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

  1. #2301
    Member
    Registered: Aug 2006
    Location: Deutschland
    Yep, looks great. I wonder if we could get some of them ready for TDS, since they are already...ehem... inspired by the T3Ed static meshes.

  2. #2302
    Vertical Contest Winner 2009
    Registered: Sep 2002
    Location: The Great White North
    i was thinking about doing a set of rooftops if people wanted them. the trend in thief 3 models is toward "A" shaped roof lines, and towers of various heights. So thats where i started. i was working on a set of russian onion domes as well for "third times the charm" but decided not to spend a lot of time building objects.

  3. #2303
    Member
    Registered: Jun 2009
    Location: Argentina
    In my opinion , rooftops would be a great idea.

  4. #2304
    L'architecte de Rocksbourg
    Registered: Nov 2005
    Location: Narbonne, France
    Rooftops would be great, as well as objects for rooftops like water tanks or chimneys for example.
    Quote Originally Posted by Digital Nightfall View Post
    After you edit the textures to make then filthy?
    Touché !

  5. #2305
    Member
    Registered: Jun 2009
    Location: Argentina
    Otto already made water tanks, and someone made reskinable chimneys, i don't remember who... look for it in the Low Poly Guild.

  6. #2306
    Member
    Registered: Jan 2001
    Location: Formby, NW England
    The chimney is on my page of the LPG. It's also on my website but that's down at the moment.

    I've also written a tutorial on making your own roof objects:
    http://whoopdedo.org/doku/dromed/objectroofs

  7. #2307
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements

    Keeper Academy Classroom

    A new lectern with a locking compartment. I still have to figure out how to decorate the walls in the classrooms ... but at least I now have objects and ambients and lights to spare. Whew!

    dump006.jpg

  8. #2308
    Member
    Registered: Nov 2001
    Location: The Highwater Estate
    So you successfully split into 2 missions?

  9. #2309
    the job on the new arrows continues.

    http://www.youtube.com/watch?v=T8FN_shTNHY

    finally i understood how to build a perfect (or at least, better ) alpha mask for the .tga pictures.

    btw i have a lot of job to do with this hammerites arrow.

  10. #2310
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Quote Originally Posted by Yandros View Post
    So you successfully split into 2 missions?
    Yes! \/

    Well, two maps, maybe three missions ... I was able to save most of each area and reinstalled DromEd so that it stopped doing weird things. I'm back at work on them.

  11. #2311
    Member
    Registered: Feb 2009
    Location: Situation's changed, Tom.
    Good news! Good to see you back working again, Larry.

    (Nice portals, Sterlino!)

  12. #2312
    Member
    Registered: Jun 2009
    Location: Argentina
    Yes, good news, but don't forget to finish it.

  13. #2313
    Member
    Registered: Mar 2001
    Location: Helsinki, Finland
    And also make sure you don't bloat those separated missions too much .

  14. #2314
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Thanks.

    I won't.

    I'll try not to.

    Now back to the mission which is already in process ...

    dump008.jpg

  15. #2315
    My next FM will be much more traditional, both in setting and in gameplay (and I won't break the laws of physics more than is already done ), but with some twists. The working title was originally The Crate Escape, because I was going to showcase my ropecrates in it, but those plans got cancelled halfway through of building the terrain and I started on TSWTSW instead.

    The screenshots below show the work I had done before switching to TSWTSW.




    The floor texture in the fourth screenshot will probably be changed later.

  16. #2316
    Member
    Registered: Nov 2001
    Location: The Highwater Estate
    Looks nice, q!




    I'm still working on various signs around town in DCE. We want them mostly to be readable within game mode without frobbing anything.

  17. #2317
    You might want a custom torch model for such a special flame.
    (Will the guards get really annoyed at you if you douse it?)

  18. #2318
    Member
    Registered: Nov 2001
    Location: The Highwater Estate
    Heh, probably so. I can use Gumdrop's gold torch textures from MoA or make my own. If it's doused.... well Moghedian and I hadn't thought about anything special for that. We'll have to do some custom AI scripting I guess. "Wh-What? NOOOOOO! Hey, get the flint quick, the flame is out! Someone's going to pay for this!"

  19. #2319
    Member
    Registered: Oct 2008
    Location: Finland
    I found myself again from very familiar situation, I'm making like 5 FMs at same time (again)

    but this time I'm going to release something too. It's not any serious FM with storyline, it's one room where you can teleport to other rooms where you can find diffrent things I have made.
    I took photo of few of those rooms:







    basically I'm just trying what DromEd can do, and I want some experience of releasing mission to thief-thecircle.

    (oh and btw, those gadgets work)

  20. #2320
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Quote Originally Posted by Yandros View Post
    ...

    I'm still working on various signs around town in DCE. We want them mostly to be readable within game mode without frobbing anything.
    Are they multi-language supported?

  21. #2321
    Member
    Registered: Nov 2001
    Location: The Highwater Estate
    They will be, I'll make translated signs later on when we're in Beta (we're planning to support French, Italian and German). Doing it all with texture families so I can just use language subfolders inside the family folder, like LGS did with street signs. I'm sure that works with \obj\txt16 too, but this way I can have multiple signs per texture file and also don't have to make them TGAs to avoid having Dark not knowing the palette.

  22. #2322
    Member
    Registered: Oct 2001
    Location: 210x200x64
    Oh I am SO putting out that torch the first chance I get!

  23. #2323
    Mighty Pirate
    Registered: May 2000
    Location: Hollow Lane Mortuary
    Exactly what I thought! put out the flame then nick the holder

  24. #2324
    Member
    Registered: Nov 2001
    Location: The Highwater Estate
    I'll make it like those auto-relighting birthday candles, just for you Sly...

  25. #2325
    Member
    Registered: Oct 2001
    Location: 210x200x64
    Fuck you dude!

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