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Diego

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Everything posted by Diego

  1. Isn't there a way to work in a local coordinate system? This should be useful
  2. I never got the chance to work on it again. But I can send you the package (I think it's in the stage of that image above) as soon as I can, which will be in one week or so.
  3. Foot or shoulder to open the door.. but you can use the sword to stratch it, though! Maybe even remove the painting
  4. People will volunteer for projects they personally like.. so advertise the idea well, make pretty images, etc (I'm totally unexperienced, btw)
  5. I never had this problem with the candles. (but the sound does look like a glass of water being poured on hot metal ) (edit: I mean it's loud! the sound is great)
  6. Really, really great mission! Thanks and congrats! I don't think I have anything to complaint about.. I played in the most difficult setting and didn't have any problems finding the loot! I found it while exploring and thinking about the main objetives, which is good. I've quickloaded a few times, but they were all due to sloppy sneaking on my part, so there was no part hard to the point where the player has to resort to trial and error. BTW:
  7. Cool! Didn't know about that! I was thinking something completely different, though (and with a different purpose). Basic idea: Consider some special lights placed in a strategical position, a dummy volume (close to this light) detects how much light is incident on it and controls this special light to increase it's intensity. It's complicated and not incredibly useful, but I like the mental exercise I could see this used to lit up a room that has absolutely no light in it, but when the player opens a door to a lit room, the dark room will get some 'clarity' besides the direct light.
  8. I have some ideas for simulating a radiosity with dynamic lights.. probably hard to implement with scripting, also very restricted and difficult for the mapper, but in some key areas it might make a difference.
  9. I love the lights in that corridor! Lots of great stuff coming up
  10. LoL It may be better to save the hype for bigger updates, like 2.0
  11. Can't wait to play this!
  12. I really like how we can turn off all lights, but it becomes (as you said) too easy. I've seen a guard relit a torch, it would be AWESOME if they also turn on the lights.. you see? you can still turn it off, but knowing a guard can turn it back on at any time will keep the player on his toes. This is a gameplay jewel right there!
  13. I'm going to replay this mission now. Personally, this is the best mission so far! Probably because the authors were so familiarized with the editor/mod. And everyone else is learning so fast, releasing great missions.. this is gooood
  14. I am impressed! This was perfect, if only a little short
  15. This mission is really, really, *really* good! Congratulations and thanks! I do have a comment:
  16. Springheel Changed my mind. Just let me try something with his hair before I call it done I'll make two maps for the hair, one for the opacity alone. This way is simpler, and if you need everything in one file with an alpha chanel, all you have to do is merge the two images. Some accessories would be nice (something to indicate he's an inventor, after all). But that pocket is normal mapped, that's why I came up with the goggles thing. Baddcog I tested his proportions against a 'perfect' model I have here and it's within the limits of normality This impression may have something to do with the perspective. I remember someone (Oddity?) saying that we should make the models with hands and feet bigger than they should, so they would 'look' normal (even though they aren't that normal) LOL
  17. Feedback. I can change some things, if needed, before uploading. I feel bad about the hair. Even if I make the same file type with transparency used in d3, 3dsmax doesn't translate the transparency wich makes the work harder. Maybe I could also work on the materials, create additional maps (specular, for example) Is this possible with that md5 model viewer?
  18. Yipes.. this thread's still here. Ok, I've finally found the courage to "finish" the inventor guy. Since I don't know exactly what's the workflow to make them ingame (there are always so many details, like separating the head, using specific file types, etc) So if you guys accept the model it will probably have some work to be done, I'm a fraid. I did my best with the textures.. textures are hard! I was going to make some hair and a fancy goggles, but I'm really struggling to make transparency work with 3ds max Here it is, I can post some more images and details..
  19. Diego

    Freeroam

    I don't think that's the biggest problem. What makes free roam in TDS bad is the repetition, because you have to walk the same places over and over again. Of course, making the city 20 times bigger could address that problem, but the complications in this scenario are obvious.
  20. It would be really awesome if the 'official TDM team' released a campaign. Save some big improvements to be released with the campaign in a TDM 2.0! huh? huh? whaddayathink?? BTW, I don't know if this was mentioned before, but this forum really needs a dancing banana!
  21. Diego

    Freeroam

    I liked the idea at first! I would probably be supporting it, if it wasn't for my experience with TDS. Because soon became boring to go through the same places all the time and I couldn't care less about that whole faction status crap, I'd rather rob them all. But I wouldn't say it's impossible to make it work..
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