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TDM NEW MAPPERS WORKSHOP


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#226 Springheel

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Posted 07 August 2017 - 02:21 PM

I've been away on vacation, but I'm working on the next lesson now.



#227 Springheel

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Posted 08 August 2017 - 08:06 PM

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Ok, the next lesson is up.  This one is about sounds, primarily, with a bit about particle effects.

 

 

More details on sound effects:  http://wiki.thedarkm...ing_Up_Speakers

More details on particle effects:  http://wiki.thedarkm...title=Particles


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#228 Darkness_Falls

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Posted 08 August 2017 - 09:50 PM

Pretty cool! You answered most of my questions that popped into my mind while you were talking (sound attenuation/falloff, random timing to looping sounds (+/-5 secs), sound triggers, etc.), so "Thanks" for being thorough... and it's awesome the toolset is so flexible!
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#229 Bikerdude

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Posted 09 August 2017 - 05:26 AM

Regarding ambients some point to be aware of -

  • If the s_mindistance is almost the same as the s_maxdistance, the sound will fade-in and out abruptly.
  • if they are a point source like say a cricket in a bush/tree you absolutely want the s_mindistance to be 0 because - you want the sound the fade in/out gradually and you want the allow the sound to be directional (this only applied to ambient sounds that are mono.
  • If the ambient sound is stereo, the engine wont treat them as directional. These ambient are excepted as being just that, an ambient sound to fill the area the player is in - and its the one that applied to Springheel's point @ 7:53

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#230 Anderson

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Posted 09 August 2017 - 08:43 AM

 

Regarding ambients some point to be aware of -

  • If the s_mindistance is almost the same as the s_maxdistance, the sound will fade-in and out abruptly.
  • if they are a point source like say a cricket in a bush/tree you absolutely want the s_mindistance to be 0 because - you want the sound the fade in/out gradually and you want the allow the sound to be directional (this only applied to ambient sounds that are mono.
  • If the ambient sound is stereo, the engine wont treat them as directional. These ambient are excepted as being just that, an ambient sound to fill the area the player is in - and its the one that applied to Springheel's point @ 7:53

 

 

Wrote it for you in the YouTube comments for longevity of the info.


 "I really perceive that vanity about which most men merely prate — the vanity of the human or temporal life. I live continually in a reverie of the future. I have no faith in human perfectibility. I think that human exertion will have no appreciable effect upon humanity. Man is now only more active — not more happy — nor more wise, than he was 6000 years ago. The result will never vary — and to suppose that it will, is to suppose that the foregone man has lived in vain — that the foregone time is but the rudiment of the future — that the myriads who have perished have not been upon equal footing with ourselves — nor are we with our posterity. I cannot agree to lose sight of man the individual, in man the mass."...

 

 

- 2 July 1844 letter to James Russell Lowell from Edgar Allan Poe.

 


#231 Springheel

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Posted 09 August 2017 - 09:55 AM

 

Wrote it for you in the YouTube comments for longevity of the info.

 

Points 1 and 2 were already covered in the video.  Point 3 is only partially true, but gets into details that new mappers don't really need to know about.


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#232 Springheel

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Posted 11 August 2017 - 06:56 AM

How is everyone coming on their missions, btw?  It's been a little quiet the past couple weeks.



#233 Springheel

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Posted 11 August 2017 - 07:00 AM

Springheel, really enjoying the videos.

 

I’ve built by main house and sealed it up fairly well. I began working on an outdoor city street area and got a little carried away. Ended up with a few winding streets without really considering sealing and visleafs. Lesson 2 warned against that very thing, I know!

 

Outline is here: http://imgur.com/97ze0OY

 

For the time being I’ve just thrown a big portal sky around it all. Looking at your prologue map, the streets seem to be sealed with very large brushes of caulk and visportals. Should I be thinking of doing the same?

 

One other thing I forgot to mention, Delahunt...I have a video series about making a city street--the part about detailing might be useful.  There are special models meant to go at the base of walls to hide the 90 angle there.

 

https://youtu.be/RRIY0K_8B2A?t=20m16s


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#234 NeonsStyle

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Posted 11 August 2017 - 07:45 AM

Spring, in the next episode when you do water, could you also cover the following please?

 

How to make underwater cloudy, or dark so it's partially clear. ie an ability to set the transparency of underwater.

 

How to have it so the player gets the oxygen meter when underwater. My current mission uses a lot of water,

and the player is going to have to use it, so I need to learn all these things. 

 

What I really want, is the green murky water, that looks the same underwater, dark green and murky.

 

Also, I noticed in the grassdemo (where you had the beautiful flowing grass made by Arcturus) that he had water that would reflect lights. I need to learn how to do

that too. I tried to make his version of the water, but it just didn't work. I couldn't get the same look underwater, nor have it reflect lights. I really need that.

 

Thanks, love ur series, it's really really good.I hope you keep going after you feel ur done. 

 

Neon


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I have a small YouTube channel making videos on a variety of games. Come and have look here:
 
https://www.youtube.com/c/NeonsStyleHD

 

 

 


#235 Springheel

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Posted 11 August 2017 - 07:55 AM

Water can be quite complex to work with, and frankly I don't know that much about it.  In my 4 missions, only one has had water and it was mostly copied from the water in the training mission. 

 

I'll doubt I'll be able to cover more than the basics in the video, but that should include murk.



#236 Amadeus

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Posted 11 August 2017 - 08:38 AM

How is everyone coming on their missions, btw?  It's been a little quiet the past couple weeks.

Good, these videos are helping out tremendously! I do have the same problem as Delahunt though as I'm trying to make this map wayyyyy too big. Gotta keep my map in check before it goes all over the place.

 

One suggestion for a future video (way on down the line, I'm sure your busy) would be one focusing on nature and maybe weather. Such as how to build a cave or a forest, and how to make it snowy or foggy. I feel like those are two subjects that don't get talked about that much. 



#237 Springheel

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Posted 11 August 2017 - 08:52 AM

Good, these videos are helping out tremendously! I do have the same problem as Delahunt though as I'm trying to make this map wayyyyy too big

 
It's one of the biggest problems mappers face; even experienced ones. :)

#238 Delahunt

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Posted 12 August 2017 - 05:46 AM

Thanks Springheel.

 

I'm away as well, but hoping to get back to this next week...



#239 Darkness_Falls

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Posted 12 August 2017 - 03:39 PM

How is everyone coming on their missions, btw?  It's been a little quiet the past couple weeks.

 

I've gotten behind "implementation-wise", but am feeling pretty good about the teachings you've bestowed upon us, so I, thankfully, don't really feel lost yet. It's just a matter of putting in the man-hours necessary to build and flesh out rooms/areas, which will help to make me feel more and more adept. For more detail on my status, expand the spoiler:

 

Spoiler


Edited by Darkness_Falls, 12 August 2017 - 03:41 PM.

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#240 Springheel

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Posted 12 August 2017 - 07:34 PM

It's less about 'learning' at this point and more about 'doing', which is a cool place to be in.

 

 

Glad to hear it!


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#241 Springheel

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Posted Yesterday, 12:39 PM

Next lesson is up:

 

 

 

To install the new particle effect mentioned, create a new folder called "particles" in your mission folder http://www.mindplace...save/splash.prt

The new particle is called water_splash_cycle

 

Wiki page on water:  http://wiki.thedarkm...Swimmable_Water


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