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Bob Necro

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Bob Necro last won the day on January 3 2016

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About Bob Necro

  • Birthday 02/20/1988

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    Grim and Frostbitten Sweden

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  1. Had to abandon the old bearded guy; the texture is mirrored, so I couldn't add any significant detail without it looking jarringly symmetrical. Here's one based on Average Jack instead: Also has a bearded version.
  2. A very specific usage scenario comes to mind, a crowbar would be a perfect addition to Gerald Foxley's "bumbling amateur" arsenal.
  3. Srsly? These are the (AI) tile footsteps I got from the archive up there. https://soundcloud.com/bob-necro-soundworks/serioustoni-tile The player footsteps are as dry as the six first ones.
  4. It should be noted that the tile footstep soundfiles themselves don't have reverb applied to them, apart from the two last ones (of 8) which have a slight ambient echo to them. However, they're also rather different from the preceding six - maybe just replace them with pitched versions of two of the earlier footsteps? Also, I'm surprised no one else has mentioned the wood footsteps - they're luvly!
  5. Didn't post this in "Things that could be improved" because I don't know if this is an universal problem or just something at my end, and I don't have another computer to test this out on. It has, however, been this way for as long as I've had Dark Mod. When I've got ambient light set to simple, THIS sort of thing happens: http://i64.photobucket.com/albums/h161/DasMustardman/SimpleBug2_zps2pindvgs.jpg http://i64.photobucket.com/albums/h161/DasMustardman/SimpleBug1_zpsxcviegig.jpg It's not mission specific either. The vast majority, if not all, decals are rendered in simple transparency instead of in additive or other intended way, and there's some lighting anomalies as well, as can be seen on the wench there. In some cases, engraved text on plaques won't show up in simple rendering, which takes it from mere aesthetic fugliness to an actual gameplay issue. It's a shame, because not only does simple rendering provide a handy performance boost, I actually prefer the look of it where it works correctly. Any ideas about what to do about this?
  6. At the portcullis at the power station, all objectives including optional ones finished, mission won't end. Something's fucky. Also, trippy: I've heard of remote locking systems, but this is ridiculous.
  7. Oh, this is no "either-or" operation. Variety is the name of the game. Here's the textures for all three: https://drive.google.com/file/d/0BzHmWZvs_ns1WEJQR1dILTk0RGs/view?usp=sharing
  8. A fresher specimen, albeit one that came to a grisly end. Should make some non-mummified versions for the gents as well, I guess. Any thoughts which model I should concentrate on?
  9. Took a small break from the corpsemongering to fix up the replacement_sykes face texture. The goatee and eyebrows now look more like hair than greasepaint. https://goo.gl/photos/mCW8BnWH5g9xVwfh7 Also touched up the eyes a bit.
  10. Managed to find a happy medium for the gloss on the hands. In other news, grody.
  11. I'm struggling a bit with the hands, though. I want to have necrosis of the extremities on the fingers like on the nose and ears, complete with that gross glossiness, but the specular isn't really cooperating. Is there any setting to control the size of the specular highlight without turning down the shine so that it is the same kind of small bright highlight as on the nose, or am I stuck with what I've got?
  12. Mucking about with a little sumthn' sumthn'
  13. Did some hex editing. Works now. EDIT: Finished. Get the old hands and matte black dress here: https://drive.google.com/file/d/0BzHmWZvs_ns1dFZmQi1UZnVESm8/view?usp=sharing
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