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gleeful

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Posts posted by gleeful

  1. I've often wondered the same thing.

     

    From what I gathered it is mainly video vs. film (though today there are video-cameras that can emulate even 70mm film cameras), lighting (very important because reality is very badly lit mostly) and color post-production.

  2. I watched it again, and I guess the other thing I noticed was that most of the light sources were pure white, and while that might be appropriate for a modern setting with flourescent lighting...

     

    It's not the lights themselves actually (which are dark-orangey colored), but the lamp-textures which whiten out when close to the lightsource to my great dismay. It's on my to-do list.

  3. It's just becoming far too much work.

    The more advanced games get, the worse this problem will get.

    It's oft stated that 10 years ago, one guy could make a whole game by himself.

     

    I know. I often think that the next generation of 3D-engines could well be the last one for which it will be feasible to do large scale mods. Sad.

  4. For any lawyers that may lurk in our internal forums and who may potentially whistle-blow us, I would like to take the time to clarify that any mention of "Thief Universe" is meant to be "Thief-like Universe." The Dark Mod aims to be a dark and moody stealth game inspired by the Thief series by Looking Glass Studios. It is not Thief and will not be Thief.

     

    I think the reason why some people (including me) are so fussy about it, is that if we're not it might get used on the public forums (ours and others) and that might be trouble.

  5. There is a whole profession that feeds on hair splitting and 'academic distinctions'. It's called laywers.

     

    Hear, hear!

     

    So please, let's all stick to "-inspired" (a seemingly magic word to keep Cease and Desist orders away).

  6. 1. I wonder, in the opening scene, if all of that is brushworked city, or is some of that a creative skybox. In any event, it's such a large looking area, like a real city. I hope it'll be possible to put vistas like that in-game since it's impressive.

    Its detailed models on the inside (of the citywalls) and a few dozen dummy buildings on the outside. They only have a few hundred polys each, so they don't tax the engine much.

     

    3. anybody notice the black moon?

     

    Yup, for some reason the moon turns dark occasionally - we're on it.

     

    ...it's highly unlikely that they're 'all' able to be explored. Having every building explorable just wouldn't happen on a modern machine, unless it was the most amazingly optimized map ever.

    It's highly unlikely cause I'm way too lazy for that. :D

     

    From a performance standpoint it actually wouldn't matter much - given that you visportal it properly.

  7. Okay, first time Cvs upload - please update and let me know if everything works okay. You should find them under models/darkmod/props/fireplace.

     

    Oh yeah and in compliance with SneaksieDave's poly-declaration guideline:

     

    firebricksmallhj3.jpg

    This one here weighs in at 172 polys.

     

    firewoodensmallkk2.jpg

    178 polys.

     

    firestonesmallox6.jpg

    258 polys.

  8. There is a thread here but it's really easy with Tortoise so I can just walk you through it.
    1. Place the files in their correct folders.
    2. Select a file (or several files) and right-click. Choose 'CVS Add'. Do this with all your new files. This will add your files to a list of files that is to be uploaded.
    3. Commit (upload) your changes by right-clicking a folder and choose 'CVS Commit'. Do this on a folder that contains all your added files, such as 'models' or even the dark mod root folder. That way, you don't have to commit several times.

    Don't forget to run Putty in the background!

     

    Ah, thank you! :)

     

    I'll try that real soon (am in crunch mode on my third map right now).

  9. You have a CVS build? If so, can't you just upload these to CVS?

     

    I wouldn't presume to put them there unapproved.

     

     

    Having them in a pk4 is fine, but then someone has to unpack it and put the files into the proper TDM folders. If you could do that in the beginning it's easier for whoever uploads it to CVS. :)

     

    Basically I'm doing it like that so that people can take a look at it hassle-free and then decide whether to include it or not AND where to put it AND what to call it (that's not always comprehensible for outsiders ;) ).

  10. Do they have the same material names? They're just showing up as black in the editor now.

     

    You've got the alpha build, right? You should be able to add them directly into the mod's folder structure--that way if it works on your system it should work on anyone's. And it would make it easier for me to see what's wrong if it didn't--I can rule out my own mistake in changing a material paths.

     

    Yes, they have the same material names. Are they again not working? :o:angry:

     

    Did you just put the PK4 into your Darkmod folder? I'm a bit confused by you description.

     

    I did not try it on an alpha build though, since that would not work worth the Cvs (ie. I have a purebred Cvs build). I'm downloading the 003 release right now though.

  11. Did you fix all three of them? They all showed up like that.

     

    Yup.

     

    It's a weird 3DS MAX thing: when baking textures from the model it "loses" the UV-map if you don't save it and then manually reload it. I never noticed before because its not my usual MO.

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