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Showing content with the highest reputation on 05/11/25 in all areas

  1. I have Act 3 almost done, it is very very far along. It's been through many iterations, but so far this year I haven't had much personal free time to work on my map which is why it's so delayed. My hope was to have it already released, but yeah life has a way of distracting us. I'm going to be buying a laptop next month, and I will rent a hotel room and lock myself in it, away from the distractions of the world to get this done! Act 4 is also very far along too, so if I can get some free time after act 3 is out, I am hoping to get them out relatively close together. And just as a very special treat... here's the briefing video for act 3 (but shhh don't tell anyone!) Hehe thanks mate! I do the same thing whenever looking for stuff, it's no worries
    8 points
  2. I swear, I looked and did not see it. I'd say it was late at night but ... 8:05pm If it had teeth it would have bit me. Thanks. G
    2 points
  3. Yes that is an issue - for the game to draw any material it must defined in a .def file. It is the material def which points at the texture maps, and then the model is pointed at the material def via the names of it's material. For yours it could be quite simple for the time being: textures/gobmdl/ksword_rusty { metal diffusemap textures/gobmdl/ksword_rusty }
    1 point
  4. Good news is that is appears to me to export fine (and seems like it will be a cool dishonored style model): Bad news would be what the heck is going wrong. Here is a picture of the modifier stack: And the ase export settings: What does your material def for the texture look like? Maybe there is an issue there.
    1 point
  5. Do you want to try posting your .blend file? I can take a look at it.
    1 point
  6. Thanks for the report. I have bisected the problem to f99d1d5b417f043ee91b18cb3a79619bbdcac501 — Bounded::localAABB returns by value which was supposed to be a simple change to how a method returns its value but obviously I must have missed something when updating the various subclasses.
    1 point
  7. This almost has to do with the normal facings of the model which I can see you are aware as you are posting a picture of the blue normal direction in blender. The catch would be even when the normals are facing the correct direction in blender - it unfortunately doesn't always mean they will be handled correctly by the model exporter. Check a few things: Have you triangulated the model? Quads and ngons will not render correctly in the game. The export tools have a triangulate check box - but I prefer to use the triangulate modifier in blender as that gives you a bit more control and you can actually see the result. Do you have "recalculate normals" selected on export? *Normally* that is fine (get it?), but if the exporter is messing up the normal facings of the model you can try disabling it. Then are you using lwo? *Personally* I have had a lot of issue when importing and exporting lwos in general - and that includes circumstances where the normal direction of the models just would not export correctly - and I actually had to invert the normals in blender (ie all red outward faces) to get them to export correctly into the game. For that reason I currently like using ase over lwo or the newer obj export as it is the most reliably “what you see is what you get “option when working with TDM formats and blender, but that is just my opinion.
    1 point
  8. new shortsword/knife loot/prop thing!
    1 point
  9. I finished Acts I and II. I really enjoyed them. Are you still planning additional acts?
    1 point
  10. It's a nice mission, but I like most of your other missions more.
    1 point
  11. Why are all the days on readable's in German? Here are subtitles. I tested them while playing and finished the mission. Maybe you could check for spelling, etc.? You could include them when you fix the previously mentioned briefing bug. Edit: I didn't include the Hemsworth barks ( sound/voices/hemsworth ), because they aren't story related and they have tdm_ in front of the name, so I thought they overwrite core files anyway, but I'm not sure. I can still add them if needed. bathouse_subs.pk4
    1 point
  12. "POM seems to be faster than throwing more polygons" Good to know but I did heard the contrary from some people in the gaming industry but I never tested it my self and this was years ago, so things most have changed by now. But even so even if POM is faster and look awesome when it works, there's no denying that it has serious issues with curve surfaces and characters. And your totally right about UE5 nanite, IMO this focus on that tech, is creating huge performance issues for modern games, some developers are even stopping making custom LOD's anymore and relying entirely on nanite. And is not only nanite, mesh shaders are gaining popularity and they gave rise to D3D12 "meshlets", that is what Alan Wake 2 uses for example. The Remedy engine debug visualization of them, does look very similar to that of nanite, so perhaps they are the same thing? Lumen is another thing that IMO is creating big performance issues and ugly noisy games, even TAA cannot solve that, I played a indie UE5 demo of a horror game and when I entered dark rooms and turned on the light, it took almost half a second for the light to resolve, it was very jarring.
    1 point
  13. Tried the same method on the cobblestone wall. Instead of the current handmade normalmap, I used the Stable Diffusion-generated heightmap.
    1 point
  14. Here's textures/darkmod/plaster/panel_decorative_white texture, current normalmap only: Current normalmap plus heightmap generated in Stable Diffusion (with a bit of wavelet decompose + highpass filter in GIMP): And this one is using only the heightmap. Normalmap is generated from it using the blend bumpmap command in the material. textures/darkmod/plaster/panel_decorative_white { surftype15 description "tile" qer_editorimage textures/darkmod/plaster/panel_decorative_white_ed diffusemap textures/darkmod/plaster/panel_decorative_white { blend bumpmap map heightmap (textures/darkmod/plaster/panel_decorative_white_height , 10) } { blend parallaxmap map textures/darkmod/plaster/panel_decorative_white_height min -0.03 max 0.03 } } I used the Depth Anything v2 Large model using this addon I mentioned before and I think it did a great job. https://drive.google.com/file/d/1cf1V861gnc0aPs8rn2BGcQuO0PYhIuLG/view?usp=drive_link
    1 point
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