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FPSC Classic Work In Progress / [LOCKED] [x9] Seclusion WIP

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anayar
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Posted: 1st Oct 2010 05:11
I have made some more progress on the canteen...

Model: Canteen
Time Spent: 50 min.
Progress: Adding detail to base colors
Screeny:

I have added the buttons (which were tricky since I accidently made them all planar maps )... anyways, now all I have left to do is to add detail to the base red and black/ grey colors

Again, tell me if you need anything changed...

Cheers,
Anayar


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bruce3371
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Posted: 1st Oct 2010 17:34
I can't see anything that needs changing on it Anayar, I'm looking forward to seeing it finished, I've even reserved a place for it in the game level!

I game therefore I am.
anayar
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Posted: 1st Oct 2010 19:18
Yeah? Glad you like it (personally I think the texture sucks )... Im going to add illumination first, then mess around with bond's shader a bit, just for my own learning

Cheers,
Anayar


For KeithC
bruce3371
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Posted: 1st Oct 2010 19:48
I meant that I don't think you need to change anything you were planning to do to finish it off Once you've added the details you were planning, I'm sure it will great. Carry on as you were planning to!

I game therefore I am.
bruce3371
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Posted: 2nd Oct 2010 20:02 Edited at: 2nd Oct 2010 20:21
Good news, today my game reached another major milestone!

I was able to build an alpha version with no build problems at all! TBH I was a bit surprised the build process completed all the way through, knowing the number of problems I have had with this game!

I've customised all the in-game menu background images, using in-game screenshots I had taken while testing each level. They all appeared in-game after the build process exactly how I wanted them to.

The alpha version has, however, highlighted a number of bugs in the game itself. First off, there are a couple of issues with the AI not working as it should. There are also a couple of issues with entities not showing up in the game where they should.

My next job is to go through the levels, correcting the bugs that have shown up, then after that it's just a matter of creating the custom models and characters I need for the game, then I'll be able to build and play-test my first beta version!

[Edit] I forgot to ask, does anyone know where I can find some willing, free voice actors for the game?

I game therefore I am.
anayar
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Posted: 2nd Oct 2010 21:41
Looking forward to playing it Bruce (when you release it ofcourse)... I havent had much more time to work on the canteen, but Ill try and get it done this weekend...

As for voice actors... try asking in the music and FX board (which I personally never check ). The guys there should help you.

Cheers,
Anayar


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bruce3371
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Posted: 2nd Oct 2010 22:35 Edited at: 3rd Oct 2010 02:50
[Edit] Please see next post.

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bruce3371
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Posted: 3rd Oct 2010 02:45 Edited at: 3rd Oct 2010 02:47
Hi guys, I could do with a bit of a helping hand. I really suck at voice acting but would like to include some in my game, if any of you could spare a few minutes to do a bit of voice acting I'd be extremely grateful. Unfortunately I can't offer anything in return so I don't expect many people will answer but I really would appreciate it, and who knows, I could be helping you out sometime in the future.

P.S. I checked with Nickydude if it was ok to post this request and he said it would be.

P.P.S Thanks Anayar, as the saying goes 'Good things come to those who wait'!

I game therefore I am.
Flatlander
FPSC Tool Maker
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Posted: 3rd Oct 2010 23:00
There is a program call MorphVox. The only problem is that it costs $39.00 US. I am using that for my voiceovers. I use my own voice that is then morphed. All you need is at least some inflection of the voice. Another possible issue is that you have to have a decent microphone. I have a studio mic but I then had to purchase a pre-amp because there wasn't enough signal.

I reject your reality and substitute my own!

Add more adventure to your game -- use RPG Mod
bruce3371
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Posted: 4th Oct 2010 00:38
Thanks for that Flatlander, I can't afford to buy any software at the moment, but I'll definately bear it in mind for the future I'm sure I've got a decent mic somewhere in the house, I just need to dig it out!

I game therefore I am.
Flatlander
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Posted: 4th Oct 2010 02:21 Edited at: 4th Oct 2010 02:30
You've heard some of what I have done with my game. If you think I might be able to do something just send a small script for a sample. However, I'm not an actor so that can make a big difference. I could also use my the program I have. We can see what I can do.

The download is a zipped file of some ogg sound bites of what I did when I first got the program. Just having fun with my Grandson with it. It is my voice but it is morphed. I should make available a sample of my real voice. Actually it is close to the radio announcer. Not much change in that one.

If you can't play OGG then I will upload MP3's. Just let me know.

I reject your reality and substitute my own!

Add more adventure to your game -- use RPG Mod

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bruce3371
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Posted: 4th Oct 2010 05:05
OK, thanks! I've had a listen to the samples, they sound quite good, the most suitable one is the radio announcer. OGGs are fine BTW.

I've emailed you a sample of my script, with descriptions of the type of voice needed for each line. I'm not sure what a morphed male-to-female voice will sound like, but I'm willing to have a listen to what you can do with it.

I game therefore I am.
Flatlander
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Posted: 4th Oct 2010 06:31
Have not gotten the email yet. Checked junk mail and nothing there either. Morphed male to female is not necessarily very good. My wife was going to do the female voices. There's a half a dozen female types available.

Attached download is what I did from my voice. I have a deeper voice and therefore it still sounds more male than female. Although it is funny and I guess could be used.

I reject your reality and substitute my own!

Add more adventure to your game -- use RPG Mod

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bruce3371
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Posted: 4th Oct 2010 18:04
Oops, my bad, for some reason I had a blonde moment and sent it to my own email address lol! I've now re-sent it to the correct email address!

If your wife is willing to do the female voices, then that's fine with me. Obviously any help that you are willing to give would be gratefully received and I guess it goes without saying you would both be credited in-game

I game therefore I am.
Flatlander
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Posted: 4th Oct 2010 19:35
We'll see how I will sound to you. I sent you an email with the one example. At least I don't think I sent it to me. Anyway, I call my moments "senior" moments only because, number one I'm not blond, and two, I'm very much a senior.

My most frequent senior moment is not attaching an attachment to an email.


I reject your reality and substitute my own!

Add more adventure to your game -- use RPG Mod
anayar
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Posted: 4th Oct 2010 21:11 Edited at: 4th Oct 2010 21:23
Quote: "Oops, my bad, for some reason I had a blonde moment"

You seem to have quite a lot of those ...

Anyways, anything new??

Cheers,
Anayar

EDIT: I still havent got time to work on the Canteen... Took a trip this weekend. Ill try my best to finish it ASAP


For KeithC
bruce3371
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Posted: 5th Oct 2010 00:17 Edited at: 5th Oct 2010 00:19
@ Flatlander, I got your email with the lieutenant sample, and I replied to it

Lol Anayar, I do don't I?!

Anyway, as for what's new, I haven't been doing much in FPSC itself, but I have been writing voice sripts, back-stories and the game's documentation; basically all the stuff that goes towards making it a playable game with a half-decent storyline.

Having said that, If I'm honest, I'm doing all these things because I'm trying to delay having to learn modelling, because I know I will find it difficult!

(Edit) No rush for the canteen model, just whenever you have time, I can easily just drop it into the game without any problems

I game therefore I am.
anayar
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Posted: 5th Oct 2010 00:54
Hey Bruce, Im at work and had some free time so I made this Sig for ya... tell me if you like it. If you dont I wont be in the least hurt... its really not my best work



I have sent the link that you should paste into your sig... it will link back to this thread

Cheers,
Anayar


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bruce3371
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Posted: 5th Oct 2010 01:23 Edited at: 5th Oct 2010 01:28
Wow, Anayar, once again you've shown what a top bloke you are! Thanks a lot, I will most definately be using that from now on!

[Edit] The signature didn't show up properly this time round, I've edited it slightly so hopefully it will work in subsequent posts

[URL]=http://forum.thegamecreators.com/?m=forum_view&t=173677&b=25][/URL]
anayar
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Posted: 5th Oct 2010 01:42
Try taking out the equal (=) part after the URL... It worked for me

Cheers,
Anayar


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bruce3371
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Posted: 5th Oct 2010 02:03
OK, I've done that, let's see if it works lol

Anyway, back on topic, so I don't get flamed for 'chatting':

I'm not wanting to jump the gun or anything, but hopefully, I've got some help in the voice acting department, I'll post another up-date when I know for definate Now I need to get cracking with the script writing lol

[URL]http://forum.thegamecreators.com/?m=forum_view&t=173677&b=25][/URL]
anayar
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Posted: 5th Oct 2010 02:06 Edited at: 5th Oct 2010 02:07
Bruce, remove the "]" after URL... that should fix it

Cheers,
Anayar

EDIT: I mean the first URL


For KeithC
bruce3371
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Posted: 5th Oct 2010 02:18
Thanks Anayar, I sorted it out by fiddling around with it in another forum I'm a member of, which updates the sig in all previous posts, not just the subsequent ones. Turns out your original code was right, it was me changing it, thinking it looked wrong. Shows how little I know lol!!

anayar
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Posted: 5th Oct 2010 02:26
LOL, it definately looks better now ... and for updating your sig, just edit your post

Cheers,
Anayar

P.S: You know a lot more than you give yourself credit for


For KeithC
PW Productions
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Posted: 5th Oct 2010 05:42
Replied to your e-mail Bruce


Redoing my entire website... again. EDIT: Finished it! Whew.
starmind 001
FPSC Reloaded Backer
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Posted: 6th Oct 2010 01:31
Bruce credit is not needed.

bruce3371
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Posted: 6th Oct 2010 01:58
@starmind; ok, no problem.

I know some media creators on here say that credit isn't needed, but I decided to send those emails to people who's media I'm using, just as a matter of courtesy

anayar
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Posted: 10th Oct 2010 03:36
Just bumping this... well not really

The canteen is done... well it sucks, but its done. But not to worry... Ill be making a second version which is much better for you, I just wanted to actually get my ass up and give this to you before the end of time

If you want to see a screen, visit my Master Thread... sorry, just too lazy to go back and cut the links out

Cheers,
Anayar

P.S: DL is below. Enjoy


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kitty101
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Posted: 10th Oct 2010 12:22
how did you get it so dark out?

bruce3371
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Posted: 10th Oct 2010 21:18
Thanks for the bump Anayar, I've already thanked you for the model in your master thread

Quote: "how did you get it so dark out?"


Do you mean the overall darkness of the levels? If that is what you mean, I just changed the ambient light level to 15 in the build game global settings and used Nbt's bloom reduction script.

bruce3371
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Posted: 12th Oct 2010 22:09 Edited at: 13th Oct 2010 02:28
I've made a few changes to level 5. I changed the layout of the first maintenance room and added some more entities. I now really like this level, I think it's my best yet.

Here's some screenies;









I basically extended the whole room across 2 layers, adding a large water tank and associated pipe work. I also moved around the entities a bit.

I think this part of the level now has a purpose to it, it looks like it might actually be a proper maintenance area!

What do others think, did I nail the look and feel of a maintenance area? Or does it still need more work to make it look 'lived in' (or 'worked in', as the case may be)?

bruce3371
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Posted: 12th Oct 2010 22:19 Edited at: 12th Oct 2010 22:22
Ok, I see the forums are playing up now. I posted those image links using the image button, exactly the way you're supposed to, and the images haven't shown up.

I know for a fact it's not my image hosting service, because all my other images were done through it and they all still show up; ergo, it's the forums playing up

anayar
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Posted: 12th Oct 2010 22:23 Edited at: 13th Oct 2010 02:55
EDIT: I see you fixed the images. Will remove them from this post then

Here ya go ... Use Imageshack

Cheers,
Anayar


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Gencheff
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Posted: 12th Oct 2010 22:24 Edited at: 12th Oct 2010 22:24
This isn't working lol

bruce3371
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Posted: 12th Oct 2010 22:42 Edited at: 12th Oct 2010 22:58
Quote: "Use Imageshack"


I'm not sure I can be bothered moving all my images to another image hosting site just because the forums have suddenly decided to play up, especially when all my other images still show up and are on the same hosting site!

[Edit] Sorry Anayar, I forgot to say thanks for re-posting those images for me!

So, putting aside the problems with the screenies not showing up, and using Anayar's re-posts as reference, what do people think of the now finished level 5?

anayar
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Posted: 13th Oct 2010 01:34
No problem Bruce... The screens look much better I dont have time to really look hard at them right now, but maybe ill try and post some C&C later okay?

Cheers,
Anayar


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bruce3371
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Posted: 13th Oct 2010 02:32 Edited at: 13th Oct 2010 02:33
Thanks Anayar, that's ok

BTW, as you can see, I sorted out the image problem. The forum image posting thingy didn't like the file names of my images, so I had to rename them, re-post them, then paste the new links in!

I've also updated the 1st post again to reflect the progress I've made since the last update

anayar
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Posted: 18th Oct 2010 15:38
Bump... Any new screens??

Cheers,
Anayar


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bruce3371
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Posted: 18th Oct 2010 20:11
Thanks for the bump Anayar.

I've installed 1.18 B3 and I've been playing around with the water for the sewers in the maintenance level. Other than that, I'm still working on all the 'tying the game together' type stuff at the moment.

I put your 2nd canteen model in the barracks level and it looks good

I'm writing this on the PC downstairs, as my own PC is currently going through its annual maintenance cycle; as soon as I've finished that, I'll post some new screenies, showing your canteen model in place and the work I've been doing with the water.

anayar
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Posted: 18th Oct 2010 21:34
Hope the canteen didnt spoil your level... Its probably the lowest quality model in the game

Cant wait to see the screens...

Cheers,
Anayar


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bruce3371
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Posted: 19th Oct 2010 01:27
As promised, here are some new screenshots.

The 1st one is of Anayar's vending machine model, the rest are of the work I've been doing with the new water in 1.18 B3.











As I've said before, I used Nbt's sewer pack. In the area where the water is, I used his channel segments and filled them with 95 height water. When used like this, the water is about thigh high on the player character.

The sewer area is deliberately dark, which is why the screenshots maybe don't show the water off very well.

Butt monkey
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Posted: 19th Oct 2010 01:41 Edited at: 19th Oct 2010 01:43
I think your sewer segment's texture needs to be toned done. It's too detailed and clashes in both colour and pattern with the rest of the environment. I find it difficult to pick out the architecture of the room and it's made worse by the water distorting the floor texture. It all merges together into something that isn't very pleasant on the eyes.

If you are going to use the water, tone down the texture of the wall segment. Use something that isn't as similar to the floor and also make sure it's dark so we can easily pick out the objects in the room. Above all, you need to make sure that the colours of the environment don't clash.

Also watch for stretching - I can see quite a lot of it (such as the tunnels).

Keep at it.
bruce3371
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Posted: 19th Oct 2010 02:17
Thanks for the comments butt monkey. I always appreciate other people's points of view.

In reply to your comments;

First of all, I didn't make the segments or the textures, so any c&c for them need to be directed at their creator.

Secondly, I deliberately chose these particular sewer segments because they fit perfectly with my vision of what I wanted my maintenance/sewer level to look like, ie dark, dingy, difficult to navigate.

Thirdly, the water is supposed to distort/obscure the floor under it. Since I don't know how to make the water look like filthy sewer water, IMO the distortion is the next best thing.

Fourthly, this only shows a small section of the sewers, in other areas there are pipes on walls, arched ceilings, flat ceilings and round tunnels as well as square tunnels. This all breaks up the monotony of the level.

I deliberately don't show a lot in my screenshots, as I don't want to give too much of the game away before I release it.

I want the player to become disorientated in a maze of dark tunnels. That mixed in with the combat, I hope, will make for an intense, frantic last level gaming experience, instead of just going down the usual final level boss fight route.

anayar
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Posted: 19th Oct 2010 02:48 Edited at: 19th Oct 2010 03:06
Hey Bruce, I have some crits for the shots. The numbers correspond to the crits that I have.

1. Was somebody shot, and then the canteen put in place? Because there seems to be a bloodstain behind the canteen lol
2. Dont use that same repeating wall with blood texture all the way through the room. Noone shoots people in a line, and even if they did, the bloodstains would all look different. Right now it looks too repetetive and unrealistic. Use overlays for bloodstains, they really add variety and detail
3. Take the character you have lying there into fragmotion, and follow a tutorial thats here somewhere on the forums for urning him into a corpse. Right now it looks like you took a character and placed him sideways and called him dead.

Also the walls of the sewer have stretching problems, and the walls texture does not match with the floors at all...

Sorry for the harsh crit, Im in a kind of bad mood today, its nothing against you Bruce

Also as a last note, get rid of that skeleton, it just looks out of place

Cheers,
Anayar


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bruce3371
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Posted: 19th Oct 2010 03:01 Edited at: 19th Oct 2010 03:06
lol thanks Anayar, the out of place corpse is because I was using the wrong effect file for it, I realised when I was going through the level to take the screnshot for you and I've since corrected it.

For some reason, with the character entities, only certain appear, main and destroy scripts combined with certain effect files seem to work. For example, some combinations lead to transparent characters, whilst other combinations lead to corpses not fading, even with fade scripts being used.

The only combination I have found to work so far is; appear1.fpi & fadecorpse.fpi as the scripts with ps_2_0\fastbone.fx as the effect file.

Other than that, yes, I see what you mean about the repeating blood stain on the wall, I will try to sort that out.

BTW, since that screenshot was taken, I have put a light in front of your vending machine and it looks a lot better now!

Quote: "Also the walls of the sewer have stretching problems, and the walls texture does not match with the floors at all..."


Again, I didn't make those sewer segments and textures and I don't really fancy trying to fiddle arond with them for fear that I'll only make them worse!

Quote: "Sorry for the harsh crit, Im in a kind of bad mood today, its nothing against you Bruce"


No problem, I don't take c&c personally anyway. Hope everything's ok with you. If you want someone to have a good rant at, email me, I'm a good listener

anayar
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Posted: 19th Oct 2010 03:07
NP Bruce... just realized I forgot to attach the file. It is attached now. Good luck with the level

Cheers,
Anayar


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bruce3371
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Posted: 19th Oct 2010 06:15
I've now got to the stage in my game where I need to do some serious thinking about how to put it all together. What I mean is that at the moment, I'm planning on making 3 Episodes, each with 5 levels.

However, doing it like this will mean that I will have 3 fairly short games. So now I'm thinking of forgetting about the episodic idea, and just make 1 larger game with 15 levels.

The over-arching story will remain the same and the 5 levels I've built so far will remain the same.

But it does mean that it will be a much longer wait before I am able to release anything game wise.

What do people think? Should I stick with the episodic game idea and have a shorter development cycle, or do I change to a single, larger game, with a longer development cycle? Ideas and thoughts are welcome.

Butt monkey
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Posted: 19th Oct 2010 19:30 Edited at: 19th Oct 2010 19:33
Quote: "First of all, I didn't make the segments or the textures, so any c&c for them need to be directed at their creator."


But you are the one who chose to use them, hence the crit is still directed towards the game.

Quote: "Again, I didn't make those sewer segments and textures and I don't really fancy trying to fiddle arond with them for fear that I'll only make them worse!"


Then save 2 copies - the original and the one you've edited - simple.

Quote: "
Secondly, I deliberately chose these particular sewer segments because they fit perfectly with my vision of what I wanted my maintenance/sewer level to look like, ie dark, dingy, difficult to navigate."


At the moment, I don't really think it looks dark or dingy. It looks more like a mystical cave in my mind. Difficult to navigate? Mabye, but only because (again) the textures aren't very pleasant to look at.

All I'm trying to say is that those chosen textures are far too busy. It doesn't look very pretty and with such a detailed textures, it makes the stretching very obvious. You can absolutely make your sewer dark and dingy, but it also needs to look good as well as easy on the eyes. Personally, I think it looks the complete opposite of what you're trying to achieve at the moment. There's just too much happening - and there isn't even that much in the screens!
bruce3371
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Posted: 19th Oct 2010 19:57
Quote: "It doesn't look very pretty"


Quote: "sewers"


'nuff said lol

But seriously, I'll accept what you're saying about the texture stretching, it doesn't look very good from that point of view.

As far as the overall aesthetics are concerned however, it looks exactly how I want it to look. I've studied pictures of London's Victorian sewerage system, and the general layout, IMHO is roughly similar to my level's layout.

As for the 'busy' textures, if I wanted it to look exactly like London's sewers, the textures would end up being even busier, what with all the various stains you get on the tunnel walls!

Having said all that, I do take other people's suggestions seriously. Therefore, I will be trying out Nbt's alternative 'stone' sewer textures. These are made to look like the bricks found in London's sewers. I will try these out, post some more screenshots and see what people think of them

Nbt
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Posted: 20th Oct 2010 01:28
See I told you that sewer pack was made by a complete idiot, I rest my case ^_^

That flint wall was actually meant for fantasy dungeons more than a London sewer though

I have attached a more London Sewer type texture that may be a little less busy? or whatever.

Also if you check the sewer pack topic I added a link to a few fixes on the bottom of the opening topic (missing broken pillar meshes and a fixed spiral stairs .fpe)

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