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Showing content with the highest reputation on 03/09/23 in all areas

  1. After completing nearly every TDM mission, I'm finally working on one of my own. It won't be terribly long, but something manageable for my first fm. It starts out in a small wooded area, then ends up at a modest manor. Things are going pretty well so far. The environment and basic architecture are done, it just needs to be prettied up. After fixing many leaks, I also have all the Visportals working now. Challenges: I managed to successfully export an asset from Blender and texture it for tdm. I think this is the most difficult thing I've ever done. DarkRadiant didn't like the file generated from the Blender ASE exporter I'm using. I was able to correct the output by comparing the file to one from another fm and also figured out how to get the textures in there. It took me a couple days, but at least now I know the process. Currently adding furniture and AI.
    4 points
  2. You'll be happy to know then that we just added OBJ as a supported model format! I've not branched out from using LWO myself yet but that helps make modeling in TDM, a lot more accessible. Congrats though on starting your first FM!
    2 points
  3. p.s sorry about the rant it did not in fact have any place in this thread i was just so dissapointed after getting two new pc cases that each of them despite being pretty expensive used sub standard materials, one even shredded the screw threads after pulling my gfx card despite the screws only being tightened with my fingers . The obsession with glass windows and lightshows in these cases bear a good deal of the responsibility i reckon.
    1 point
  4. IMPORTANT It is highly recommended that you play with shadow maps turned on to get full use of the new volumetric lights in 2.10. Go into Settings -> Video -> Advanced -> "Shadows Implementation" set to "Maps". Additionally it is recommended that you play with EFX and HRTF turned on. Go into Settings -> Audio -> Turn "OpenAL EFX" & "OpenAL HRTF" set both to "On". Author note Noble Affairs features a brand new female protagonist named Clara who comes with a new female voice set. Originally this mission was meant for the connection contest which is why you will notice a lot of references to Kingsal's Volta universe. Due to time constraints this mission was not entered into the contest and instead I decided to release this as a standalone mission. This mission takes place after the events of Volta 1: The Stone but before the events of Shadows of Northdale Act 1. This mission is dedicated to Grayman, may he rest in peace! - Goldwell. A big thank you first up to Epifire for his very helpful advice and putting in some really hard effort and creating some amazing custom models! Please check out his art station page: https://www.artstation.com/epifire I wanted to thank Amadeus, Dragofer, Epifire, Kingsal & Skacky for helping out by providing custom models, readable/text improvements and also general mapping advice. You guys have been incredibly helpful, thank you! I also want to thank my A-Star beta team who helped to squash many bugs: Amadeus, Epifire, Kingsal, Moonbo, Nbohr1more, Random_Taffer & Skacky. And I wanted to thank the fantastic vocal cast: Clara - Joy Hayward Shop keeper - Andrew Bartmess Produce Merchant - Epifire Citywatch guard - Random_Taffer I wanted to thank someone who often doesn't get enough love and that's Greebo who works very hard to create the tools that myself and all other mappers use. Dark Radiant is a fantastic application which is always finding new ways to innovate and improve the mapping experience. Without the work you put in Greebo there would be a lot less missions made, so thank you! Thank you to the Cryo Chamber label for granting permission to use their music throughout the mission. Please check them out at: https://cryochamber.bandcamp.com Thank you to Michael Ghelfi for his audio ambient tracks. You can find more of his work at: https://www.youtube.com/user/MichaelGhelfi And if you wish to support him he also has a patreon page: https://www.patreon.com/MichaelGhelfi And finally thank you to you, the player for playing my missions and providing all the wonderful support and feedback over the years! DOWNLOAD HERE (Requires 2.10) Version 1.2 File Size: 465mb
    1 point
  5. Can only speculate. The HUD features were in TDM a long time (so mature) before they became resizable. Subtitles are still kind of a work in progress. Also, subtitles are optional, whereas the other HUD features are (with an exception or two) not. And maybe tdm_hud.gui is already complicated enough.
    1 point
  6. I think we still differ on what that implementation should be. Sorry, I'm going to be a pain in the butt. Not really true; currently, the last phrase of an SRT is still bound by the original clip duration. So, SRT would also need the ability to be extended. And the SRT author have the ability to make use of that extension when specify the last-phrase end time. That said, I'm mainly interested in inline at this time, so, in the interest of getting that done, willing to postpone consideration of SRT extensions (say until 2.13). On the third hand, SRT will probably be used a lot more with "story" phrases, including those appearing in Conversations. So maybe it can't be postponed. For conversations (including those that are inline), I think the default extension should be 0, not 0.2 seconds. Because it's not desirable to extend unless you really have to, as I argued earlier. No. What I want is duration extensions that can be individualized and applied on a per-sound-clip basis. I would much prefer just specifying another individual (but optional) parameter, even if that requires more cut/paste. If instead it's necessary to reorder and group sound clips to apply extensions, this will make management of my testing list considerably more difficult. ALTERNATIVE: I could imagine, instead of specifying an optional extension parameter, it could be calculated on-the-fly. The algorithm would count the number of characters and the approximate number of words, apply them against global max CPS and WPM settings, and generate extensions, bounded by 0.0 and 0.5 seconds by default. If you're interested in this alternative, we could pursue it further. (The CPS/WPM could be one or two user-adjustable CVars.)
    1 point
  7. I just found that if you save in kdenlive as a kdenlive project, the subtitle srt track is automatically exported as well and every time you save in kdenlive again the srt file is updated. So manual exporting isn't actually needed. The srt is saved in format filename.kdenlive.srt .
    1 point
  8. Of course I need to suggest Vampire: The Masquerade - Bloodlines. Stealth is possible in a lot of missions and if you really want to take it easy, you can make yourself invisible as a Malkavian or a Nosferatu too!
    1 point
  9. I am in map-learning, map-making trudgery sprinkled with real life (or vice versa). I don't imagine my first pubic map will compare with the great ones that have crossed the TDM threshold, but, it will be infinitely valuable to me to make one and provide one to all of you. I hope to get it into your hands "soon!" Clint
    1 point
  10. ...the same area as from the securtiy camera above, but this time through the eyes of an infiltrator: If you were to build my constructions in the real world, they would pretty much either collapse immediately or explode, or worse would happen. Shot taken from HHBAM, Mission #4: "The advantages of a union membership."
    1 point
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