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

  1. #1651
    Very stylish! Looking forward to the finished mission.

  2. #1652
    Member
    Registered: May 2002
    Location: Toronto
    Quote Originally Posted by Eshaktaar View Post
    . . .Looking forward to the finished mission.
    Ugh! me too

  3. #1653
    L'architecte de Rocksbourg
    Registered: Nov 2005
    Location: Narbonne, France
    OMG !

  4. #1654
    Member
    Registered: Jul 2003
    Location: Southquarter
    Quote Originally Posted by Yandros View Post


    Thank you redface and Wille!
    Holy cow, that actually looks good! I still think Vigil's distant art is better though.

  5. #1655
    Member
    Registered: Nov 2001
    Location: The Highwater Estate
    Quote Originally Posted by Eshaktaar View Post
    Very stylish! Looking forward to the finished mission.
    Me too, looking even better than before, Slip! I can't wait for this one but anticipate FP even more.

    redface: I think it yours suits the campaign better.

  6. #1656
    I can't even begin to compete with anything, but I have finally replaced these things with objects:


    The posts, the railings, the pedestal and the markers are now objects and the polycount from my earlier post went down even further

  7. #1657
    It's been ages since I've been in this subforum, but I just wanted to pop in to say that you guys constantly amaze me with what you get out of this engine.

    I've been working with the Unreal Engine, where you can take so much for granted but it's so nostalgic to look back and remember how difficult it was to pull of even simple architecture in this editor, let alone what you guys have done.

    Just opened up Dromed again. Haven't seen this baby in a long time

  8. #1658
    Member
    Registered: Oct 2008
    Location: Finland
    The thing I'm working right now is: n0thing!
    Seems like I can only create beginning of a mission, for now I have like 12 missions under work and hardly can create more than just few rooms, I'm running out of inspirate I guess.

    Sometimes I feel like making mission with DromEd it ends up after few rooms and will get dumped within many other missions. Sometimes I check everything I've done and say "oh.. I didn't remember this one"

  9. #1659
    omg is amazing.

    well done.. very well done

  10. #1660
    Quote Originally Posted by LarryG View Post
    I was already psychologically committed to making a new torch model when NV provided the information which -- had I had it earlier -- would have obviated the need for the new model. But since I was already there mentally, I decided to go ahead. Here is my New(er) Torch side by side with the EP torch.

    This might be a stupid question, but why can torches cast shadows on the wall ther mounted on in the dark engine..? or maybe even a fake shadow, so it dosent look out of place, or like it was just stuck there.

  11. #1661
    Member
    Registered: May 2002
    Location: Toronto
    They can Biker. There's 2 methods that I know of. The easiest is to set the torch object system-->immobile=true, then be sure to offset the lights origin (up in this case) so that it emits approx from where the flame is.

    The down side to this is that the shadows often look quite overpowering and it'll add decades to your rendering time.

    The other method is to use an upside down spotlight with a really big spot radius - I prefer this method myself. Adjust the radius so that it shines in almost a 360 sphere around the light except for a little spot directly under the object. This method is slightly faster to render. . .though I suppose that depends on the complexity of your torch model.

  12. #1662
    Well, I found my ancient mission that I was working on.

    The problem is that many of the textures have become Jorge. I presume this is because I had custom textures installed or something of that nature. If I were to reinstall the custom textures, would that fix the problem? Or would I need to reapply the textures?

    Also, what are the most popular custom packs that would include textures? I'm trying to remember where I got them. IIRC, wasn't there a way to get Thief 1 textures into Thief 2? I might've used those... was that in DedX?

  13. #1663
    Member
    Registered: May 2002
    Location: Toronto
    If you put your old textures back in they should come up fine in Dromed - no need to re-apply them or anything.

  14. #1664
    Member
    Registered: Jan 2007
    Location: Germany
    But remember not to save your mission unless you have all the custom textures back in place or replaced by other textures!
    I did this mistake once and the price was that I could no longer use the custom textures, no matter how ofter I typed add_family x. After reloading the level, they were all Jorge again....I had to rename all textures and families and load them in again with their new names, in order to get them work again in this level...

  15. #1665
    Member
    Registered: Oct 2008
    Location: Finland

    There! I did it again!

    I started to make like 5-7 new missions today! (again) and they all got dumped again...

    - maybe someday I'll get one ready -.-

  16. #1666
    Quote Originally Posted by intruder View Post
    But remember not to save your mission unless you have all the custom textures back in place or replaced by other textures!
    I did this mistake once and the price was that I could no longer use the custom textures, no matter how ofter I typed add_family x. After reloading the level, they were all Jorge again....I had to rename all textures and families and load them in again with their new names, in order to get them work again in this level...
    Well that was a close one, I saved it, but I still have the original file so I'll revert back to that once I find where these textures were (I remember one of them had BLACK TILES, trying to figure out where I downloaded that one).

    This is my last question about this without starting a separate thread (I promise), but where do you download the revamped menu options for Dromed? So you can just load up texture families with the click of the mouse?

  17. #1667
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    I think it's at the Nameless Tower.

  18. #1668
    Member
    Registered: Jan 2007
    Location: Germany
    Replacements for the original textures:
    http://www.ttlg.com/forums/showthrea...54#post1696754

    Custom textures (scroll down to "Textures"):
    http://www.ttlg.com/forums/showthrea...17#post1763317

  19. #1669
    I'm still working on "the Spear", ( sequel to the Librarian).

    last night i slapped together a little website for it..

    gives away a bit of the story, some screenies and I started a kind of log there so people can keep track on what is going on, how "evil miss dromed treats me etc".. ( to be honest.. untill now she has been sweet... scarry...)

  20. #1670
    Hi, another newbie here. I've been slowly working on something as I have time. Been learning a lot from lurking about here, too. I'm working on a daytime Hammerite mission. It won't be anything spectacular, but I hope I can make something fun. So far I have mostly complete...

    ...a chapel...


    ...a library...


    ...and a silo of Jorge. These are meant to be public places, so this part will play like Undercover and when you get further in, it will be traditional sneaking. Pretty early stages, so there's a lot left to do on it.

  21. #1671
    smurfotep, they are looking good!!

    I like those stairs, esp the railing!!!, I suppose they are not objects, but brushes??

  22. #1672
    Quote Originally Posted by smurfotep View Post
    ...a library...
    Hey Yandros, looks like someone else is making use of the HMDK.

    As for an update on myself and my own Hammerite temple mission, I'm 90% certain that I'm going to dump it due to lack of being able to come up with plausible objectives (I'm not always the biggest fan of "loot X amount" objectives). It was supposed to be a lead-in for a haunted temple/cathedral mission which may move forward, it may not.

    I may just start with something smaller to get my foot in the Thief FM door.

  23. #1673

    I had a moment of terror just now. Thoughts of having to delete all room brushes and redo them flew through my head. The cause was the error message "attempt to mark from invalid room id 0".

    I wanted to test a very small part that I had just finished, but then I had to optimize everything first. I did so, but forgot to choose "quick lighting", so I had to wait 15 minutes before proceeding with this simple test that otherwise would have taken at most a minute. Then when optimization was finally done, I, without thinking, pressed Ctrl+R to rebuild the room database Ctrl+R computes lighting... another 15 minutes down the drain (I should of course have pressed Ctrl+Shift+R). I laughed the laughter of the mad man and pressed Ctrl+Shift+Esc, which starts the task manager, and deleted the DromEd-process (yes, while it was processing my beloved mission...).

    When I started DromEd again I optimized everything and rebuilt the room database, but when I went into game mode: Bam! "attempt to mark from invalid room id 0". I went back to old saves, but got the same error and that was when I, in a moment of great terror, started having flashbacks of what once was my mission, all the great times we had had passed before me, but it was all over now.

    After searching TEG I calmed down a little and after restarting DromEd a couple of times and rebuilding the pathfinding, room and AI room databases all was well once again.

    While writing this I ran complete processing and I just checked the monolog: Everything seems okay again *phew* I've been running around and I haven't yet found anything that may have broken.

    Edit:
    So, what can we learn from all of this? Well, being an idiot is a bit ungood when using DromEd...
    Last edited by qolelis; 28th Jul 2009 at 13:49.

  24. #1674
    Member
    Registered: Jan 2001
    Location: Formby, NW England
    You can cancel the invalid room id error, and I think it can be stopped by building the AI rooms database.

  25. #1675
    Member
    Registered: Nov 2001
    Location: The Highwater Estate
    I've never tried that, I always build pathfinding to make it go away.

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