Hey - I've a better idea.
Why not just scrap everything and rebuild TDM in UE4..?
Neon/Gillette-the-best-a-man-can-get-logo-that-I-was-drawing-7-years-ago-for-synthwave-scene-that-is-now-popular-and-with-internet-tutorials-for-adobeCC - you're dealing with tech from a dozen years ago here.
It's like asking a bunch of shire-horses to pull a big-rig's trailer. Sure, it's possible, but it's gonna require as many horses as a semi.
Idk how many horses the TDM team has, but it appears to be dwindling.
It is possible to do many of the things that you have mentioned in this thread, but in a very round-about and fiddly, time-consuming way.
eg, the texture transitions might be done via transparent decals, the "painting" of grasses and like to be done through seed, which requires you to make your own decals, define them, get them working in DR, place them in your map, etc... You are basically a one-man games studio, on the backbone of what the TDM has achieved.
It's learning design tricks and techniques, such as, break a hard shadow by use of placing shadow casting foliage - no-one likes a hard line. Texture transition in mesh, choose complimentary textures (colour, pattern, form, etc...) or disguise the line with object, particle or distraction - or, realise that the player is probably going to spend about 2 seconds in that area and doesn't have the eye to collect such information as their mind is immersed in the mission, not the one area of z-fighting in a cutscene in Assassin's Creed 2 or why Ezio's sword is able to go through the ground when he assassinates someone, or why a body glitches and flies up into the air when you drop it on a rooftop of a certain angle, that - unfortunately - wasn't black-box tested on that particular module because it was added so late, in order to break up the monotony of certain city sections and facilitate a few missions/race events...
Like we'd have to in ye olde dayef - resort to creative problem solving in order to overcome the limitations of our/the engine's intelligence and design.
Idk what the problem with .roq is - there's encoding and decoding for videos that works the same and fits in with the engine no problems. It's nothing but an additional stage to the pipeline.
From the looks of things, it requires a rewrite of the whole GUI for TDM in order to insert another format... not to mention resolution, the fact that .mp4 users will probably want the audio embedded and all that malarky.
To incorporate modern features would require porting TDM to a modern engine, I'd reckon.
This is how things were done, "in ye olde dayef" - back when games were more awesome than watching the return of lara croft's physically perfect, pre-rendered by 3-frames, "got the bounce" arse for 10 hours on some pointless mission to collect feathers for an arrow that you don't even need.
It took fkn months to get the fabric working for a cape and nUbisoft still can't get hair right - due to limitations in the engine (is anyone working on it..? no, because franchi$e is more important and the next engine might fix it, if there's dosh to fund its development).
Dunia engine won't even work properly if the machine renders faster than 60FPS, because - at the time - if you could run it at 60FPS you were probably about 7 years in the future when it came to processing power and it was to be released on schedule, cos bosses said so.
// http://bugs.thedarkm...iew.php?id=4493 <--- like this, except it also breaks AI and a whole bunch of other shit.
DR, compared to the "cutting edge" mapping tools available to general public is a lot more like, "handmade" than "click the buttons in this dialogue" - EVERYTHING must be done pretty much by hand (I don't even use the readables editor) and that, to me, is what makes it a special case - the skills required in order to produce any FM for a game such as TDM are far beyond that required to map using, eg, AnvilNext or some shite, where it's all modular and you have a hundred other people helping you - it's all solo and:
No-one's being paid for this.
My going rate is between £30-60 per part hour. That means, for the several hundred hours I've spent in DR and TDM, testing - It's probably akin to a year's wages - if anyone was willing and able to do that kinda stuff, likely they'd be getting paid for it and do this as a hobby. Dogs will hunt.
Half my taskbar is taken up with tools required to work specifically with TDM. There's a whole hard disc devoted to it.
Nb, I've not a single mission released in the list, despite having made several and ten times as many tests - I think perhaps only 2-3 people in this forum have ever played any mission I've made / in progress (idk if I will ever finish "the one", because I'm fed up with it not working and having to rebuild it every time there's a change that affects some mechanics or architecture or whatever.).
One thing about TDM is that, up until a few years ago, its growth was sustainable and it had many active and enthusiastic team members.
In the past... year or so - TDM's profile and growth have started to outstrip its ability to keep up.
(remember the massive hissy fit I had when movers suddenly no longer caused damage..? It totally fucked entire sections of my levels - as did the no-draw surface tricks and many other things... I'd not receive replies to questions I'd ask because, usually, people wouldn't know the answers and I'd have to find them myself - using internet time machine for 404 sites a decade ago - It was possible to "workaround" them... Idk if you were here for that...)
In effect - the tools to create and the game itself change more quickly than it is possible to produce an FM of decent quality (IMO, only), that isn't merely a collection of prefabs, slung together into a mansion with some keys and some premise as to why you're running around performing a limited set of objectives.
Mind, probably doesn't help that I refuse to use architectural prefabs, cos I'm the kind of guy who recognises a typeface being used more than once in an modern advert that I used once, 5-6 years ago.
Check out the bugtracker: http://bugs.thedarkm...y_view_page.php
Why be expending so much effort on new features that will be bugged to hell for ages, when there are still so many residual bugs and glitches (and you've seen a few of my videos...), when there is still much QC to be performed on the "finished product"..?
A master adapts their tools to fit the situation, not try to alter the situation to fit their limited toolset. You can drill a hole with a hammer and nail, and sink a screw with a chisel. Don't need an electric screwdriver and powerdrill.
Many things are possible in TDM/DR - it is very robust and versatile - but it takes a fucking long time and a lot of effort and planning, and learning the game and how it works inside-out.
It's an exercise in problem solving and it can be bloody difficult at times, but therein lies the reward.
Despite never really finishing with TDM - it taught me so much about what's required (to analgise this to modern production work-flow), that it enabled a step up the ladder.
(also another reason as to why I'll probably never finish "the one")
Edited by teh_saccade, 17 July 2017 - 01:29 PM.