Schwaa2 on 29/1/2010 at 18:17
Quote Posted by SiyahParsomen
I experienced full mod but I forgot to backup it before format:mad: I'm gonna dl again when 1.01 comes out.
1.1 is just an update, it adds on/fixes some stuff but you still need the base assests. Start DL'ing now then the 1.1 update will be a quicky.
And if you work with 1.0 it's fully compatible with 1.1 (or 1.01, I'm not even sure how the number will be).
But Saint Lucia release is NOT compatible so alot of stuff might need redone.
bikerdude on 29/1/2010 at 18:37
Quote Posted by STiFU
But I'd try not to build so narrow this time, so that AI can navigate properly (looking at screenshot five).
its cool, Ive checked and the Ai can 'chase' the player everywhere..
Quote Posted by SneaksieDave
Wow Bikerdude, you seem to pick this up quickly. Looks great. :eek:
Quote Posted by PotatoGuy
It took me quite some time to recognize 'The Crypt of St. Lucian' in this. I'm curious to see the result, Biker!
I enjoy playing with DR I think is the reason I'm starting with my next mission already and plus I loved Lost Soul's mission so much that it gave me the motivation etc.
Quote Posted by Schwaa2
1.1 is just an update, it adds on/fixes some stuff but you still need the base assets. Start DL'ing now then the 1.1 update will be a quicky.
I am looking forward to 1.1 so a few of my windows can be fixed and hopefully we will get zombies which will allow me to expand my mission further..
BrokenArts on 29/1/2010 at 18:50
Looking good bikerdude. Can't wait to play it. :-)
bikerdude on 29/1/2010 at 18:57
BLOODY AWESOME, I cant wait to include/use all of the new updates...:cheeky:
Quote Posted by BrokenArts
Looking good bikerdude. Can't wait to play it. :-)
Thanks BA :-)
Renzatic on 29/1/2010 at 20:37
Well I guess I could show what I've been working on recently. It's not a proper map, rather a set of textures and models I'm combining into a theme set.
(
http://users.chartertn.net/greymatt/set_1.jpg) What I've got so far
(
http://users.chartertn.net/greymatt/window_test_1.jpg) Closeup of the windows.
(if it looks too dark, you got your gamma set too low :P)
Right now work is being held off on the interior while I try some experiments out with portals and other neat things for the exterior. Like I said, my goal isn't a proper TDM/Thief map, rather a showcase map for new textures, and...well...basically seeing how hard I can push the engine with lights, alpha maps, and geometry and still get away with it.
It's been slow work, but I'm getting there. And hey, since I'm snowed in for the next 2 or 3 days, I can probably get a good bit done.
bikerdude on 29/1/2010 at 21:09
Quote Posted by Renzatic
rather a showcase map for new textures, and...well...basically seeing how hard I can push the engine with lights, alpha maps, and geometry and still get away with it.
Dude, that wall texture is awesome - it would be cool if these were added to TDM pack itself :thumb:
Judith on 29/1/2010 at 21:15
Quote Posted by Renzatic
Well I guess I could show what I've been working on recently. It's not a proper map, rather a set of textures and models I'm combining into a theme set.
(
http://users.chartertn.net/greymatt/set_1.jpg) What I've got so far
(
http://users.chartertn.net/greymatt/window_test_1.jpg) Closeup of the windows.
(if it looks too dark, you got your gamma set too low :P)
Right now work is being held off on the interior while I try some experiments out with portals and other neat things for the exterior. Like I said, my goal isn't a proper TDM/Thief map, rather a showcase map for new textures, and...well...basically seeing how hard I can push the engine with lights, alpha maps, and geometry and still get away with it.
It's been slow work, but I'm getting there. And hey, since I'm snowed in for the next 2 or 3 days, I can probably get a good bit done.
Looks cool, that window pane just begs for some reflection cubemap ;)
Renzatic on 29/1/2010 at 21:25
Quote Posted by Judith
Looks cool, that window pane just begs for some reflection cubemap ;)
I wanted to do something. Right now it just looks like a window frame slapped up against a wall. Thing is, they're supposed to be old, grungy, caked over panes of glass. A reflection map would make it look too clean. The glow map and slight specular make it look...okay. But I need to find a good compromise.
Quote Posted by Bikerdude
ude, that wall texture is awesome - it would be cool if these were added to TDM pack itself
Cool indeed! They're in the next update. :D
Judith on 29/1/2010 at 21:40
I'm not sure how materials work in TDM but can't you use reflection cubemap with some alpha map in the diffuse, so you have a dirty pane overall, with some parts revealing the cubemap more and some parts where it's barely seen? You know, a kind of mask in the diffuse alpha channel for the cubemap.