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D20 Modern: Near the Halfway Mark

Here’s a short update for this week.
 
The terrain tiles are now complete… for now. I’m almost finished with group tiles. Under features it only had one and was for wall 2. As I mentioned in my pervious blogs, I will add some of my own once I complete all of the features, groups and terrain tiles first. With the terrain tiles finished, here’s some several “before and after” screenshots:
 

 

The changes I’ve made range from subtle to noticeable but (hopefully) nothing too extreme that’ll break backwards compatibility. Changes are mostly textures, realigned and reduced the number of windows, and new light fixtures. The model itself has not changed. Specifically the height, dimensions and door locations have remained exact. If I dare changed just one of the them, it’ll definitely break the creators’ work.
 
In my preiouvs blog, I mentioned I did some early testing. Doing so required other modern modules, aside from my own. However I was able to manage to get a few of them. Some of them are either in a semi-futuristic setting or briefly used the modern tiles. I used MZS (Modern Zombie Survival) as a testing ground. So, once I’ve managed to complete all of the features, groups and terrain tiles, which shouldn’t take long, I may put out a hakpak for early testing publicly. This way I can receive feedback much quicker.
 
That’s it for now. If you gals and guys got a question, a suggestion or 
First Release: 
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Vanya Mia

Nice work, some good improvements with the road being fair superior and the hospital looking a lot more like one would, but I have a couple of comments/suggestions if you'd like them. Mostly in the form of adding options as everything you have done looks good.

  • I'm wondering why your "before" Slum 1 has blank windows as my version does not. If it's just a trick of the modelling software that's cool, the air conditioners on the windows are a nice addition though and it would be very nice to have both versions - with and without.
  • Your apartment entrance looks good as a casual entrance and I love the addition of the fence, but the old version also has it's appeal as a more formal entrance to an important building. I know I've used it and placed lanterns or fences on or alongside the long steps and placed signs against the blank concrete. Again, might I suggest keeping the original and using yours as an alternative?
  • The pilings in the water look much better and I do like the fence a lot but again the versions with bollards have their uses as a dockside. Keeping the originals and having an option with your excellent fence would be wonderful. In fact if you could do it easily an option without them in at all would be great too, as would one without the wooden pilings.

Keep up the good work!

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VahnHaunt

Hey, Mia, thanks for the comment.

The new road texture is a 1024x1024 texture file but I'm still experimenting in how to use a single 1024x1024 file without creating multiples. The reason why I did this is because the planes being the road lines didn't feel believable. That new texture is from the subway tiles. I simply repurposed the texture.

  • The "blank" window is where the chrome texture goes and just underneath that is the window itself. The chrome texture functions properly if I enter in rendered mode. I was currently viewing all models and textures in material mode.
  • I knew the fence would be a nice touch. Hmm, perhaps I can use the furbished model as another variant. Sounds like a good idea. Oh! I want to point out that the door didn't have a "door dummy". So I had to manually include one.
  • When I travel to the coast, I see these bollards near waterfronts, bridges and canals. Probably because it's a safety reason. Speaking of dockside, I plan to make a group tile called "wharf". Also add docks as a crosser.

Don't forget that I'm going add more variants, features, groups and terrain after all the base tiles are done.

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Vanya Mia

Oh good. Adding in a proper door hook to that tile is fantastic, I'd previously had to spend time positioning one manually. There's at least one other on that tileset where the hook is in the wrong position and you have to adjust the location to slide it right too. I can look for it if you wish.

And yes, you do see the bollards by the waterfront for tying up boats, hence my preference to keep variants. Plus you are very right about the roads. One thing I've had on my "get round to it" list for a long time was changing that.

Fine work.

 

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