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Showing content with the highest reputation on 11/03/21 in all areas

  1. I wonder if I've missed some other small Halloween mission somewhere? Missing that competition this year Guess I'll finish watching the latest Halloween. I think the one from 1981 (the one with the computerized pumpkin masks & peoples heads turning into bugs or something) That was My 1st one. I was like 10 & lived in the boonies. That one was filmed creepy. The ones that follow after 4 usually lose their momementum & make me laugh instead.
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  2. Of course, you can use this and any others I've put in this thread. No problem.
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  3. Me and Tels were working on the volume slider for ambients & I remember around that time we were thinking about volume, and that's around when we updated the wiki for it and that language got in. I also can't remember who wrote it exactly, but I remember being one of the editors paying attention to it. It was a long time ago. I do remember the way volume generally works is the ambient should natively be at the maximum level, 100%, because volume modulation works best when it's cranking a volume down. It's possible to crank volume up, but then things get really fiddly and you get clipping. But in the early days IIRC, some sounds were getting in that were too quiet because whomever made them weren't appreciating that concept, so we were foreseeing updates with some sounds being made louder. And we'd had a few examples of things like that happening with the system that hammered that point in. Oh, also, if it's talking about the ambient speaker (the Info_Location object is also the object that's playing the sound, if you didn't know, not exactly a speaker, well it inherits a speaker in its .def, but anyway with spawnargs as if it were a speaker), if you set volume on the object itself, which I technically allowed the author to do with a spawnarg, it's going to affect every single ambient it plays. Well even aside from that, as a general principle, it's best to set volume through the soundshader and not via the speaker, in the sense that it's more robust to future updates (e.g., it's easier to drop in a new sound & control its volume without having to track down dependencies out there you have to change along with it) which is a kind of design principle in game development generally, or any software development. Or something like that. It was literally like a decade ago we were playing with that by now, and I like talking about it because it reminds me that I actually did something useful for this mod in my day. XD Edit: Actually, you know what may have happened? This happened a lot, especially with me & Tels, but could have been Orb too. I'd write a sentence about volume in the wiki, meaning the kind of stuff I was talking about above. (I mean that was originally my wiki entry, so I was kind of possessive with it & thought I should be the one updating it when we had changes like that.) Then Tels or Orb would come and edit it to be more precise or to "explain" why (they thought) it was saying not to mess with the volume spawnarg (with a completely different explanation), but thinking about factors that were basically completely different from what I was thinking about when I wrote the first version, and they thought I was really trying to say this other thing, and so they'd actually change it to say that. Then to me it seemed a little out of place, since it's not really talking about what I thought people should be concerned about anymore and bringing up these other issues out of left field it seemed to me. But then I wouldn't want to edit it back because they also had their own valid point to make & it wasn't really that big of a deal to make waves about it, and I needed their help & participation, and I was self-conscious since my point & skill weren't as technical as theirs, etc. This reads like it may have been that kind of situation. But again, a long time ago, lol.
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  4. @Bienie I think it's very unlikely that the team would change properties of core assets that are already in use in missions. To me that Wiki entry reads more like it discusses good practices, so when adding a new sound you should make sure the sound file is already at the correct volume so you don't need to rely on manually changing it via spawnargs or the soundshader. I wouldn't see any problems with adjusting the volume via spawnargs to your liking.
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  5. For now i am only interested in this specific artifact for grayman. I think he would have liked to be in the game as reference.
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  6. All the images I have put have severe copyright, it can only be used upon payment of $ 100 each.... Just kidding. They are images that you can use as you want, they do not have any type of license If you want, I can also make more specific images for your game (PM)
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  7. Checked out, looking the same as before for me => commited to master.
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  8. I think DR is considered a "legacy" app in Windows, wxWidgets is not using any of the newer UI frameworks. When increasing the zoom level, everything gets scaled up, so you get slightly blurry controls and icons. This is what the Surface Inspector looks like with 175% zoom level, you can see the text in the window panel is scaled, whereas the title is handled by Windows itself.
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  9. Hello Aosys! I just happened to run past your thread here as I've returned recently to the forums myself. I might be able to help you here with your Substance Painter setup, as I use it exclusively now. You wont get a one to one render preview in Painter, akin to that of the properties you'll see in-game. However you can get pretty close. I do use the non-pbr mode but once you've got the settings and layers optioned correctly, it'll work. Firstly, are you using current versions? This is important as shaders and various versions of Painter have broke in the past (especially since Adobe bought them). I normally bake my Ambient Occlusion into my diffuse texture. Until (or really if ever) we get PBR in game, this shouldn't be changing; however baking the AO really helps if you're wanting dramatic lighting for cheap. If you can, try to multiply the AO over the diffuse texture in Photoshop and then save that to DDS. Personally I don't much like how powerful (and plastic like) specular effects are in TDM, so I usually will just end up with a final diffuse and normal texture. The only time I'd recommend blending the AO via mtr file is if you needed to preserve the UV's for the diffuse but had to multiply that over a tiling texture independently. Otherwise we can just cut down on the file consumption and go without the mask. Also, Greebo just made a file converter to take FBX to LWO. I use MayaLT now, so if you have to pull anything in from FBX; that can now be handled directly. It also handles vertex paints and smoothing options! This was a big requested feature from me and I'm really excited to start using it here myself. Greebo made it to work with his Dark Radiant upgrade project but it's also directly accessible via a batch file! So what this means is we'll be able to just save FBX to a mirrored directory and then run the batch file and it'll convert/copy the new LWO files to your chosen models destination. If you want, I can show you how I've got my Substance Painter setup for TDM too. I could probably best do that via screenshare over Discord, so lemme know if you'd like to do that at some point.
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  10. Yes, but it's free Alternatively you can use GoFile, it's free, without register and for any filetypes https://gofile.io/welcome Great for sharing is also what I use, O&O File Direct, it's P2P (from PC direct to other PC, without host in the middle), free, easy to use, anonimous, no limits in size, number or type of files, but the app is only for Windows. https://www.oo-software.com/en/filedirect (Made in Germany) Need to be whitelisted in the Firewall of Windows, and the file or files can't be in a protected folder, which is logical. Naturally you must be online so that the recipient can download the file.
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  11. This portcullis is made with brushes only, no patches. You can see that the instance on the left where I made the brushes into an atdm:mover_door_sliding has broken geometry with seams in the spikes. The instance on the right follows AluminumHaste's advice to export as an ASE model, then import the model and change the properties from func_static to atdm:mover_door_sliding, then adding in all the required spawnargs (in my case: transparent /1 (since there's a visportal there), frobable /1, locked /1, translate /0 0 -176, used by whatever_key, snd_open /silence, snd_closed /silence, snd_move /door_metal01_move, ...). The geometry is clean on the model.
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  12. Some of you who've been on the TDM discord know I was out of work last Winter, just putting in hrs for the developer portfolio. Currently I've been working a seasonal job to pay the bills and now I'm finally in my last week before I get bumped off. Things will be tight but I'm planning a long off period to make as much content as I can. Big plans in Unreal Engine as well as my most ambitious TDM collab yet! Never been so excited to be a stuck at home to pursue my life's work. With a lotta time and maybe some luck, I'm hoping to get enough art work done that I may start applying around to studios.
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  14. Here a some video's from the province Overijssel in the Netherlands. Where i live and coming from. A nice video from "the Duth Venice" in the Netherlands, Giethoorn. No medieval mansions here, only typical dutch farm houses and wooden bridges next to small canals. "Castle Twickel", a small mansion. Palace "Het loo", near the border of the province. inside the palace:
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