Jump to content
The Dark Mod Forums

Leaderboard

Popular Content

Showing content with the highest reputation on 07/25/21 in all areas

  1. Mission "Volta 1: The Stone" by @kingsal. Overrides: mainmenu_background.gui (for custom background) mainmenu_briefing_video.gui (for removing empty briefing page) mainmenu_main.gui (no changes here) tdm_objectives.gui (squeeze 6-th objective, don't close by click) tdm_objectives_core.gui (squeeze 6-th objective) tdm_objectives_defs.gui (squeeze 6-th objective) So I removed all these files. Then added the following to mainmenu_custom_defs.gui: //stgatilov #5323: disable briefing state #define ENABLE_MAINMENU_BRIEFING 0 //stgatilov #5323: set custom background #define MM_BACKGROUNDS_META_ALLSIMPLE BackgroundCustomVolta And some code for background into mainmenu_background_custom.gui windowDef BackgroundCustomVolta { rect 0, 0, 640, 480 background "guis/assets/mainmenu/volta_menu_background" BACKGROUND_DEFAULT_BEHAVIOR(BackgroundCustomVolta) } The updated FM works nicely in the new TDM. Of course, custom sizes of objectives are lost, now there are 5 objectives without scrolling. Also, the parchment on difficulty selection screen looks dirty (old texture), I guess FM overrides it. In TDM 2.09, the mission plays properly, but main menu has default background. Also, the empty briefing page is displayed after video --- as expected.
    2 points
  2. Ugh, spent a week redoing these carpets by hand: Now I just have to get rid of the seam between them, I think it's a photoshop 2020 glitch. EDIT: You can see how the original texture didn't line up:
    2 points
  3. EDIT: Ignore the FPS counter, I'm using 8xAA for the screenshots. For the past year or so I've been working on increasing the quality of the carpet textures. Some of them are really REALLY low res. There's some that are actually 128px X 256px. They look really bad in game, but back then, we took what we could get. So using various tools including AI upscaling and hand crafting parts of the textures in photoshop, I think I'm at a point that I'm getting close to a good workflow. These won't be replacements for the current textures, but will be sat alongside the low res ones. They have been used in almost every mission in different ways, sometimes in non conventional ways, and I don't want to break the aesthetics of the current missions. They will show up as _HD in DarkRadiant's texture browser. Here's what I have so far. (Click on the images to see their fullsize) Here are some side by sides: Here's the images on imgur https://imgur.com/a/2G0f5ZF https://imgur.com/a/2G0f5ZF
    1 point
  4. I want to have some sort of wall painting showing grayman's DM avatar in his wip "TBM" that I will complete. Zergrush posted this image in another thread. I cannot use the original as it seemingly is IP. Is somebody here with the skills to create a more or less identical copy of the image above with grayman's red avatar sword?
    1 point
  5. As long as the aspect ratio is the same, changing texture resolution alone should not break existing FMs. The compiled map (along with all models) will be storing texture coordinates as 0 - 1 normalised UV coordinates, which don't care about texture resolution. I believe the problem @AluminumHaste is referring to is that the actual visual alignment of certain textures has been changed, which means that they would need to be reapplied manually in DR by the mapper. This would make a direct image replacement unsafe.
    1 point
  6. Mission "Snowed Inn" by @Goldwell and @kingsal When I tried playing, I noticed custom background in menu, and skipped briefing state. The in-game list of objectives also looks different from normal. However, many files are overridden: mainmenu_background.gui (custom background in menu) mainmenu_briefing_video.gui (skip empty briefing parchment) mainmenu_main.gui (exactly equals to 2.09 version) mainmenu_objectives.gui (skip empty briefing + tiny change in difficulty labels) mainmenu_utils.gui (skip empty briefing on Escape during video) tdm_objectives.gui (6 objectives per page, size changes, don't hide on attack button) tdm_objectives_core.gui (6 objectives per page, size changes) tdm_objectives_defs.gui (6 objectives per page, size changes) Well... I wonder whether I should try to understand what was changed... UPDATE: Analyzed the changes. By the way, while this mission requires TDM 2.08, its overridden GUI files are taken from 2.05
    1 point
  7. Hi JackFarmer, here is my try to create the image you wanted. In addition to chaning the handle of the sword, I also tried to change the shape of the guard and pommel to be more similar to grayman's picture. It is not 100% accurate, but it may suffice.
    1 point
  8. I also had the scale wrong on the red carpet end piece. It's actually this size: So can't just replace it, it's different dimensions. Another problem I don't know if I'm going to bother fixing, is that some of the carpet textures don't align at all, as this is how they are originally uploaded to TDM, I can see how the middle transition texture was made from parts of the end texture, but they don't quite line up.
    1 point
×
×
  • Create New...