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Moonbo

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Everything posted by Moonbo

  1. Here's one I stumbled across while web surfing, mostly just a rehash of the press release though: https://www.pcgamesn.com/the-dark-mod/the-dark-mod-205
  2. Yep, the modelling is done externally in a 3D modelling program and imported into the engine, with the editor used to place the pieces and add in scripts/material shaders/lighting/etc.
  3. The latest versions of Unreal allow you to make both additive or subtractive levels. Most modern games made using Unreal select additive because brushwork is really only used to block out levels or for things like triggers, with actual 3D models being used for most of the level geometry. Unity has no way to create brushwork and you build levels out of imported models (though there is a terrain system). You can buy an additive brushwork program for Unity called ProBuilder which will be very familiar to anyone whose worked with Hammer/DarkRadiant, though it's not a "pure" brush system but more a dynamic primitive modelling program, so it has its differences.
  4. Hey Chakkman, Objects from part of the spirit realm can be used in other parts . Let me know if you need a more specific clue.
  5. You might want to check out the DX high rez texture mod (New Vision?), it's a fan project and I'm sure you could get permission to use anything suitable in it.
  6. Hey Cynical, Thanks for the feedback - always good to know what to work on for future projects. -Gelo
  7. I solved a very similar issue by converting the offending brush into a func static.
  8. While I think I'd already come up with the name "Requiem" before I heard this song, it was going to be in the mission soundtrack until I realized it was copyrighted:
  9. Hey Dragofer, I'm really enjoying the mission, but whenever I frob the haybale in the phial dream I get a crash to desktop on the third frob. Is there any fix for this?
  10. I gotta say, I'm really enjoying these reviews. You should consider cross-posting them to the TTLG mega review thread.
  11. Hey Shaz, I'm glad you enjoyed the mission! Sadly, the code is only good for the smashwords Edition though .
  12. Much more important than the number of brushes or models in a scene is the number of lights and if they are shadow casting or overlapping. I had instances where, based on the lighting layout, brushwork was actually cheaper than func statics because I could carve up the brushes so that multiple lights didn't hit them vs. if they had been a single FS.
  13. Oh, also turning the patch or some of the surrounding geometry into a func static will occasionally fix it too.
  14. If the sparkles on the patch still happen even after changing the subdivisions a last resort which always worked for me is to add a center subdivision and bulge the center of the patch outward by one unit.
  15. I don't remember the particulars but I think you can create a scriptable object and attach it to entities. The scriptable objects code will then act on the entity it's been attached to. Obsttorte or SteveL are sure to have the details as they both helped me with this on my missions .
  16. Seconded on Underhell, if only for the prologue (chapter 1 was too unlit for me).
  17. If you give upscaled models the spawnarg inline 1, this will stop them from popping off the edges of the screen. They do become non solid though and you can't move them, but its a fix I used a few times.
  18. Hey Pete, thank you for your kind words - I'm glad you enjoyed the mission! -Gelo
  19. If it doesn't need to be an actual AI you could always just use a func_animate. The only tricky bit with those is that you need to line up their heads very precisely to their bodies since they need to be two separate models, but you can check my FM's for examples.
  20. I guess I hid that one too well as I don't think anyone has ever found it:
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