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Everything posted by peter_spy

  1. If you ever need good references for frames, there are plenty of them here: https://www.johndaviesframing.com/frame-gallery/antique/
  2. These models are quite old though, the mod could use some new frames and paintings Don't worry about aspect ratio ST, I'll make use of the texture space as much as possible.
  3. Great! I'd need only two things, if you don't mind: - If possible, a higher resolution and uncompressed image. You can zip it and upload it on wetransfer or with similar service. This way we can ensure your art will have the highest possible quality - As an author you get dibs on the frame look! If you have any suggestions or personal types, I will use them as a reference for modeling. If not, I'll try to find something that would match the style of the painting and TDM timeline.
  4. Nice one! At some point I can create a custom frame for this one, if you don't mind.
  5. I will examine stock TDM models to pinpoint the problem, but yeah, it seems that both proper entity def and AFs are mandatory. That smoothing groups problem worries me as well, maybe I'm not doing what the export script expects. I tried the combat model arg, and as soon as I touch the model, the game crashes.
  6. I'm using a simple setup, a box with one origin bone that is rotating – not much, but will do for a first setup The entity def is by-the-book: As for the weird material problem, I think it had to do with model and origin bone having a different pivot position and rotation. Once both are in 0,0,0 and with their original orientation (identical for both), weird speculars have gone away. That said, I seem to have no control over smoothing groups. Once I convert the model to Editable Mesh and apply the skin modifier, going down to Editable Mesh modifier and changing SGs does nothing.
  7. I just started working with md5 and animation as well, but I'm having 2 weird problems. First of all, these models don't seem to have any collision. And second thing: the shading looks wrong, materials are dark, almost wet, and often you can see triangulation errors. I'm using the exporter for 3dsmax found on katsbits, maybe that's the problem.
  8. Making content for TDM with dual monitor setup is awesome! 😀 Modeling and prototyping materials is much faster without alt-tabbing every 30 seconds or so :) 

  9. I think this has been mentioned before, but showing the list of names of people reacting to your post was also a cool feature. It's like additional mean of expression, when e.g. someone writes something and you agree, or want to thank them without writing a post.
  10. I agree with that completely, can't imagine any FPS exploration game without verticality. I just wouldn't rely on rope arrows as a mandatory tool for traversal. Climbing, or rope arrows already stuck in surfaces (as part of the map geometry), sure. Making players feel extra smart, and using rope arrows as a way to get some optional loot - yeah, that's safer IMO. My perspective in general is that with all the tools and arsenal available, you can make players feel extra smart if they are able to find a way to progress without using any tools, only their wits and observation skills. Kind of like in Hitman series, where you have tons of weaponry available, but the most satisfactory assassinations aren't assassinations at all, more like "unfortunate accidents" you prepare
  11. IMO the problem with rope arrows is that they're a finite resource. So if a main path requires rope arrows and players can run out of them, they'll be blocked and will have to reload a save. If there's a secondary route - awesome, problem solved. But as a designer, I want to make sure players can progress regardless of how many rope arrows they have in their inventory.
  12. Looks very moody Rope arrow gameplay is quite risky, but careful climbing and occasional rope arrow – sure!
  13. To be fair, not only mission menu needs redesigning. All TDM options could do with some more up-to-date and UX-oriented layout. But that's more of a graphic designer task first.
  14. By the way, reloading images/decls/models would be super useful for dual monitor setup. You can have the game mode launched on one monitor, and you can tweak your textures in Gimp, or change materials in .mtr file on the other - and the game mode would update shortly atfer exporting a texture or saving the mtr file. This would speed up material prototyping immensely.
  15. I don't think changing core mechanics like that is a good idea. It would be nice if you consulted the team first, plus this needs to be tested by at least several people. It seems like the changes were tested but nothing was changed it the core mod, cool
  16. None of the TDM weapons use multiple projectiles or spread, so there isn't much to fix on TDM side. Also, the latest version is 2.07, which is much more stable and has many 2.06 bugs fixed.
  17. While I don't check all the shitty things behind every product I use, I try to "vote with my wallet" at least in case of all the things that aren't necessary to live, like entertainment and the way I spend my free time. Like I won't buy any Rockstar game because how shitty this company is to its employees. Recently, we cancelled out tickets to a festival, because there was an LGBT rally that was met with very violent reaction from the locals (they've thrown firecrackers, eggs, and stones at people). This is a tourist venue, and I don't want to do anything to support such place. So IMO it's okay to refrain from spending time, money, or both out of such principle. There are people that don't mind that, or even see a need, but I do and I do feel better when I'm not supporting such case or person.
  18. That's the last thing I saw about this map. http://shalebridgecradle.co.uk/testing/viewtopic.php?f=32&t=3012&start=15
  19. Thief wasn't indie back in the day, and it cost a lot to make. It might feel indie because of today's technology, and because today's boards and CFOs are much, much less willing to take any creative risks than in the 90s. Indies actually went that safe road too. How many times throughout last year or two did you see reviews starting with phrase "[title] is a procedurally-generated, retro/pixel art [genre] on Steam."?
  20. I'm trying to break up the monotony of flat surfaces a bit, in similar fashion to what modern games do. Typically though, you'd need photoscanned assets or hi poly sculpts that go both as bakes for low poly geometry, and then for flat tiling materials. Since this is way too time-consuming for one person, I decided to take slightly more simple approach, where I'm just modeling shapes based on tiling material made with Substance. The result is similar to what parallax mapping would do, except no "jelly effect" and hopefully less stretching. Good thing is that this geometry doesn't need to cast shadows, and every stone is like 50-100 triangles, so not that much. So far the engine seems to handle that without any problems, but I'll wait with my optimism until I get both walls and floor covered with this additional geometry
  21. Awesome screens. I wonder how they did those blood decals, as they seem to be both semi-transparent (translucent) and alpha-test (1 bit alpha).
  22. Another excellent documentary from Noclip, this time more design-oriented:
  23. It's better have a gameplay-driven excuse for using moving lights for fireflies, as they impact performance a lot. If it's just a neat-looking effect you want to have, stick to a static light with pulsing/flickering effect in the material definition.
  24. You should never ever use jpgs as textures in a realtime rendering engine! Their compression format is largely incompatible with how texture memory works. Use tga or dds, always. You can use jpegs for material previews, but it's mostly a waste of time, as DR can easily handle a lot of 2k diffuse textures used as previews, both tga and dds.
  25. I get something around 4400, but only in one spot (on that rocky corner). Otherwise it's more like 3400. But I think there's a leak in the dead end corner to the right of the starting location: It's nothing there, but look how high the stats are.
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