02/11/13
- 78 new map parts made, along with icons - includes tree sets, new houses, castle parts, and temple parts
- 2 new detailed essential levels
- New objects- lamp stands, trees and doors
- Completely rehauled the lighting for all levels - Rathmor will be set in darkness in some parts, and lamps provide the light. This is vital to the story and really sets the mood. Im carefully placing lamps so that their light will always be within the players sight on a level.
20/08/13
I missed out a month! I know!
Hope you'l find two months worth of work here. I've done absurd amounts of work on Rathmors outdoor sections and polished various models. Juggling my project and real life has proven to be a challenge.
Ive also discovered whats best in terms of lighting for my project with the help of some games, JDO, DMPdesign and Holy Diver.
Basically accumulated advice on lighting.
Good news for progress! 4 maps completed, yet remain unpopulated. I'm hard on myself when it comes to levels, so alot have been scrapped. It would have been 5 had I not lost one.
Im also posting Rathmor news in this link. I make sure I dont use the same screenshots.
+++++
Created a 121 piece mountain map set, at about 16 meters high. It is climbable, and its actually one model split up. It took a day to build and import, and it has a simple customisation feature; it has an individually named texture, so when it becomes available for SOM users you can chage its texture as you wish, with a simple overwrite.
The lowest point...
Stood at the highest point...
+++++++
Well over 40 new textures. Mainly for map pieces - 20 are for a grass set that merges into a mud set. Plenty of effort.
New grass map pieces, 3 in total.
+++++++++++++++++
Create your own forest set, 32 pieces. New, super efficient trees that blend nicely, cliffs that have overhanging roots to break up lines in the environment, and dips to add water, or even sink map pieces into.
No ambience and lighting...
Ambience and lighting...
++++++++++++
Create your own mountain set, 23 pieces. Mountain edges blend seamlessly and you can create a mountain as high as you want, the mountain even has a flat platform set that you can setup to climb. This set has bushes and trees as map pieces, so your mountains need not be bland again!
++++++++++++++++++++++++++++
New pieces for the mines including a safety tunnel.
Thanks to JDO's input on creating uneven surfaces and lines for immersive purposes *catches breath* I have been creating all of my map pieces as natural and as diverse as possible thanks to his examples and guidance. Hats off to JDO for input - a little effort goes a long way. Sometimes it can just be a small comment that makes all the difference. If you'd like to GAD (give a damn) feel free to post.
New weapons, I was short on axes!
++++++++++++++++++
New enemy, the Eggthief. He uses a headbutt as his primary attack.
+++++++++++++
Alkarg retexture.
+++++++
20/06/13
Its been another NPC month, created a kid, and three guards. Pictures are all .jpg for ease of download so expect some loss in clarity (left click to zoom)...
Along with a few plants.
"Och no! That wee beasties eating me 'erbs!"
16/5/13 GMT
So theres alot to cover since I last updated the news thread, well I had alot of ideas coming for new NPCs that I couldnt create simply by using models from my old NPCs, so I decided to make completely new models, because its good practice? and secondly I needed a much more mallable model structure that I could diversify easily with.
After standardising my NPC base model I took it from there. The base model probably took about 18 hours, I dont even dare imagine how much time ive spent on the NPCs since then. Anyway each is animated and characterised differently from the other. So ive made six! So far, more ideas forming for other NPCs. Including my old models, thats 12 complete NPCs, and unlike some games where (here i go off on one) animations are re used for each character, in the KF tradition all my NPCs are unique.
where are my pictures?!
Gallahaith
Gris
Athraith (left) Bregneid (right)
Also, like in the first demo I ever made, I had an enclosure for animals to roam around in, it was a bit like a farm of sorts. Anyway instead of remaking the SOM birds, I decided to create something SOM doesnt have - boars.
Also for those of you who dont know, Holydiver has included a jump function for SomEx, along with a ton of other great things like climbing over objects smoothly, ducking... To name a few. Anyone who needs help setting up SomEx please get in touch.
11/4/13 GMT
Ive started a new topic for Rathmor news updates, simply because the other was getting choked up with images.
So ill start off by showing the long awaited (eh? ) skeleton that ive recently finished. Complete with sound effects and it is in fact a brand new model, texture and animation set created from scratch. Took around 26+ hours to finish.
So far it has two different attack sets for two different skeletons. One consists of mostly swings and cutting motions, while the other is completely thrust based. Each type has its own 'quick attack' for when you get too close, either a hilt smash or a knee.
Moving on... To items...
If you recall I posted about the leather armour set I was making in the last news thread. Ive essentially finished it, so here it is!
Thats just one set that I finished recently. Ive been making chainmail too, which will be available to those who have earnt it.
Copper chainmail? Hmm, well its affordable but will break easier.
Onto helmets, ive started sizing everything to fit properly in the game, so that means re importing everything into SOM and improving things as I go along.
Finally ive created about 7 new BGMs, the most impacting of which would be the one for Cragothar village, which has changed dramatically.
Not forgetting the 'secret' I always leave out in most updates, things that remain hidden that will prove to be nasty surprises...
- 78 new map parts made, along with icons - includes tree sets, new houses, castle parts, and temple parts
- 2 new detailed essential levels
- New objects- lamp stands, trees and doors
- Completely rehauled the lighting for all levels - Rathmor will be set in darkness in some parts, and lamps provide the light. This is vital to the story and really sets the mood. Im carefully placing lamps so that their light will always be within the players sight on a level.
20/08/13
I missed out a month! I know!
Hope you'l find two months worth of work here. I've done absurd amounts of work on Rathmors outdoor sections and polished various models. Juggling my project and real life has proven to be a challenge.
Ive also discovered whats best in terms of lighting for my project with the help of some games, JDO, DMPdesign and Holy Diver.
Basically accumulated advice on lighting.
Good news for progress! 4 maps completed, yet remain unpopulated. I'm hard on myself when it comes to levels, so alot have been scrapped. It would have been 5 had I not lost one.
Im also posting Rathmor news in this link. I make sure I dont use the same screenshots.
+++++
Created a 121 piece mountain map set, at about 16 meters high. It is climbable, and its actually one model split up. It took a day to build and import, and it has a simple customisation feature; it has an individually named texture, so when it becomes available for SOM users you can chage its texture as you wish, with a simple overwrite.
The lowest point...
Stood at the highest point...
+++++++
Well over 40 new textures. Mainly for map pieces - 20 are for a grass set that merges into a mud set. Plenty of effort.
New grass map pieces, 3 in total.
+++++++++++++++++
Create your own forest set, 32 pieces. New, super efficient trees that blend nicely, cliffs that have overhanging roots to break up lines in the environment, and dips to add water, or even sink map pieces into.
No ambience and lighting...
Ambience and lighting...
++++++++++++
Create your own mountain set, 23 pieces. Mountain edges blend seamlessly and you can create a mountain as high as you want, the mountain even has a flat platform set that you can setup to climb. This set has bushes and trees as map pieces, so your mountains need not be bland again!
++++++++++++++++++++++++++++
New pieces for the mines including a safety tunnel.
Thanks to JDO's input on creating uneven surfaces and lines for immersive purposes *catches breath* I have been creating all of my map pieces as natural and as diverse as possible thanks to his examples and guidance. Hats off to JDO for input - a little effort goes a long way. Sometimes it can just be a small comment that makes all the difference. If you'd like to GAD (give a damn) feel free to post.
New weapons, I was short on axes!
++++++++++++++++++
New enemy, the Eggthief. He uses a headbutt as his primary attack.
+++++++++++++
Alkarg retexture.
+++++++
20/06/13
Its been another NPC month, created a kid, and three guards. Pictures are all .jpg for ease of download so expect some loss in clarity (left click to zoom)...
Along with a few plants.
"Och no! That wee beasties eating me 'erbs!"
16/5/13 GMT
So theres alot to cover since I last updated the news thread, well I had alot of ideas coming for new NPCs that I couldnt create simply by using models from my old NPCs, so I decided to make completely new models, because its good practice? and secondly I needed a much more mallable model structure that I could diversify easily with.
After standardising my NPC base model I took it from there. The base model probably took about 18 hours, I dont even dare imagine how much time ive spent on the NPCs since then. Anyway each is animated and characterised differently from the other. So ive made six! So far, more ideas forming for other NPCs. Including my old models, thats 12 complete NPCs, and unlike some games where (here i go off on one) animations are re used for each character, in the KF tradition all my NPCs are unique.
where are my pictures?!
Gallahaith
Gris
Athraith (left) Bregneid (right)
Also, like in the first demo I ever made, I had an enclosure for animals to roam around in, it was a bit like a farm of sorts. Anyway instead of remaking the SOM birds, I decided to create something SOM doesnt have - boars.
Also for those of you who dont know, Holydiver has included a jump function for SomEx, along with a ton of other great things like climbing over objects smoothly, ducking... To name a few. Anyone who needs help setting up SomEx please get in touch.
11/4/13 GMT
Ive started a new topic for Rathmor news updates, simply because the other was getting choked up with images.
So ill start off by showing the long awaited (eh? ) skeleton that ive recently finished. Complete with sound effects and it is in fact a brand new model, texture and animation set created from scratch. Took around 26+ hours to finish.
So far it has two different attack sets for two different skeletons. One consists of mostly swings and cutting motions, while the other is completely thrust based. Each type has its own 'quick attack' for when you get too close, either a hilt smash or a knee.
Moving on... To items...
If you recall I posted about the leather armour set I was making in the last news thread. Ive essentially finished it, so here it is!
Thats just one set that I finished recently. Ive been making chainmail too, which will be available to those who have earnt it.
Copper chainmail? Hmm, well its affordable but will break easier.
Onto helmets, ive started sizing everything to fit properly in the game, so that means re importing everything into SOM and improving things as I go along.
Finally ive created about 7 new BGMs, the most impacting of which would be the one for Cragothar village, which has changed dramatically.
Not forgetting the 'secret' I always leave out in most updates, things that remain hidden that will prove to be nasty surprises...