mazzortock on 13/10/2009 at 16:08
Quote Posted by Springheel
How's this? It isn't in the initial release, but is a WIP map by Arcturus.
Absolutely beautiful! :thumb:
Impressive brick texture, thanks for sharing.
Cool! :cheeky:
Outlooker on 13/10/2009 at 17:13
Just a little thing that just sprang to my mind when I looked at the new wonderful screenshots :
In my opinion it all looks at little too clean, polished if you will, sterile maybe.
Are there easy to implement possibilities to make things a little more gritty, used, worn - if you know what I mean. I'm not thinking about things like cobwebs etc. , just ... trash, grit, abrasion, fallen rotting leaves and such.
I feel those little things add greatly to atmosphere ( look at the T3 fanmission "the bridge", or Deus Ex maybe).
Of course I know you work at full steam and there are tons of other things to do, I just ask to know if such more artsy aspects are on your radar.
Thirith on 13/10/2009 at 17:37
I'd agree with Outlooker. It looks pretty nice, but it has a "The City by IKEA(tm)" feel to it. Dirtying it up would help a lot, although I guess it's pretty difficult to get dirt to look right, because it has to be irregular - tiled dirt would quickly have that obvious patterned look, I'd imagine.
Fidcal on 13/10/2009 at 17:43
Yes we have dirt and grime and slime and smut decals etc. That FM is at an early stage.
New Horizon on 13/10/2009 at 18:18
In a lot of cases, we don't bake the dirt into the textures as this limits their uses. We've heard the complaint that our textures are too clean, but as Fidcal pointed out, we have dirt decals especially for that. If you want a cleaner section of the city, limit the use of decals...grimy...decal it up. It's up to the mapper...this way you're not limited to using a specific texture set.
Melan on 13/10/2009 at 18:20
There is bound to be a nice selection of textures that look more timeworn or grimy in there (e.g. (
http://www.mindplaces.com/darkmod/screen20.jpg) this one from the wiki) - while these bricks may be just right for new construction.
demagogue on 13/10/2009 at 18:40
For the record, a lot of people in the internal Dark Mod forums also complained that that brick warehouse looked too clean and needed to use some dirt decals. It's always a little interesting that when things get into public discussion, we can almost predict what some reactions will be because we had a similar reaction.
But that screenshot was more to show the architecture, anyway, and like Fidcal said it's still at an early stage. The release and near-complete FMs are much more polished (er, maybe "anti-polished" is the better term, or more "lived in").
Fidcal on 13/10/2009 at 18:51
I actually had a go once adding grime to part of that map as a test and it is actually quite difficult because there is a lot of fine trim. I think it will take more work than usual and some ingenious use of lighting but it should look really good.
I was testing a new general-purpose grime that gets into the corners and smooths over those crisp edges. You'll see it a lot throughout the training mission and partly in Outpost. And my future biggie is absolutely choked with it.
Beleg Cúthalion on 13/10/2009 at 19:12
I think it's not so much dirt but an organic look. All the dirty props in the last row of historical/fantasy movies for instance looked artificial to me after a while. What has always buggered me about the DarkMod's graphics was that it didn't look really organic to me. Nice and pretty and beautifully-built, but not...how should I call it? Catchy, charactertistic, something like that...
Springheel on 13/10/2009 at 19:33
Quote:
I'm not thinking about things like cobwebs etc. , just ... trash, grit, abrasion, fallen rotting leaves and such.
Yes, there are trash models. There are fallen leaf, scattered straw, cobwelbs, spills, stains, and other effects available as decals as well. Mappers usually focus on architecture first and decals last, however.