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peter_spy last won the day on July 9

peter_spy had the most liked content!

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About peter_spy

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  • Birthday 01/01/1981

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    Central Europe
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    Photography, 3d modeling, level design

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  1. Take a look at Kingsal's superb Volta series. These are sort of a bridge between T1 style and TDM aesthetics. Thief section on TTLG is rather conservative, they'll never lean towards TDM simply because it's not Thief 1/2
  2. Umm, what do you mean by that? It's like saying that lightgem or AI alert system is not working. That's a core component of the game.
  3. Nope. Feel free to choose aesthetics you feel most comfortable with. If you want to focus purely on showing your level design skills, that's a good reason for skipping the eye candy.
  4. I haven't touched Blender in ages, but what's difficult with putting a diffuse texture in a material slot and toggling a preview in viewport? High DC count (or rather, very low DC threshold that scales poorly with better hardware) is one of the major problems with this engine. I'd rather educate newcomers about that as early as possible, and help them shape their mapping habits accordingly. The tools discussion is a bit more academic I guess. I prefer to use as few tools as possible, instead of having separate software for different aspects of mapping, but I agree that that may vary from user to user. Btw. that brushwork generator seems rather old and produces geometry that doesn't look good (at least in your example). I'd probably look into something newer like World Machine instead.
  5. Hmm... I guess that if you really don't want to touch Blender and be safe on the performance side, you could use this tool and then use SEED's watch brethren spawnarg to combine copies of the same model into one (usually per visleaf).
  6. I think you're missed the point of that post (maybe it was too concise). This is a standard gamedev approach, for older engines at least. And this is not GPU problem, but CPU>GPU pipeline issue. With new engines you don't have to bother this much, as you can have like 30k drawcalls per single core in DX11. Here you have around 10% of this at your disposal, so using texture atlases and merging smaller junk objects into larger models is by all means encouraged. Sure, for small rooms and corridors you can have your every object pasted like a hundred times, but in open spaces that approach would fail. And if someone would have to pick up new tool just for scattering objects, they might as well get a modeling software, as typically they'd have scattering modifiers or mesh painting tools ("painting with models" as opposed to e.g. vertex painting in this case) – and many more features they might want to use in the future as they go (at some points they'd probably want to learn modeling anyway). Also, not sure what's the problem with applying textures to a model to see them in viewports.
  7. Yup, that's why the best thing to do IMO is to discourage that approach, whether you use an external tool for it or not. The performance-conscious approach would be to export the ground brushwork with DR, import it into Blender or any other modeling software along with these small models, use tools and modifiers to scatter the objects, save that as 1-2 models, and export them back to DR.
  8. And in terms of using entities like in that video, you should rather have them on one UV space (e.g. a junk_objects01 material or something similar), and they should be combined into groups that would be like 2-3 models, not 25 smaller ones.
  9. My first idea would be to target 2 path coners, one would have chance 0, the second chance 1, and then make a script to reverse values of these spawnargs (not sure what's the specific script for that though).
  10. If you need functional props (models mapped to entity defs), this is probably the best section: http://forums.thedarkmod.com/index.php?/forum/4-art-assets/
  11. It seems like you can click the Unread Content link on the right and choose Status Updates from Content Type picklist. But it's not as straightforward as it was before the upgrade.
  12. It seems like it doubles the functionality of the SEED tool in DR? I only used it to reduce the drawcall count for stuff like blades of grass, so I'm not 100% sure, but it looks like it from the wiki description.
  13. To be more precise, overlapped shadow-casting lights are the problem. More than two of these overlapping can be a pain on older hardware. What you can do, and that works very well for non-extinguishable or "ambient" lighting, is to have one "key light" that cast shadows, and several other noshadow "fill lights", e.g. to mimic light bouncing off surfaces. Modern games go even further and use noshadow lights to guide player's eye to certain spots, or to add some artistic touch. Often they don't even have a light source (they're not diegetic), so they look a bit unrealistic, but surprisingly, that rarely feels jarring or out of place, at least in a more or less finished environment. If you need examples, take a look at e.g. Skyrim or Dark Souls series.
  14. Looks promising, a reminds me of Dunwall a bit
  15. Yeah, something like that. This is nowhere near a finished scene, just a rough sketch to figure out scale and basic proportions. These columns will probably get thicker, and I plan to have walls and floor as flat materials mixed with actual geometry, a la Dark Souls 3 and the like. Those bricks and tiles will probably be noshadows, but they should still look pretty cool. We'll see
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