
    Registered: Nov 2001
    Location: The Highwater Estate
    Wow, awesome find! I've often wished to have that font.

  18. #418
    I don't suppose that means you'll be needing some more beta-testers soon, Esh?

  19. #419
    ZylonBane
    Registered: Sep 2000
    Location: KC, KS, USA
    Quote Originally Posted by Yandros View Post
    Wow, awesome find! I've often wished to have that font.
    Really?

  20. #420
    Member
    Registered: Nov 2001
    Location: The Highwater Estate
    Obviously I never searched very well.

  21. #421
    Member
    Registered: May 2001
    Location: Boston MA

    TDP Mission

    I decided to take a crack at a TDP mission using D1. I love TDP and never felt that TMA or TDS had teh same charm. After building 4 TMA missions, I wnat to do a T1 mission so I am working on a little city and a mansion (or castle).l In the early stages but it is moving along. WIll realease something later on in the year.

    BBB

  22. #422
    Quote Originally Posted by R Soul View Post
    Object doorways

    I've thought about them in the past, but there was always the problem of clipping since they have no physical model. I've also copied the object arch idea from T2X but I haven't used it in my own FM.
    I basically made a 4x8 cube in 3d, then built the door around it, only nudging the doorway out a hair to try and get it as close as possible. I never experienced clipping with it but I suppose if you try hard enough you could.
    The tolerances do have to be real tight, saves alot of poys though.
    ---------
    Glad you're finding stuff useful Yandros, it's looking pretty cool so far!

  23. #423
    Member
    Registered: Oct 2006
    Location: France
    Been thinking about object doorways for a long, long time. Collision issues can be solved by adding invisible "patches" with collision at each end of the object + under the arch. The effect should be quite interesting, as it allows to create complex arches, which wouldn't be possible either way.

    The drawback is that lights cast on objects gives different results than on a texture (secret doors issues...), so you have to tweak it, or make the object a different tex. I personally planned to use some (when I make'em) in my future FMs.

  24. #424
    Member
    Registered: May 2002
    Location: Texas
    Schwaa has a doorway object model which is similar to what you are describing.

  25. #425
    Member
    Registered: Oct 2006
    Location: France
    Oh yes ? Never been released on LPG, that's right ? These kind of thing should be fun (and avoid building one from scratches ). Thanks.

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