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Moonbo

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Everything posted by Moonbo

  1. I had a similar bug where I was getting visual errors with the texturing on a patch making up a pillar, which I was able to fix by changing the subdivisions (I increased the subdivisions running up the pillar). Not sure if that'll help in your case, but might be worth a shot.
  2. That's a bit concerning. The only wind sounds in both FMs are the stock TDM ones. Are content strikes on FM videos common?
  3. Hey Aluminum, I just checked and nope, no custom wind sounds. Thankfully I made sure to document where I got each custom sound in the soundshader files bundled within the pk4 and in Requiem all the custom sound effects are just remixes of existing TDM sounds.
  4. Congratulations! TDM is greenlit!
  5. Maybe I'm just hearing things but... https://youtu.be/XQDw1hlU99E?t=5m5s
  6. I will say though that I had similar thoughts to Hourences in the mid 2000's about the gradual death of modding, but while the gap between the hobbyist mapper and the AAA mapper (mapper teams really) has grown ever wider, the modding scene seems to be doing fine. There's still enough games being made with hobbyist accessible tools (such as the Bethesda and Source families of games) and to the extent that AAA quality games can't be made by non-professionals any more you have a whole layer mid-range games which still can be. And that's not even mentioning the rise of middleware game development tools like Unity and GameMaker that allow the hobbyist not just to modify games made by others but to make games all on their own. So yeah, I think the death of the hobbyist creator (whether as a modder or as an indie game dev) isn't coming to pass anytime soon .
  7. Hey Assembler, Thanks for taking the time to let me know you enjoyed the mission! -Gelo
  8. Really looking forward to it Goldwell :-).
  9. 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
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. Hey Cynical, Thanks for the feedback - always good to know what to work on for future projects. -Gelo
  15. I solved a very similar issue by converting the offending brush into a func static.
  16. 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:
  17. 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?
  18. I gotta say, I'm really enjoying these reviews. You should consider cross-posting them to the TTLG mega review thread.
  19. Hey Shaz, I'm glad you enjoyed the mission! Sadly, the code is only good for the smashwords Edition though .
  20. Hey Petike, Thanks for the detailed feedback!
  21. 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.
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