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Kvorning

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Everything posted by Kvorning

  1. Thanks, yeah can't wait to mess around with the 'seed' thing, hopefully I'll get it sat up for easy use. The coming week is mainly gonna be polishing the geometry and adding AI so I can get some game-play in. After that, I'll mess around with fine detail on a larger scale Edit: Figured a video might give a bit more "feeling" of the commons quarter, so
  2. Wow this looks crazy good, I'm gonna have to browse through all of this at some later date
  3. Haha I come from BF3, so the feedback and level of communication here, is vacation on a tropical island. Constructive criticism and feedback, is basically a cheat-code to getting smarter, if the ego is left behind You're too kind I'm absolutely in love with patches, and all the graphic options that comes with them, and being 'slightly manically obsessive' about these kinda things, I'm gonna be spending a lot of time still, retouching areas like the other floors. as for performance, I spent the better part of a week and half of Colombias coffee export, doing optimization, past just vis-portals. I'm doing this on a somewhat old (not too old) computer, with everything on medium, to do some averages for acceptable performance. On the indoor bits, the performance dives down to 20-35 FPS, the area in the keep courtyard is about 30-45, and I hope to be able to improve the efficiency later on, as I get more familiar. The commons quarter lies around 50-60FPS, which is the range I'd like to see all over. Probably not gonna happen. Here's an update on the archways: http://imgur.com/a/Lj8UJ#24
  4. Recommendations are more than welcome. Good feedback man, I'll definitely keep those in mind, at my next pass on the area Real rooms are gonna be added later, once the main geometry is added. I wanna create the interest in the buildings, so the player is motivated to investigate houses for possible break-in points. Some windows flat and static, others can be opened. Thanks
  5. Thanks a lot dude, but yeah the streets still seem too flat to me too. In the 'slummy part of commons quarter', I messed around with an early idea for cobblestone, with high poly patches, due to the small portal areas being able to handle it and lower poly count patches around the keep, due to the huge load. For the more steampunky part of the city, I've basically found myself satisfied with the walls and decoration that comes with that, and purposely left the floor, as I haven't tried using the 'seed' function yet. I can't wait until I get the street to the part where I go "That's it!" New version of archways done in a few minutes, do let me know what you think. I try to avoid inspiration from other things, to keep it as original as possible, but dammit, Greyman did some bloody impressive design on his dungeon, which I try desperately to deviate from now
  6. Sweet feedback, yeah the archways don't satisfy me yet, but they are placeholders for now Definetly gonna add some 'gothic architecture style' to them. As for the inside of the tower, that's the bottom floor, but the top floors have some really nice patchwork. The pillars look a bit odd from that perspective indeed, but the structional support should add up, considering the weight is pretty evenly distributed on the overlaying 5 floors. I'd love to share a bit of the retouched floors above, but... Don't wanna give too much away Added another picture though, from 2 of the top floors, (the 'marble room' has had the textures adjusted on the dome since then.) But in light of what you've said, i think I'm gonna make some better stonework for the archways and the other flagstone areas Btw, I love Italian and Arabic architecture, but for this map I'm gonna go for something more Roman and Gothic, mixed with steam and electricity. Edit: Realized the picture didn't show the planks you were talking about, here you go: http://imgur.com/a/Lj8UJ#23
  7. I haven't introduced myself to the forums yet, but I'm happy to say I've gotten help from you already, and it's obviously a place for dedicated people This is a project I've been working on the past 4-5 weeks, as a suggestion from a friend who introduced me to this awesome mod. Here's a gallery of the map, as it currently looks. Not everything is included, as I think it will be best enjoyed, if some of the more detailed environment remains a surprise. Do let me know if any 'red lights' go off, as you look at the geometry and apparent looks of it. Obviously the bare walls around "the keep" are due for some trimming, because I can't stand the look of them Anyway, enjoy: http://imgur.com/a/Lj8UJ#0
  8. Oh yeah within the first week of getting addicted to this map editor, I did a few "Basil Fawlty styled fetal postions" and made sure to take proper backups. Problem resolved, not 100% sure, but I think it was a case of duplicate patches inside each other, with opposing faces. I basically manually stripped down an archway I'd been working on, and found some hidden saboteurs. As promised I'm gonna buckle up and finally share a bit of what I've been working on. I don't like to give spoilers as this map is no where close do done, and I have a few things in mind, which I think will be enjoyed the best, if they are a complete surprise. I'll post in "What are you working on" Thanks for the help, and please, if you look the screenshots over, do let me know if any alarm bells go off in your experienced eyes, to the apparent design. Edit: URL to the topic: http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__310923
  9. I've used grid size 8 for almost everything and in the box style, for floors, walls ceiling/sky and usually 16 thick, for easier overview. I haven't used CSG subtract since first week of work, I prefer the clipper tool. I did mess around with some patches, but I tried deleting them all and see if it could dmap, with no luck. I'm sure I've missed something, but it's frustrating to not be able to backtrack to it and at this point I've got no idea why. I'll try to convert more to func_static and hopefully that'll help, but I had more when the problem occurred. That's alot of "I"'s but thanks for the replies, and I'll get back to you with the results later today
  10. I'm getting a bit frustrated with this problem myself. Freeze/Crash on dmap/testmap Crash to desktop on map. Tried with other maps, no problem. I've literally tried cutting out the section of the map I was working on, sealing it up, and dmap'ed again, with same freeze/crash. I don't have the above mentioned object on the map, so I wonder if there's any other notorious objects I should track down? Been working really hard on this map for the past 4-5 weeks now, and this is a terrible annoyance, that I can't test while editing.
  11. Not sure if it's the same problem as you have, but after I messed around with some patches along with some polishing, TDM crashes near the end of dmap. Tried running testmap as well, where it also crashes. TDM crashes entirely, with just the generic "Doom 3 is not responding" Error details: Description: A problem caused this program to stop interacting with Windows. Problem signature: Problem Event Name: AppHangB1 Application Name: TheDarkMod.exe Application Version: 1.0.0.1 Application Timestamp: 507ebd34 Hang Signature: 5547 Hang Type: 0 OS Version: 6.1.7601.2.1.0.256.1 Locale ID: 1030 Additional Hang Signature 1: 55478c64614918180991bc4e2c344556 Additional Hang Signature 2: b538 Additional Hang Signature 3: b5386a164acd09d1a0034f14d5569009 Additional Hang Signature 4: 5547 Additional Hang Signature 5: 55478c64614918180991bc4e2c344556 Additional Hang Signature 6: b538 Additional Hang Signature 7: b5386a164acd09d1a0034f14d5569009 Does this seem similar to any of you, or is it something random inexplicable? P.S., as soon as I can get this issue resolved, I'll make sure to upload a couple of previews of the project
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