3rd Party Models/Media Chat / Wizardofid's media 4 (2019)

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Tarkus1971
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Posted: 19th Jul 2021 14:04
This is a fantastic looking set of assets, huge in scale, and so atmospheric, Great stuff.
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wizard of id
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Posted: 19th Jul 2021 14:26
Quote: "This is a fantastic looking set of assets, huge in scale, and so atmospheric, Great stuff."

Thanks already made some improvements, added some trim as well and angling and sloping the tunnels, you don't really notice the angled\sloped pipes from the front by quite evident from the side, took a few good minutes to figure out how to go about that.







Took relatively very little effort to work out how to add the grates with the weird angle and shape
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Tarkus1971
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Posted: 19th Jul 2021 19:09
Looking great, this is going to a fun pack to start designing with for sure.
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Cherry audio Voltage Modular Synth, PS-20 Synth, Eight Voice Synth, CS2600 Synth, JU106 Synth. Samson Graphite 49 Midi Controller Keyboard
wizard of id
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Posted: 19th Jul 2021 20:25 Edited at: 19th Jul 2021 20:26
I hope so.With the cold war pack I declined doing the description of the steam page, will be doing it for this one most definitely.I don't want people to get the wrong impression.

But this pack is a indoor environment connected to a ''fake'' outdoor area in the sense that it is a linear modular canal because it has a indoor environment it would be visible if you were to step outside of the canal. The cold war pack in an indoor environment pack exclusively however the steam page didn't indicate this and as a result there were complaints in this regard with reviews.

Now technically you could use only the canal parts and build the terrain up to the wall level of the canal which would allow using it more openly with other assets but if you combine it with the indoor parts you can't I have made the canal walls pretty thick to allow building up the terrain up to that level and the top of the canal has a completely seamless texture so shouldn't be an issue.

Not that easy to make assets to be used every which way but having a sewer attached to a canal with indoor and outdoor areas is still pretty awesome and being completely modular should make for awesome levels in general.In between working on official tgc projects and stuff that needed to be done on off about 9 months work so far.
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Tarkus1971
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Posted: 19th Jul 2021 20:28
Really nice work, great to have such talent in the forums here..... appreciate all your hard work.
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wizard of id
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Posted: 20th Jul 2021 18:04
Additional version added with sloped walls and tjunction next up is the deadend, and second level floor to allow it to drop height and the part I am looking forward to curved canal.



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wizard of id
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Posted: 21st Jul 2021 06:44
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Tarkus1971
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Posted: 21st Jul 2021 16:48
AAA+ fantastic video. Immense in scale, very open world.
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Cherry audio Voltage Modular Synth, PS-20 Synth, Eight Voice Synth, CS2600 Synth, JU106 Synth. Samson Graphite 49 Midi Controller Keyboard
wizard of id
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Posted: 22nd Jul 2021 10:41
Quote: "AAA+ fantastic video. Immense in scale, very open world. "

Thanks, the initial video had some stuttering and FPS drop once you enter the canal. So literally spent 5 hours yesterday 3 hour this morning to get it fixed.

I had a choice to make Classic doesn't support multitexture very well especially with regards to shading, spend a lot of time to try and get the mesh order correct, FPE editing but ultimately it failed miserably.So I removed the all ao metalness normal and gloss textures and now relies of default flat shading. Not that the shading in classic is particular pronouced so you won't even noticed it.

The end result is I didn't want to compromise the assets, in scale, textures and overall design, once you start adding the entities that are shaded it should blend it extremely well into the environment. Sadly I haven't made any further progress on new assets like I would have wanted, I spent most of time time yesterday importing the assets with the new naming convention of max as I received the go ahead on that for classic so now it is a simple matter of importing the assets into max and setting them up for use.However this takes considerable amount of resourced the first time around to get the assets named correctly to support both engines at the start.

Still well worth it and get best of both worlds, additionally some extra time is also being spent of checking every nook to make sure every thing is 100% from the start, as well as making a few tweaks here and there to improve things a bit.
For example the upgraded fake sewer pipe


The alignment of the tiles in the small room to the side also need to be improved.
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wizard of id
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Posted: 2nd Aug 2021 14:40
Some more bits and pieces added

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Tarkus1971
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Posted: 3rd Aug 2021 06:45
Looks pretty damn cool to me. Keep it up.
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wizard of id
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Posted: 5th Aug 2021 08:03
Started adding props.The props will be things like planks, ramps, walls to block path, fake drains, pipes ect.



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wizard of id
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Posted: 6th Aug 2021 15:13
Good news the wait is almost over if every thing goes according to the planned deadline, approval and 12 hour shifts for the next few days. The sewer complex pack will be released on the 1st of September, with over 250 assets.
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wizard of id
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Posted: 6th Aug 2021 19:16
New parts added, this blends and breaks up the level a bit
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wizard of id
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Posted: 7th Aug 2021 12:24
Really happy with the result !


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Tarkus1971
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Posted: 7th Aug 2021 15:04
Hey the large gates look great, Any ideas on pricing yet for this pack.... and also will this work in MAX.
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wizard of id
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Posted: 7th Aug 2021 16:05 Edited at: 7th Aug 2021 18:19
Same as the other steam DLC's as it is a official DLC to be released 1st of September.TGC wanted this specifically for classic.
As for max, it won't be compatible out of the box, I will be releasing this for max once max is out, so few months from now, but I suspect this will likely be around December.

That said the version of the sewer complex pack that is being released is the first version and will have another update or two in a few months, TGC felt like there was enough content for now.

Once this is complete the cold war pack will get a revamp with new content exclusive to max .

Any ways narrow corridor gate added, as well as a trim piece to hide to connecting narrow and wide corridors, some grates and other goodies added.




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science boy
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Posted: 7th Aug 2021 19:23 Edited at: 7th Aug 2021 21:32
I think you have the makings of the vigilante 8 sewer set going on
Super car destruction anyone?
Im 50 now aint a kid travelled the world been in terrorist bombing shot at near kidnapped. Have an audi a house a fiancee a cat and ex dj and promoter and now home Manager. Have a degree and lots of quals and this is actually all true
wizard of id
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Posted: 9th Aug 2021 15:04 Edited at: 9th Aug 2021 15:04
Here is a quick sneak peak

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Tarkus1971
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Posted: 9th Aug 2021 18:23
That is a seriously impressive video..... AAA+ in scale. Great work WoI.
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Waldorf Blofeld Synth, Novation Ultranova Synth, Roland D05 Synth, Akai MPX8 sample player, Axus Digital AXK2 Digital Drum Kit, AKG K141 Studio Headphones, Asus Ryzen 7 Vega 10 gfx chip, Vivobook Laptop, with Windows 10 64bit, 8Gb Ram.

Cherry audio Voltage Modular Synth, PS-20 Synth, Eight Voice Synth, CS2600 Synth, JU106 Synth. Samson Graphite 49 Midi Controller Keyboard
wizard of id
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Posted: 9th Aug 2021 19:18
Quote: "That is a seriously impressive video..... AAA+ in scale. Great work WoI. "


Thanks, even more content is being added, the canal section currently has over 125 different parts and more being added by the hour



New stuff added today Still requires some trim pieces to finish off nicely.





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Tarkus1971
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Posted: 9th Aug 2021 19:51
What a pack this is going to be.... I can imagine it with some clutter outside and some nice busy interiors.... nice.
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Cherry audio Voltage Modular Synth, PS-20 Synth, Eight Voice Synth, CS2600 Synth, JU106 Synth. Samson Graphite 49 Midi Controller Keyboard
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Posted: 10th Aug 2021 17:15 Edited at: 10th Aug 2021 17:16
Lots of bits added to polish things off, grates and some pipes I previously did that had many awesome shapes, reused them with a new texture, trim part added for the new canal entry. metal trusses, ect, Additionally cleaned up the library, replaced temp thumbnails.With the exception of a few more entities there is no more modular parts for the time being.




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wizard of id
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Posted: 11th Aug 2021 23:34
Done ! Version 1 completed. Files have been sent off end up being a 19 hour work day today Lol. Iam off tomorrow, most likely the weekend as well.

Added a couple of new stuff that adds some extra levels, total amount of entities clocks in at 307.


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grobyken
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Posted: 13th Aug 2021 16:46
Usual high quality work. Another great pack Wiz. A quick question. Are you preparing some of your work for GG Max or just going with Classic at the mo? The reason for asking is I have put a lot of time in to getting my models into GG Max format but the system seems to change so often they work in one version but then fail in the next. I know it is in beta but when routines work why break them. So I was just wondering if other artists in the community are leaving it alone at the moment.

ps. Hope you had a good weekend off after your 19 hour marathon.
wizard of id
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Posted: 13th Aug 2021 17:20
Texture system, UI and assets and shaders act, is pretty much set in stone, minor tweaks to how you interact with assets from the UI is still possible. But it won't affect how it works in future to what we have now. No reason to not get max content ready or working on it.

Only reason why this model pack is still for classic is that TGC asked for it to made for classic to make the DL, additionally the DLC will be expanded on in the coming months, still so much I can do with what I have, that said assets won't work in MAX as is you will need to import each model and assign the textures to it as this model pack is made up out of 80% multitexture assets.

However I will be importing each and every mesh into max all 307 of them and releasing this when max is released and after the steam DLC has had it's run.

So yeah you can focus on both engines at the same time.....just max is ready to be the sole focus......Considering if you are smart and apply the same naming conventions ect, you can do both and very little will need to change with the exception of having to add a surface map.
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wizard of id
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Posted: 15th Aug 2021 20:27
Spend some time this evening tweaking the main demo level with a little more detail, would have liked to have added stock library entities to populate the levels with but for steam it needs to show off only the entities in the pack so a bit of a bummer.

From tomorrow, the DLC will get some additional entities, especially the background buildings that missed the deadline and some more common entities to improve things with.This update is to be used to promote the DLC at a later date, much like the cold war DLC. I am nowhere near done with this with what I wanted to do with this DLC. I really want to create the most comprehensive and best gameguru DLC, especially with regards to the few reviews the cold war DLC recieved that complained about the lack of variety or entry and exit points made it clear on DLC page the enclosed and linear design of assets to avoid complaints.



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wizard of id
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Posted: 17th Aug 2021 09:53
As you may not be aware, the new Sewer DLC is will not be compatible with Gameguru max out of the box, each and every entity needs to be manually imported and setup to be used in max, as the classic counter part uses multi textures for the final output, if you were to simply drop the assets into max, it will only load one texture and the first texture that was assigned and not showing the rest of the materials.

As a result you neither need to have the original source files in order to do this or physically edit each and every model in order to be able to use it in gameguru max and 300+ assets isnt going to be a fun experience, additionally the assets will not be backward compatible with classic either.

So I will be manually importing the assets into max and setting them up for use in gameguru max. The gameguru max version of the DLC will then be released when the official version of gameguru max is released within a few months, I suspect within 2 - 3 months. For the most part the assets will not be useful until such time the terrain system has been updated, as the assets rely on terrain editing for the final level output.So you will have to wait until such time the store support is added and the terrain system has been added.

But for now I am going to import and test all the media and make the adjustments to textures ect.


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wizard of id
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Posted: 17th Aug 2021 19:27
With Max having more resources to play with, higher res textures is also on the cards

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wizard of id
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Posted: 18th Aug 2021 23:16
Started adding the new parts, a couple of new tjunction types....not a 100% happy with the grate and the upper stairs and doors, but the idea is there just needs to be improved.



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wizard of id
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Posted: 20th Aug 2021 19:12
While bust importing the assets for max, i hit on the idea of updating the classic assets as well too make it easier to select the right or left modular part.This way is less confusing and will make things much easier busy with rick and lee, if they are willing to push this update.


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wizard of id
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Posted: 3rd Sep 2022 11:53
Hi guys back after my winter break, had other things on my plate, so having been as active as I would have liked, but finally back at it.

Started it off with a farcry 5 styled bunker, still requires lots of little tweaks and additions quite a bit I am not happy with that needs to change.But it is a fun little new project for Gameguru max. Will likely release it for classic as well.




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wizard of id
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Posted: 5th Sep 2022 10:36
As mentioned A couple of things I weren't happy with, starting off with the floor, one or two minor issues still, but looking much better.

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wizard of id
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Posted: 7th Sep 2022 19:20 Edited at: 7th Sep 2022 19:22
Changed up the color scheme, for a more washed out look



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wizard of id
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Posted: 9th Sep 2022 15:18
Took a hot minute to figure out doing a 45degree split, and making it work with snapping modes. Minor tweaks needs but looks decent enough.


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yrkoon
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Posted: 12th Sep 2022 13:47
Looking great, as usual, Wizard of Id.
Can you give an indication of the "real world" dimension of these ellipsoid passages ?
My estimation is that they have a clearance height of about 5 m and width of 8 or 9 m,
(which would be perfect for something that I have in mind. Yes, resizing is easy, but it is
ever so nice if such things have proper size out of the box ( what with light fixtures having "natural" sizes
and "logical" positions on the wall).

Also: will there be large arched sections included, say, like to build an arched passage with a 80 - 100 m radius?



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wizard of id
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Posted: 12th Sep 2022 14:41
Quote: "Looking great, as usual, Wizard of Id.
Can you give an indication of the "real world" dimension of these ellipsoid passages ?
My estimation is that they have a clearance height of about 5 m and width of 8 or 9 m,
(which would be perfect for something that I have in mind. Yes, resizing is easy, but it is
ever so nice if such things have proper size out of the box ( what with light fixtures having "natural" sizes
and "logical" positions on the wall).

Also: will there be large arched sections included, say, like to build an arched passage with a 80 - 100 m radius?"


This should give you an idea of size. It will mostly be small narrow corridors with side rooms, however there is other parts planned, that I will keep as a surprise. So no exceptionally large rooms or stuff like that.



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yrkoon
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Posted: 13th Sep 2022 12:29
Thanks, WoI; looks as if my spatial reckoning was not too bad ?
Mentioning "arched passages", I actually meant "curved corridors", not "huge circular halls" .

I am delighted that you are also planning for side rooms.

Another thing: Will the new package be somewhat "compatible" to your "Stasis" Package ( which I recently acquired because it is already pointing into a direction I wish to go )?
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wizard of id
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Posted: 13th Sep 2022 13:29
Quote: "Thanks, WoI; looks as if my spatial reckoning was not too bad ?
Mentioning "arched passages", I actually meant "curved corridors", not "huge circular halls" .

I am delighted that you are also planning for side rooms.

Another thing: Will the new package be somewhat "compatible" to your "Stasis" Package ( which I recently acquired because it is already pointing into a direction I wish to go )? "


It is a modern day silo bunker. I am however planning on doing a revamp or new version of the statis pack in the future lots of new things max has to offer.

As for curves, polygon count is an issue and has to be taken into account, with a square room type it is easier, with a rounded room this time not so much, plus there is no transparency shadows either. So had to make a lowish polygon mesh for that, which adds to the polygon count. I also need to add some pipes, wires and stuff to the assets, unlike the cold war pack I did.

There are no layered assets this time around, it is also single mesh entities with multi texture support, which allows doing much higher texture resolution and higher polygon count.

Did however add a 45 degree angled piece, which will allow angling things, so won't be straight corridors, this is a split piece however will need to make a single 45 degree piece, which I think will technically allow, creating a looped curve like the cold war pack.



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yrkoon
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Posted: 13th Sep 2022 18:52
Quote: "
It is a modern day silo bunker.
"

I will be utterly ruthless in using that for the construction of the spaceship I have in mind , though.

Looks like an old old dream of mine may finally come true if this package emergesvas promised.
But please please also provide clean floor segments alongside the grungy/dirty/smeard on ones,
if it isn't too much trouble to you!

Looking forward to this package.
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wizard of id
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Posted: 13th Sep 2022 19:20
Quote: "I will be utterly ruthless in using that for the construction of the spaceship I have in mind , though.

Looks like an old old dream of mine may finally come true if this package emergesvas promised.
But please please also provide clean floor segments alongside the grungy/dirty/smeard on ones,
if it isn't too much trouble to you!

Looking forward to this package."


Still early days You will be able to change out the floor textures to whatever you like due to the multi-texture support, but there will also be another version that will have floor/wall signage example, silo 1, level 1 ect. As well as special texture with more rust, leakage, ect.

TGC most common feedback is, it is too clean, can you scruff up things a little, so unfortunately too "clean" look won't be part of the main pack. However you can always contact me and arrange a special version, with the idea you have in mind, but it would be simple enough to swap out texture if you want to.

Just swapped it out with a few random colours I created in paint, it is that easy, will admit it would look cool as a scifi type corridor, here and there are custom generated uv maps, which you would likely need a little effort with. But if you willing after the project is complete and willing to pay for it I could set up a custom texture set for you, without too much issue.
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yrkoon
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Posted: 14th Sep 2022 16:20 Edited at: 14th Sep 2022 16:40
WofI, THAT here is almost the exact colour I need ( possibly a little violet-blue hush and a little more metallic reflection would make it perfect). I did not like the previous turqoise that much, but restrained myself from bluntly asking that you revert to the darker blue of your first posts (which was also nice).
Ok, so, if the pack comes as expected, I'll be willing to consider extra payment for some custom texturing, depending on the final price, of course. Too bad I probably will never be able to go public with this my little dream gem, because I'll probably be unable to take on the license costs required for the original sf-story I relate to.... but I digress ...

Yeah.."too clean" ^^ ... I for my part am absolutely disgusted by that penchant for dirt/grunge/smear, utter underexposition ... and "zombies" abundant with GG, but it seems to go down well with "most" people. Really hope the RPG path will help to stear clear of that.
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wizard of id
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Posted: 16th Sep 2022 21:52
Another little puzzle completed this week, finally had to do some tweaks to the crate and reduce the polygon count in order to get a working curve, with the addition of the 45 degree split, you get some really nice scenery going, the reduce crate also has better shadows, as it is now a single face mesh, with the added benefit of max being able to render it as a double face without extra costs is awesome.

Looking forward to moving onto the next part.



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wizard of id
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Posted: 21st Sep 2022 13:41
Testing out physics and stuff. Finally converted textures to DDS and such. It is coming along nicely, almost video time.





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wizard of id
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Posted: 22nd Sep 2022 21:33
Some more tweaks added, the floor just didn't do it for me so testing out some thing else, I think it is pretty good now.

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wizard of id
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Posted: 27th Sep 2022 10:49 Edited at: 27th Sep 2022 19:52
Some more parts added it is coming along nicely now





The grime version
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wizard of id
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Posted: 29th Sep 2022 01:45
What is a corridor without corners to mix things up.Some dirty floors as well. Will add a blood spatter version as well



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wizard of id
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Posted: 14th Feb 2023 18:39





Long over due for an update still hard at work making improvements and changes as well as improving graphics and tweaking polygon counts I ran into some issues, especially since lee decided to remove transparent shadows as it was slowing down the engine a lot. It has cause a lot of frustration especially if you are working with grates and such. Because it no longer cast shadows it ends up looking extremely flat which is less that ideal, it honestly looks horrible.

So what I have been doing was creating a actual mesh grate to cast shadows, but started running into issues with polygon. So had to redo all the assets and remove grates and stuff in order to make a separate entity. Spend most of the afternoon today figuring it out and another couple hours of testing, and I managed to get some thing half decent looking and working as it should. It has limitations of course and it is only ideal for flat planes and only when viewed from the top or angled top. But It gives the much needed depth I was looking for.

Hopefully with the issue out of the way, shouldn't take too long for a release for both max and classic aiming for the end of the month or early march. Classic doesn't have the shadow issue so I have double the work cut out for grates for both versions.
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mikeven
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Posted: 15th Feb 2023 10:02 Edited at: 15th Feb 2023 10:05
Hello 'wizard of Id'.
You mentioned this in your comment : "... especially since lee decided to remove transparent shadows ...".

I am still using an old version of GG MAX (build 2022.03.11) where that setting is available.
Please could you indicate which version of GG MAX you are working with ?

Here is a screenshot of a test relative to the transparent shadow in GG MAX (build 2022.03.11) :
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wizard of id
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Posted: 15th Feb 2023 11:54
@mikeven

Using the latest build (public preview), and no I am not using the tick shadow transparency box either.
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