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  1. 12 points
    The next 2.08 beta update is going to include a new Bloom effect and the ability to render to a floating-point (HDR) buffer. While that may sound very technical, it gives you new options to represent bright light sources in your maps. As an example, look at this screenshot courtesy of @peter_spy: No particles effects are involved. The lamps have a simple blend add stage with a texture and an 'rgb 20' factor, which means that the color values of the texture are multiplied by 20. They will therefore exceed the normal color range and go into HDR range. And while they will eventually be clamped back down to the standard [0,1] range and thus appear white on the screen, the new Bloom effect collects these values, blurs them and adds them to the final image - that's what gives the lamps that glow and makes them look bright. So, if you'd like to play with that, with the next 2.08 beta you'll be able to enable Bloom in the advanced settings under experimental features and also set the color precision to 64 bits (float). Hope this will give you some new options to accentuate your lights Or if you're impatient, you can try this build: https://ci.appveyor.com/api/buildjobs/at3a0wyvy3kgt0ep/artifacts/TheDarkMod.7z (The downside, of course, is that both Bloom and 64 bit color precision are not going to be on by default in 2.08. If they are off, the lamps will just appear white without glow.) Btw, aside from that nice glow around over-bright light sources, the higher color precision won't really make much of a difference. But it does help with banding artefacts - fog and similar things will look noticably smoother.
  2. 8 points
    After a considerable amount of time and work by a group effort, while betatesting was mostly on hold, a new beta build has been uploaded today. The FM has been improved & completed in all kinds of areas (such as overall presentation, readables, voiceovers, execution of the main story and new secret locations), and now the time has come to resume testing. Both new and returning betatesters would be very welcome. In fact, quite a few new betatesters may be needed as it's been a while since the last build. Here's another link to the Discord server: https://discord.gg/fP32yEn"
  3. 8 points
    Two pics from the next William Steele mission, entitled Baleford Museum.
  4. 7 points
    I have a nice, 2TB storage dedicated server I can put to use as a mirror if necessary. It's US based and should be able serve everything pretty quickly. Is there a need for another mirror to host missions and game files at this time?
  5. 6 points
    I've been using the free time due to the corona-lockdown to finally learn OpenGL. Graphics programming has been on my bucket-list for quite some time, so I had a lot of fun learning this! However, the inital motivation to learn OpenGL was actually to add Bloom back into TDM. As you probably know, the mighty @cabalistic has beaten me to it, which is pretty damn good, because my first try at Bloom yesterday was really bad!! I ended up integrating his bloom into my testproject.
  6. 5 points
    Heyo, I was asked if I would do a familiariisation of Dark Radiant for new mappers, so they can quickly learn what's what in DR and how to use it. It's not a mapping tutorial, but more just a get familiar with DR. It'd be good if this is useful, if it would be stickied so it's always available for new mappers. Springheels,Sothas, and Fidcals tutorials are all in the description of the video.
  7. 5 points
    beta208-06 has been released. The list of changes is provided in its usual place. Remember that you must download tdm_mirrors.txt again from the link in the original post before running tdm_update. The bloom parameters have been tweaked. It is strongly recommended to reset them to new defaults after update. One way to achieve that is deleting darkmod.cfg (full config reset). Another way is to find and delete all lines conaining r_bloom in darkmod.cfg (7 lines/cvars).
  8. 5 points
    Hey, here is a little note-to-self/funny tidbit of note. Nbohr1more alerted me earlier to the presence of r_testSpecularFix in the beta thread and I've been checking out the differences intermittently while testing for other stuff. Overall it does look a bit poorer, there's less fresnels to go around, but it's definitely better math, metal is actually shiny now more often than not. Anyway, point being I was going through some of my old WIPs for testing now and I noticed a very stupid trick that the fix broke that I thought you'd get a kick out of seeing. I was making a glass material a long time ago that was basically a heathazewithdepth.vpf stage with a blend filter for the color of the glass afterwards and no need for a diffusemap. Consequently, I seem to remember that I couldn't make regular lights reflect off it, it seemed to need a diffusemap for that purpose. I ingeniously set up this code block: { blend diffusemap map _black rgb 8 } What it did was miraculously make specular work without the need of a specularmap keyword to be defined, and upping the rgb (to 8 and above) made it factor the lights more strongly. I loaded this map tonight and I saw that the specular practically disappeared between r_testSpecularFix 0 and 1. I dug in and realized that the mere rgb factor on the diffusemap used to bump the specular and that furthermore that was the reason I couldn't get the specularmap keyword to work without a diffusemap in hand. I reformatted it like this now and it works the same: { blend specularmap map _white rgb 1 } Here are screenshots of the difference that having a specular makes on this particular surface, for illustration: I managed to notice it now and I don't think anybody else uses this trick in their maps (even I don't anymore), but I think it's a very good abject example of exactly how this got fixed
  9. 5 points
    Sorry for resurrecting an old thread, but I thought this might interest a few people (I accidentally applied the wrong normal map to the floor, so ignore those artefacts you may see.) This works by means of a new custom shader, which I've attached to this post. I don't know if it'll land in the upcoming 2.08 release, but you could also bundle the shader with your map, and it should even work in 2.07. How to use it? Well, it's admittedly not super user-friendly. You'll need the regular cubemap capture as before. But in addition you'll also need the world position from where the cubemap capture was taken, and you need to specify an axis-aligned bounding box that approximates the captured geometry in the cubemap. This means that this technique works best in rectangular-shaped areas (like in Epifire's test map from this video), and that rectangular shape should be axis-aligned. You can of course still define an axis-aligned bounding box for non-rectangular or rotated geometry, but it'll probably not look as good. Since there's currently no support from DR or the game to get those parameters, you'll have to measure those three positions yourself (cubemap capture position and AABB min and max corners), either in DR or in the game with noclip and getviewpos. They don't have to be exact, but it'll look better if they are not totally off. Now, in your material, you'll need to replace the default cubemap reflection stage, i.e. this part: { blend gl_dst_alpha, gl_one cameraCubeMap env/cubetest texgen reflect } Replace it with the following: { blend gl_dst_alpha, gl_one program parallaxCubeReflect vertexParm 0 0, 40, 100, 0 // cubemap capture position vertexParm 1 -130, -240, 0, 0 // proxy AABB min vertexParm 2 130, 320, 200, 0 // proxy AABB max fragmentMap 0 cameraCubeMap env/cubetest // reflection cube map fragmentMap 1 _flat // normal map } vertexParm 0,1,2 are the cubemap capture position and the AABB min and max corners in world space, respectively. fragmentMap 0 is the actual captured cubemap, and fragmentMap 1 is the normal map for your surface (or '_flat', if you don't want one). parallax_cubemap_shader.7z
  10. 4 points
    Hi guys, Beta Testing of HH:TLC shall begin latest at the end of next week. The map size is ca. 80% of HH:I, and depending on play style it should take ca. three/four hours to complete the mission. Please sign up here if you want to help. In case you don't want to help, then sign up here as well, and I will ask grayman for divine punishment for all of those who do not work to the will of the Builder! Jack
  11. 4 points
    Indeed, I think it's mostly practical reasons. First you need to recruit enough voice actors (1 for the player/briefing, at least 2 for a dialogue between NPCs), and ideally they should sound similar to one of the existing vocal sets. Usually you get multiple takes, among which you need to pick the best for each line (or ask for more takes if none of them hit the mark) and then edit & split up the recording into individual files for each line. Then each file needs to be setup as a sound shader, and each sound shader needs to be referenced by name in the conversation editor. And of course you need an idea for what should be said in the first place. A lot of steps/hurdles on top of all the other mapping work, but I agree that it does add much to the immersion and storytelling. Missions which have voiced lines, off the top of my head: The Painter's Wife, aka the Bikerdude/Shadowhide city FM, which has re-entered beta a couple days ago, has been upgraded with a lot of voiceovers and a voiced briefing recently. Basically all Goldwell missions, no doubt aided by the fact he's a talented voice actor himself with good contacts in the Thief FM voice acting scene. Volta missions I used several scripted dialogues in Down by the Riverside. I didn't use them in One Step Too Far, my first FM, because I had enough on my hands with learning the editor, nor in Perilous Refuge, my third FM, because that was intended as a less labour-intensive release while I continue working on other more ambitious projects.
  12. 4 points
    @nbohr1more @stgatilov You guys were right, after updating to 2.08 it looks like... 1. ...crashes during WIP loading have vanished and 2. ...in game crashes in WIP area with fire elementals have vanished as well! Thank you, after adding final voice lines in the next days I will start beta/optimizing! Jack P.S. ....love the new swimming system, although I think I will have to add a few more breath potions as the lake is very, very deep! P.P.S. ...and I have the feeling, that everything runs much faster now!
  13. 4 points
    Taken from Far Cry 3: Blood Dragon...
  14. 4 points
    The number of mirrors is not too high today, and new mirror would definitely be welcome. However, we have been split on the question of whether we could use a server as official mirror when its owner has zero posts on these forums. The TDM code does not properly verify downloads, so we must be sure that mirrors owners can be trusted. Sorry.
  15. 4 points
    All badly rotated entities were either fixed or replaced. So the next released version will be compliant with future releases of TDM. Next I will go through the map and adjust all the lights to look good with 2.08. Then comes a new start area, outdoors, before the cave. Perhaps it will feature a bit of hide & seek with some patrols on a road. I'd also like to do more integration of the human-built structure with the cave system. And I'll be changing the entire second floor textures and decor to be a less fancy upgrade from the other floors.
  16. 4 points
    I did that, more or less. I made some extra little walls and dividers to keep the ragdoll from sliding off. See the video I posted. I'll make a screenshot in DR of the little cage and post it here. The ragdoll has been made stable. The little cage/sled is made of tdm_nodraw_solid_liquid right now. I'll test it with monsterclip, which will probably work since the ragdoll will likely see the elevator as solid no matter how it is textured. Then the player won't hit any invisible obstructions if the ragdoll is grabbable. I'm thinking of trying a trigger system set below the surface of the water in a well, or something similar. The goal would be to have the player drop a KO'd AI or other (named) ragdoll down the well. The dropped AI would likely not be positioned on an existing elevator/cage properly, so it will need replacing with a ragdoll in the proper position (which would be in another room already loaded on the cage). The named AI would immediately sink and hit the trigger, which would activate portals to replace the dropped AI with the ragdoll & elevator platform. That would then be moved slowly to the surface, followed by rotation and bobbing. Nice thing is that the elevator system itself does not need setting up, just the basic elevator entity bound to a standard mover.
  17. 4 points
    I had a thought when considering the use of an elevator. Ragdolls can be placed upon an elevator and moved around. So I made a small brush textured with tdm_nodraw_solid_liquid (lol) and made it into a func_mover_elevator. I placed that under a ragdoll at water surface. With no movement of the platform, the ragdoll just stays in place. Arms, legs, and head can all droop if the entity is shaped properly. I then bound the invisible elevator platform to a func_bobbing and that to a func_rotating entity. That worked rather well and the ragdoll bobs and rotates in the water with limbs dangling. Due to the bobbing and rotating, the ragdoll eventually slides off the platform (currently a rectangle from neck to waist and shoulder to shoulder). But it doesn't shake and twitch like other disturbed ragdolls sometimes do. If I can get the platform shaped just right, then ragdolls can be floated with bobbing and rotation, etc. And yes, that is a spider walking on the wall at the left edge, just above the brick. Here's a video taken after modifying the sled .
  18. 4 points
    That was fun setting up. Not difficult, just some tinkering to get the rain the proper height. This years big update of siegeshop added rain splash to the crates and benches on the roof. I'm planning one more update after TDM 2.08 is released, mostly to expand the mission start area. That area will be outdoors, before the cave, so it will have rain there as well.
  19. 3 points
    Dear fellow TDM members, as I recently came back to catch up with some TDM playing the question came to my mind: Why are so few missions using narrative elements like NPC dialogues or let the player's character expressing his thoughts by speaking to himself? In the original Thief games, NPCs talking to each other and Garrett commenting what happens added much to the story a mission would pursue. In most TDM missions, the narrative comes only from readables and NPCs just walk their routes up and down mumbling to themselves. Please note, that this is not meant to be as critique to those FMs and their authors! It's just my personal experience, that leads me to two things to discuss: Why are scripted dialogues / sequences used so sparingly in FMs? Which FMs do you know, that make use of these elements? I would like to hear your persnoal thoughts on this. Thank you!
  20. 3 points
    @STRUNK, @grayman, I think I figured it out after some more experimenting... turns out my towers were worldspawn, and apparently when a speaker is embedded within a brush it behaves in this peculiar way. Learn something new every day I guess ^^
  21. 3 points
    Went from 7Mbps ADSL to this. I had this just a few hours ago: So hard right now.
  22. 3 points
    Hey, first of all thanks for all of your work! I'm having a blast with The Dark Mod and with learning DarkRadiant (I'm truly enjoying your Speed Build challenge by the way). I agree that penalty might not be the most appropriate word. What I meant was that the current stealth score is something that is supposed to be minimized. The breakdown of the score is actually a set of penalty points applied to different situations in which the AI was alerted, so this score is more like an "AI alerted points" (again, not the perfect words, but it's along those lines) than an actual stealth score. It could be converted into a score if it was presented over a total. For example, 0 could be converted to 100/100, a 1 to 99/100 and so on. That way, when a user sees: Stealth score: 97/100 they immediately understand it wasn't perfect but it was close. When they see: Stealth score: 3 the immediate reaction is confusion and that they played it terribly, especially the first time they see this, but again, if it was more like: Stealth [insert word referencing something negative that needs to be minimized]: 3 users could better understand they did minimize what was supposed to be minimized. Anyways, just my two cents. Thanks for reading.
  23. 3 points
    Uploaded a fix to SVN.
  24. 3 points
    OOps. That was me experimenting. I'll remove that property, change the mover, and update the prefab and re-link it. I'll also do one of the boat alone with the bobbing, etc. I had bound the boat to a mover bobbing, and that to a pendulum, and pendulum to door sliding. I was trying to make the AI get on the boat at one dock, have the boat move across the water to another dock, and have the AI get out at the other side. He can disembark at the original dock, but not at the second one, even when teleporting him to the center of the boat when he embarks. Lol. Anyway, that prefab was for fun. I'll post one with the door sliding mover changed to a regular door rotation and proper pendulum swing etc. And an AI with proper mass. And here it is with AI on team 5 so he won't get agitated when you test. His mass is normal. boat_elevator_bobbing_ai_01.pfb boat_elevator_bobbing_ai_01.zip
  25. 3 points
    Well, holy shmoly. Epic Store gives away GTA 5 at the moment. Get it while it's hot. Might take a while though, because, at the moment, they're getting quite the bombardment on their servers...
  26. 3 points
    I think we'll have to consider shadow maps an ongoing experimental feature. One significant hurdle (in my opinion) is that not all light types are implemented in shadow maps, which means that the engine will fall back to stencil for some lights and thus still generates stencil shadow volumes even when you select shadow maps. So in a way, you currently get the worst of both worlds with shadow maps
  27. 3 points
    Nvidia's SAO isn't really specific to Nvidia cards. All the techniques it uses are in some way also present in the FidelityFX implementation or Intel's ASSAO, those just add a couple additional advanced optimizations Reasons for SAO: it was well documented, had an OpenGL sample implementation, good license, was reasonably simple to implement in a reasonable amount of code (definitely much less than the afore-mentioned ones!) and offers reasonable quality at reasonable performance - not fully state of the art, but also significantly better than some basic implementations that you often find in tutorials (and which I started with in my first attempt)
  28. 3 points
    OFF: ON: OFF: ON:
  29. 3 points
  30. 3 points
    Ok. I'll check it out and see if there is anything to add. A boat bobbing on waves is easy. I'll make some prefabs and post here, but I did the following: For a regular existing boat model to bob, etc. This will rotate, bob, and undulate at the same time: Put an existing boat model in the map at its initial position in the water. Create a nodraw textured small brush, I use 4x4x4, and change it into a 'atdm:mover_door'. I set the following properties: 'auto_close_time' '.15' 'auto_open_time' '.15' 'frobable' '0' 'grabable' '0' 'locked' '' 'move_time' '1' 'pickable' '0' 'rotate' '0 .35 0' 'snd_close' 'nosound' 'snd_open' 'nosound' 'stop_when_blocked' '0' 'used_by' '-' Do the same method for creating an 'func_pendulum' with the following: 'bind' 'atdm_mover_door_5' (obviously, use the name of the mover_door created in the previous step) 'phase' '2' (OPTIONAL: best to use 'phase' if there are more than one pendulum in the same area and you want them to be out of sync from each other) 'speed' '4' (The lower the value for speed, the less the pendulum will swing) And one more little cube to become an 'func_bobbing': 'bind' 'func_pendulum_1' (your pendulum name) 'height' '.225' (play with this for how choppy the water is, along 'speed' value) 'speed' '1' Place the 'func_bobbing' and 'func_pendulum' in the center of the boat, at the water line. I placed the mover_door at the shore, where I attached a rope from dock to boat. The mover_door was placed at origin of rope at the dock. This will make the boat rotate in more of an arc in the water. If you want the boat to rotate more in place, put the mover_door under the boat. Bind the boat to the func_bobbing You should end up with the following binding: boat > bobbing > pendulum > door (rotator) Alternatively, the door entity could be a sliding type to move the boat across the water. Or the func_pendulum could be bound to a mover on a spline to make the boat go wherever you want. I'll attach my custom 'elevator' boat which an AI can stand upon and ride around. Attached. AI can ride in the boat_elevator_03.pfb while standing, but sitting will interfere with the entities moving the boat, causing the boat to randomly come to a dead stop. If an AI is positioned between the seats and given two path corners, stacked directly above him, each with a path_turn and a path_sit, then he can be made to sit on each seat in the boat. All of these path entities were bound to the boat so they aren't left behind when the boat moves. The AI will just turn in place and sit down. Adjust the AI sitting slide distance to get him over the seats and bind some cushions to the boat seats so he doesn't sit in mid air. I have not yet succeeded in making an AI do regular pathfinding on the boat. I tried to get him to walk from stern to bow and sit on each bench, facing forward. Can't make him move an inch. I even tried an aas_obstacle entity, as found in the 3-floor elevator, but can't get the AI to find a path. I'll make one more prefab including the movers, etc. already bound to the boat.... And now attached as boat_elevator_ahoymatey_01. Maybe someone can figure out how to make an AI path find whole being dragged around by a mover. In the meantime I'll test with a basic boat with no movers. If I can get AI to pathfind onto a static boat, then portals can be used to replace the AI with one with no paths, and the static boat with a moving one. The moving boat can take that AI to the other side of the river/dock, etc. where another set of portals places a static boat and AI with pathfinding in the new area. Better yet, perhaps only the boat itself needs the portal. AI pathfinds onto static boat at dock (no bobbing), triggers timer when entering boat and then portal when AI in position AI gets path_wait with time set for the time of the boat ride Boat replaced via portal with bobbing boat on a mover Bobbing boat moves to other side of the river, carrying the patiently waiting AI AI presence triggers portal to replace boat with no movers AI path_wait times out and sends AI on path on new side of river This should allow AI to pathfind to a boat, embark, ride, disembark, and continue to pathfind (apparently). boat_elevator_03.pfb boat_elevator_03.zip boat_elevator_ahoymatey_01.pfb boat_elevator_ahoymatey_01.zip
  31. 3 points
    Ahoy Matey! Eventually, the mover_sliding entity stops working when the AI is sitting, but if the AI is standing then the boat will move back and forth without issue. No audio due to TDM alsa audio not linking properly into pulseaudio output. So OBS gets no audio even though my speakers do
  32. 3 points
    Go for it. I also suggest trying different shapes for the cage, experiment. But my example is a good starting place. I tried it with monsterclip and it works. The ragdoll respects the static entity as long as it is an elevator! On a related note (using elevators to place AI where they normally won't stay): What does not yet work (as seen by me) is to convert a model, ie. the rowboat, into an elevator and have an AI sit in it (without using a separate elevator). The AI just falls through the boat, probably already having clipped the collision model. I suspect the AI might be able to be placed high above the boat, but would likely end up levitating above the boat due to the boat having a big rectangular collision model. But, putting a little elevator "cage" in the boat for an AI to sit upon does work. Then comes the issue of making the boat bob and such. If the AI is standing in the boat, the boat bobs, rotates, etc with all of its movers, unhindered. If the AI is sitting, the movement is intermittent and often stops for long periods of time. Since I'm currently working on siegeshop yet again, I think I will temporarily add an AI which does nothing but ride elevators. I'll put a chair in an elevator and have him sit on it when riding to see if elevator movement is impeded. DOH! The rowboat is such a simple model. Why don't I simply re-create it with brushwork and convert that to an elevator? Haha! A little project for later today. A basic small rowboat was created out of patches and made intro an elevator. So far tests with an standing AI look pretty good. A sitting AI looks even better until the movers for the boat stop moving. The AI needs to be a bit more stable, so I will make a flat bottom on the inside of the boat. It needs that anyway to hide the water in the hull. Sitting AI still interfere with the movers the boat is bound too, but I almost have a fisherman standing up which moves smoothly with the boat.
  33. 3 points
    For me, slowing working through my next map. It's about 2/3 done, and am currently working on the merchants region of Venice. It's slow progress, as every building has to be custom made, as there's not a lot of room for modules in a Venice map.
  34. 3 points
    Crovie, a villiage in Scotland. You have to leave your car at the entrance. Might make an interesting mission inspiration.
  35. 3 points
    Well. Everything just came to a screeching halt. I had done a bunch of work AFTER fixing rotation on many entities. Then when testing the map last night I decided to operate the drawbridge.That's when I discovered that the various chain segments which rotate and translate as the drawbridge lowers are now not rotating and transforming to where they need to be. So I will have to open a backup version of the map and copy the rotation values back to the many chain segments. A future TDM release might break the drawbridge, but for now it requires those bad rotation values to function. AHA! Those weren't the chains I fixed rotation on. Instead, the chains had become un-bound from the drawbridge due to two entities changing names. I have two metal rings on the drawbridge which the chains are bound to. They were both replaced with properly scaled models, so their names had changed and I had failed to update the binding of the chains. Drawbridge fixed. All is well.
  36. 3 points
    beta208-05 has been released. The list of changes is provided in its usual place. Remember that you must download tdm_mirrors.txt again from the link in the original post before running tdm_update.
  37. 3 points
    In the material for your light source, just add a new blend stage, like this: { blend add map textures/models/light_emissive rgb 10 } Use a texture which highlights the emissive parts of your light source (i.e. the areas that shine light), then use the "rgb" factor to scale the light to your desired brightness.
  38. 3 points
    Thanks, @SeriousToni! Glad you're enjoying the series. The 3 remaining missions are under construction. I hope to release them this calendar year.
  39. 3 points
    A tiny update today. A water splash particle was fixed for TDM 2.08 and some improper and redundant visportals were removed. The link in the original post has been updated.
  40. 3 points
    For what it is worth. I worked on Nightblade and yes, that project is now quite dead. Originally it was going to be a UT2004 mod which was designed to replace the aging Thievery mod however, UT3 came out in the interim so it was switched but unfortunately the project's development dragged and eventually canceled. I can tell you that a tremendous amount of work was completed but there was still a lot more work to be done. This link will take you to Nightblade's UT2004 alpha release database. It's playable. http://www.thievery-customs.com/
  41. 3 points
    I mentioned this already, and forgive me if I sound like I'm repeating myself, but if it's going to be like a year of work no matter which engine you pick--okay, maybe you can save a month here or there or get some slightly better feature with this or that engine, but still it's a massive undertaking whichever one you pick--the number one reason I thought it'd be best to pick TDM wasn't really because it's the best option for multiplayer, but if it did have multiplayer, then you'd have over 100 maps to play coop style right out of the box. And my experience with T2MP is that if a FM is great for single player, it's almost always also great for coop, and I imagine comp too (because players just take the place of already existing guards, so the level is already built with thieves vs. guards in mind). I can't tell you how much fun it is to coordinate how you're going to rob a mansion together with a friend, and when the unexpected happens, you can run to your friend's aid. When I'm playing single player and I get caught, I'll be tempted to restart, but if there's another person there, you want to game on because either they're coming to help you out, or you're watching your friend get chased across the grounds and it's hilarious. And so many of our maps are so good. I can't imagine someone spending a year making multiplayer on another engine and we only get 3 maps, when we could have all of our great maps to play with a friend! It may be extra work on the multiplayer side, but so worth it IMO.
  42. 2 points
    With Tencent's money, they're trying to cover all fronts, but megascans content does run like shit even on decent modern machines. And that auto LODing system that will come with UE5 will require some serious hard drive throughput. There are rumors that PS5 has some next-gen SSD that allows it, so that would make sense. But I doubt indie studios will want to force highest hardware requirements for their games. Either that or they'll be spending most of their time optimizing someone else's models. Not to mention that there are quite many indie studios specializing in stylized art (pixel, voxel, handpainted), so no jobs for slider pushers there I wouldn't be surprised though, if a UE5/Megascans combo will be heavily used in VFX and Cinematography. Prototyping lighting and camerawork will be much faster than doing tests on location only. Side note: I know that I'm getting grumpy, but the whole thing kind of makes me like idTech4 even more. Its limitations (no GI, old shaders, etc.) are opportunity for you to grow as 3d artist, and you will see that improvement in the scenes you make. If you have no idea about how light works, how surfaces react to light, how objects are made, and you don't really care about all that, it will be reflected in the quality of your maps and models. But once you start learning all this, or if you have some experience in drawing, photography, etc., the quality of your work will become better and better. It's a joyous process and no amount of sliders and picklists will give you that
  43. 2 points
    I would call it clumsiness score. Bigger is more clumsy.
  44. 2 points
    Penalties are applied to something. I don't see how that fits.
  45. 2 points
    It's a really nice mini documentary and a love letter to looking glass and the thief community.
  46. 2 points
    Greebo compiled maya plugin for up to 2012 version of Maya. You can download binaries here. I thought about refreshing this plugin, but it seemed to me that artists have abandoned Maya in favor of Blender.
  47. 2 points
    Glad you enjoyed it, and that it had the intended effect!
  48. 2 points
    There was an idea of creating a new GUI screen which would show in-game screenshot with sliders including gamma, brightness, and other postprocessing settings. See 5163
  49. 2 points
    A city map will be my next challenge after I finish my big outdoor map. Having lived my entire life in places where the oldest buildings date to the mid 1800s, I have absolutely zero real world experience being among medieval architecture. It's a lot easier to modify a big patch into a lumpy stone cliff than to make a good looking building.
  50. 2 points
    thievious new name is venture. https://www.moddb.com/mods/venture
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