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Showing content with the highest reputation on 04/23/20 in all areas

  1. In order to ensure that guards cannot "cheat" by ramping up their brightness, you could make the thieves transparent and link the degree of transparency to the light gem. Completely dark would equal transparency 100%, completely lit 0% transparency. The scaling would need some work, as the thieves will already be harder to see, when in the shadow, so 50% transparency in the shadow may already make them basically invisible. But this reminds me of one big problem that a multiplayer TDM has (that I remember from other discussions about the multiplayer): apart from the multiplayer infrastructure/code, you need a player model with working animations for all the actions a player can make. This is another huge chunk of work. But if you have a working basis, you may find someone willing to work on that.
    2 points
  2. Greetings all... Saxmeister here, back from the grave. It's been quite some time since I was really involved in teh project, but glad to see how well it has evolved over the years. I missed several team members here and wanted to check in now that the world seems to be "falling apart." Hoping all of you are well...
    1 point
  3. Greetings from another North Carolinian.
    1 point
  4. Yes and it's already lost to the sands of time, which is another reason to not go the independent route. If somebody built off the TDM base, there's a better chance it will get picked up and continued if one person can't do it alone. As for the transparency point, that's exactly how Thievery works, and it works great. You should watch some videos of it in action (I put part one of a series below). It's fun. You can see other things they had to do too, like flashbombs whiting out guard's screen, footprints sticking out a bit more, uh, a few other things. As for the second point, for the game just to work, it's okay for the animations to be kind of basic, just the minimum to signal what the player is doing.. Possibly the basics already there might be fine. Thief2 also has super basic player animations, but it doesn't really matter to enjoy the multiplayer experience, since the other players can still do all the normal thief things. And if it works, you can expect people will improve the animations over time, so it can get released & people can start playing with it well before you've got perfect animations. In my understanding, the biggest task isn't animations but having player events shared across multiple clients for literally every system. But even for that, I think once you've done it for one system, it will be easier to do for the others.
    1 point
  5. Welcome back. Do you still have access to the Developer forums?
    1 point
  6. I may be a bit dumb. I found a few good CC0 models I'd like to convert to TDM. I should be able to make a low-poly version and bake materials, so everything else would be easy, right? Yeah, wrong. It's probably just some stupid mistake related to the way file paths are written in the material or model files, but I'm unable to find what it is. Thanks for any help. I managed to export the object as .ase and make it show up in DarkRadiant. I managed to assign it a built-in tiling texture. It works in game. However I'm completely stuck at creating and assigning a new material. I think I was already there once, I managed somehow to assign it a material that loaded the _ed texture in DarkRadiant, but it rendered as fully black in game. However, I was using the 2.08 beta and it may have just been a bug (switched back to 2.07 for the purpose of testing models). And because I'm possibly a moron, I broke it even more when trying to fix it and did not save the original state. Now I get the blue & black no material. DarkRadiant log says that it cannot find the material I guess: "[shaders] ShaderLibrary: definition not found: textures/darkmod/furniture/gothcab" This is what my models and textures directory structure looks like: The testmission/models/darkmod/furniture/ directory only contains the file GothicCabinet_01.ase. The testmission/textures/darkmod/furniture directory contains the material files and the textures: gothcab.mtr, gothcab.dds, gothcab_local.dds, gothcab_s.dds and gothcab_ed.jpg The *MATERIAL_LIST section of the GothicCabinet_01.ase file looks like this: *MATERIAL_LIST { *MATERIAL_COUNT 1 *MATERIAL 0 { *MATERIAL_NAME "textures\darkmod\furniture\gothcab" *MATERIAL_CLASS "Standard" *MATERIAL_AMBIENT 0.0000 0.0000 0.0000 *MATERIAL_DIFFUSE 0.8000 0.8000 0.8000 1.0000 *MATERIAL_SPECULAR 1.0000 1.0000 1.0000 *MATERIAL_SHINE 1.8090 *MATERIAL_SHINESTRENGTH 1.0000 *MATERIAL_TRANSPARENCY 0.0000 *MATERIAL_WIRESIZE 1.0000 *MATERIAL_SHADING Blinn *MATERIAL_XP_FALLOFF 0.0000 *MATERIAL_SELFILLUM 0.0000 *MATERIAL_FALLOFF In *MATERIAL_XP_TYPE Filter *MAP_DIFFUSE { *MAP_NAME "GothicCabinet_01" *MAP_CLASS "Bitmap" *MAP_SUBNO 1 *MAP_AMOUNT 1.0000 *BITMAP "textures\darkmod\furniture\gothcab" *MAP_TYPE Screen *UVW_U_OFFSET 0.0000 *UVW_V_OFFSET 0.0000 *UVW_U_TILING 1.0000 *UVW_V_TILING 1.0000 *UVW_ANGLE 0.0000 *UVW_BLUR 1.0000 *UVW_BLUR_OFFSET 0.0000 *UVW_NOISE_AMT 1.0000 *UVW_NOISE_SIZE 1.0000 *UVW_NOISE_LEVEL 1 *UVW_NOISE_PHASE 0.0000 *BITMAP_FILTER Pyramidal } } } And lastly the gothcab.mtr file contains the following: goth_cab { // Use one of the predefined surface types like stone, glass, wood stone // or use this: // surfaceType 15 // and make the first word in the description below your texture type, // like so: // description "foliage" (This is a grass texture) surftype15 description "Gothic cabinet texture" qer_editorimage textures/darkmod/furniture/gothcab_ed bumpmap textures/darkmod/furniture/gothcab_local diffusemap textures/darkmod/furniture/gothcab specularmap textures/darkmod/furniture/gothcab_s // This is the code required for frob highlighting this texture { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white.tga rgb 0.40 * parm11 } { if ( parm11 > 0 ) blend add map textures/darkmod/furniture/gothcab rgb 0.15 * parm11 } // The following two blocks are required for the ambient shading: // TDM Ambient Method Related { if (global5 == 1) blend add map textures/darkmod/furniture/gothcab scale 1, 1 red global2 green global3 blue global4 } }
    1 point
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