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peter_spy

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Everything posted by peter_spy

  1. +1, my material library is mostly 2k textures, and I don't have time to create preview versions. Imagine the delay, if I had to load them all...
  2. More of a gameplay inspiration than visual. Discussion under the article is actually quite interesting: https://www.rockpapershotgun.com/2018/04/03/what-works-and-why-unfair-intel-in-stealth-games/
  3. A fuckton of skills, from modeling and anatomy to rigging/skinning etc. Usually that's a job for more than one person. And to do old/fat people, it takes more than swapping textures or changing sliders. Actually all TDM characters could use a little revamp, as they are looking outdated, especially when put in new environments, better models, textures etc. But a character artist is a rare thing to have in projects like this.
  4. Don't mean to undermine your effort, but yeah, that's like a drop in an ocean of things needed to make a good texture, not to mention a material (so +2 other textures that need to be tested in-game). Links will do, thanks. Also bear in mind, that photos that have overblown highlights, pitch black shadows or generally shadows from intensive directional light are not good texture candidates: you can't do much with those, unless you have a RAW file.
  5. Taquito, we all appreciate the effort, but it's only like 1/10th of an effort needed. These are just selected images, not ready for anything. Anyone can do that. It takes much more to make textures out of them, not to mention that we need materials, not just a diffuse texture: http://wiki.thedarkmod.com/index.php?title=Texture_Creation_-_Basic_Tutorial Edit: btw., if you can't make textures and materials out of these images, that's fine. Just do what Aosys did, providing links will be enough. You don't have to package these images, especially since the service you're using asks for our emails to download stuff (I don't know about others, but I don't like that).
  6. Not sure what you mean by "ready to use". None of these is tileable, a lot of them have shadows from a strong light source, and none of these is power of 2 textures, which makes them unusable by definition.
  7. That collection of links is good alone, I could use some of these paintings for background stuff, characters that are part of the map, but aren't physically there, etc. Nothing major, but always a nice touch, I think.
  8. If you know a e.g. a Witcher 2 character artist, we'd love to have someone like that on TDM team
  9. Reload models works for me, but reload images messes things up (already in bugtracker).
  10. I know, that's a matter of preference mostly. IMO they both impact performance too much, and they show weakness of thief animations, as they're not suited for button input. Just try to strafe repeatedly, or jump in front of any of those mirrors. The immersion goes to hell with that kind of moves
  11. IMO it shouldn't be the default setting. There are only a few missions with this problem. A Night To Remember uses realtime mirrors a lot, maybe that's the culprit, aside from looking ugly and degrading performance?
  12. Mission doesn't load on 2.06, the .efx file should start with Version 1 in the first line to work correctly.
  13. It would be good to see models based on this.
  14. I may have found a solution. If you see that kind of font flicker, leave r_useMapBufferRange = 1, but set tdm_lg_interleave to something higher than 1. I set it to 6, and the flicker effect is no longer there, while the framerate is higher. Edit: nope, for like 3 mission starts it wasn't there, but it is again. I guess the r_useMapBufferRange = 0 + tdm_lg_split = 1 and tdm_lg_interleave = 3 or higher is the best solution.
  15. I can confirm that both methods solve the problem, but decrease performance on older hardware.
  16. That's what I had set already. Another one is A Night To Remember, recently being restored by Biker: http://forums.thedarkmod.com/topic/19376-fan-mission-a-night-to-remember-beta/?p=419831
  17. It happens with FBO on and off.
  18. I just noticed that with some missions, e.g. with Grayman's Sir Taff's Sword, I'm seeing a sort of "matrix effect". It's hard to capture a screenshot of that, but there are flashes of letters, like font textures maybe? Either on full screen, or in places where lightgem or where inventory icon is. I should probably record a video for that.
  19. Most of this stuff is useful for archviz projects, e.g. when you neen to nail down the look of your interior quickly, so you can do that with tileable textures. For games, you need optimised, unwrapped models, and materials made from scratch. You might use those textures e.g. to desaturate them and use their pattern as one of the layers. All stuff like color, detail pattern and dirt has to be done separately anyway, either by hand or procedurally.
  20. I'm making a cutscene, and in order to hear the sounds as the camera flies through the environment, I needed to bind the player to a mover. I managed to do that with $player1.bind($mover1); but for some reason I can't unbind the player from the same mover at the end of the sequence. Using $player1.unbind($mover1); results in "too many parameters" error. Is there any other way to do that, or am I just doing something wrong? Edit: oh, I found the solution, you don't need to specify the entity the player is bound to. You need to use just $player1.unbind();.
  21. I actually found another instance where this could be useful, i.e. in cutscenes with long tracking shots or flybys. Currently, if you use a camera on a spline, the sound is captured where player stands during the cutscene. If there was an option to bind player ear to a camera, or to the same mover the camera is bound to, that would be useful (although that's adding to an already complicated setup...)
  22. One other thing is, that we often think the general population in our countries is so decent, enlightened, and full of good will, almost as if the cities and universities were the center of the world. Well, they are, but only for some of us, and we tend to forget that there is a world beyond those. Small towns and villages full of frustrated, uneducated, easily-manipulated people, who feel cheated by whatever current system is in place. And they vote out of impulse, spite, desperation. They are the world, the majority, not the folks with master degrees in capitals. That's why it's possible for USA to elect Trump, UK to do the Brexit, and Poles to witness the rise of neo-fashists, even though their country was one of the biggest victims of WWII. People don't learn, or forget history too easily, and younger generations repeat the mistakes of the old.
  23. Even the paid stuff seems like much better value than e.g. CG Textures / Textures.com. Great find.
  24. Yeah, the main part starts slowly, and it ends with gathering partial evidence and returning to your room. There's a bit of explaining here and there, and actually I had impression my character knows more than I do when it comes to the world and what to do. That definitely whets the appetite for more, at least for me
  25. That's good news, the prologue feels almost too low-key, it begs for the next part to happen right away
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