Jump to content
The Dark Mod Forums


  • Content Count

  • Joined

  • Last visited

  • Days Won


Everything posted by Baddcog

  1. never noticed the sound problem but the fix sounds fine to me
  2. I made the frame so it was more like Fidcal's picture than a frame without smaller boards in it would be. This discussion has come up before but here's the basic jist of why the model doors will never be set up with a corner hinge: 1-It's a game. Really, there are a million and one things like this we could do to make it all more 'realistic', there's not time and it adds other complications. 2-Player... only the pickiest players will ever notice or complain. Probably almost every game made is like this. Authors however tend to be pickier. We see these little things because we are trying t
  3. They won't cut up terrain: Good- fewer tris. Though the engine can push a lot of tris. Bad- they DON'T cut up tris. example, you have a really huge wall. All the details are func_statics so the wall is just 2 tris. Sounds good right? Well, imagine you have 4 lights outside that all hit one or both of these tris. Then you have 4 lights inside that extend through the wall and also touch these 2 tris. That's 8 lights and that is going to hit your performance. Would be better to leave some details that touch the wall as worldspwan so the wall is cut up into more tris. Now the wall and details ma
  4. Virgin sacrifice? I don't mind the size of those beams, they look realistic for timbers in a place like that. And moreso because you have a variety of smaller boards on the platform below so it has a nice sense on scale based on construction.
  5. Well, I changed my 'new fancy lights' (actually my old lights from Thief II but they are newer looking than the other TDM lights) to more of a blueish white hue for this very reason (for the 1.08 update). One was renamed light_blue but the others aren't named that ... but that's a long story lol. (and the globe lights) Basically we can make more entities and make skins for a whiter glass, and make them a whiter light, but we ca'nt change even one lamp that has only been used twice because it will 'break' maps and completely destroy and devastate some authors artistic integrity. But I lik
  6. looks awesome Moonbo, hard call. find out what the dmap issue is first. And how would the map be split? Does it make sense where you'd split it? Or can it? Might be best at the church door... ie: first half of map is getting to church, if that involves the church grounds then when they frob the door it ends and the new map starts inside. Not as good as seamless but not too bad. Would be better then being inside the church and having a load zone. At least it would be a distinct border. ----- Now my screenie feels meager but i got an alley way detailed tonight (along with a few other min
  7. tell me about it, spend one session lying out half the map, then 2 sessions detailing a small inn that isn't done yet
  8. It's the origin points that matter they need to be within the map, not outside it. For lights the center should be in the map anyways. For Func_statics you have 2 choices. Make a nearby brush that is isnide the map a func_static and with it selected select the func_static that's origin is outside the map, then right click > merge entities. This will make them one but it will have the origin point of the first selected f_s (which was a bursh inside the world). Or select the f_s and hit v, you can't move any verts around but you can drag the origin point into the map.
  9. To wipe their sweaty brows of course
  10. hmm, well that would require adding more planes to the model which I don't want to do at this point. Though it might be one way to go.
  11. Lets revive this thread... I watched a new movie out on dvd last night called Branded, though I don't think it's a movie I'll want to see again it was an amazing take on corporate branding of everything in our lives. I am so sick and tired of capitalism and corporate takeover of everything... But I live in the US, maybe outside the US it hasn't because as bad. Anyway, this movie really is brilliant imo. Currently watching Stingray Sam, a space musical from 2009 on hulu. Cracking me up, Super cheesy horrible photoshop pics during a voice over explaining the goings on. I can't believe Les Cl
  12. Ah cool. yeah I'm not sure, he may have mentioned using color_me prop instead of skins.
  13. Nice, I don't know if this can be tied in in anyway shape or form but I suppose there could be shared code... Has to do with textures in 1.08. Discussed it with Tels a bit but that's as far as it went i believe. is probably a bug tracker for it. basically i made some new window skins, yellow lit for outside and blue moonlit for inside. they open like doors, but it's very weird to have the glass still lit like that when open. The point was to have the glass texture fade to a neutral unlit white texture when fully open. Do you think that's something you can get working? it would be great
  14. I think the thing with combat difficulty slider is that people who play Thief aren't used to it. In fact I'm not sure I've ever touched mine. Auto-parry and the lock pick sliders are good and should stay as is. I like hard lock pick (as it's really not that hard to pick anyway), it gives a little more tension than autopick. I also like to choose whether or not I can parry on my own. I do think however ai difficulty should be simple. Easy would be ai that go down easier, hardest would be ai that go down harder. I don't think dividing that up into 5 different selections is really necess
  15. I think trim pieces would be better than adding faces and using caulk walls. Then the author can choose wall textures/scales as they wish. You can always make skins but there are so many to make (of course there could be 'universal skins' : ie have a base wood on the face and have every wood listed. But if someone adds a new wood texture to the game there's a good chance it will never get added to the skin, same with models, they all need listed to show up as matching in DR). And with skins you can't change scale, easily apply decals and whatnot. There's also the entity limits, and entiti
  16. Screens look pretty cool. Just bought Overlord II a little while ago on steam, haven't played a lot but everything works pretty well. Don't know much about the studio but they seem to have their act together.
  17. Yeah that area is still a bit lacking on small details so i just wanted to give an over view. maybe in a week or so it'll be more interesting up close.
  18. I guess it would be nice to have a separate entity (not a loc. sep.) to handle this. But would also be nice to have the function on location separators. Some authors may not want to use zones (though it's a pretty nice system). But if they are using zones it would be nice to just include it in the existing entities.
  19. Yeah Vista and Thief 2... never got it to work, I think I tried on Win7 too at one point... I really need to get it all installed again. There are some maps I'd really like to play, Night Watch being one of them.
  20. Well Obsttorte, Mapper can create entire buildings and save as prefabs. I pulled the start room building out of Rift for my new map, and have 3 prefab faux buildings in it too. That saved me several hours of work. The ship works alright since it's not that large. But it's actually a really bad practice (using gigantic entire building models for enterable buildings) as you can never visportal the building itself off maybe if broken into chunks... Just better to have world spawn walls and model/func_static parts here and there. I actually got about halfway through breaking the
  21. Thanks, yep patches for the water fall and particles/sound were ripped from bikerdude's map..
  22. lol, very nice. Yep S&R is very handy. it's really not that hard to do (for simple things, this thing has a lot of steps), you (i would) just need to have a notepad to keep track of everything: 1: Stove has 'Heat' Source if on, 'Cold' source if off (making up source names) 2: Bowl (and metal nuggets) has receptron for Heat and Cold. If Heat change bowl entity to hot bowl (which has a Cold receptron to turn it back to cold bowl), if Cold send message to GUI 3: ...hot bowl and metal probably have 'Molten' source/rec. If molten delete objects and replace with steaming hot bowl entity. St
  23. Koth_Sandvich : Team Fortress 2 : Me. Lol, is definitely my most popular TF2 map. Which is a bit painful, it only took me 2 days and I spent months on other maps. This is one of several videos... http://www.youtube.com/watch?v=em7zZ07KR-8 Sn_impressionist: Team Fortress 2 I had this idea that a sniper map (a sub category of maps in tf2 that is usually just a horrible spam fest of snipers) would actually be cool if it was well made and more like a real environment (as opposed to 2 balconies facing each other so whoever got out of spawn first was certain to win) would be a nice challenge.
  24. Calendra's Legacy: Thief II : again not my work but ... (By Purah, again Dishounored fame ) At about 1:56 the demon wings i made for the succubus, also the first map to feature my skully bros custom skeleton mesh. http://www.youtube.com/watch?v=ueXmrbEhzmk Trainspotting (seems germans really like Thief and You tube ) Was a Komag contest map, got 3rd for best use of space http://www.youtube.com/watch?v=SJcqQpZRxzA
  25. After looking at an old TTLG post and seeing a video of a map I never thought I'd see a video of I realized people will posy ANYTHING online. So it got me curious to see if anyone had posted vids of my old Thief II maps. Which got me thinking, it would be cool to see videos of any work anyone here has done. How would i know if you made a certain Quake map or whatnot... So post 'em here. If you can find any video of ANY game stuff you've done, here's the place. Why not post your TDM work here too. ============ Crom's Blade : Thief II : Schwaa (aka me) http://www.youtube.com/watch?v=3f
  • Create New...