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Arcturus

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Everything posted by Arcturus

  1. Thief was a fairly popular series. Popular enough that we now get a 5th title. I probably wouldn't buy a remaster just for slightly higher res textures and models. I'm not interested in fan made hd packs either. I wouldn't mind a remake though.
  2. Die hard fans already bought 5 different copies. This game is almost as old now as Pong was in 2000. If couple more people plays Deus Ex that otherwise wouldn't then what's the problem. Fans also made shoddy remasters that get a pass only because they were made by amateurs.
  3. Wonder if they fixed this: If more people learn about those games then I say it's a good thing.
  4. @datiswous sorry I meant sky box. Sky portal doesn't seem to work. Blood decals do not spawn on top of the hair. Looks like it's caused by "alphatest" keyword in the hair material. When I remove "alphatest' then splats do spawn correctly. As you can see if I next bring back the alpha, then blood decals render nicely on hair. Was this turned off intentionally? In this particular case it looks a lot worse without it.
  5. You can put a skybox on an NPC. Edit: I meant skybox, not portal..
  6. I made new hair cards. @Bikerdude I think I am done with this model for now.
  7. What they wrote in FAQ seem pretty permissive to me. Mostly heads would be useful I think, as they would be easier to port than the whole body.
  8. Never seen that before until now. There's interesting stuff in those ancient threads.
  9. I screwed up a little when I made the old rigging in Blender. With most Darkmod characters you can't really tell where the elbow is. In my animations there's an incorrect arm roll and the elbow is pointing in the wrong direction. But because all characters were dressed it didn't matter much. This model has wrinkly elbows so it's very noticeable. That means I will need to reexport animations with a fixed arm rotation.
  10. That messed up fingers (duh). This will work better:
  11. I moved the entire upper part of the torso down a bit. This way his shoulders won't be as broad any more. As a result this character will be a little shorter than other NPCs. Still a lot taller than the player though.
  12. Exported body and head separately. I managed to eyeball the position of the head somehow. Seam is noticeable at closer inspection but it's not very distracting I think. So no scarf needed. I need to make shadow mesh now, I guess. The way eyelids are animated makes lower lids move more than the upper ones. Heads in Darkmod have other useful bones. If eyebrows were randomly animated it would liven up the NPCs. You could give guards a frown when in combat mode for example. Edit: I see there is already some barely perceptible eyebrow animation that I guess is part of the idle animation.
  13. I think a biggest selling point for raytraced audio, other than being physically accurate, is that it eliminates the need for manual setup of audio zones. Author of that Godot plugin mentions that in 1:33. Sound, just like with raytraced light, reacts to changes in the environment automatically and in real time, so there's no need for laborious setups or pre-computation. The downside is player's electricity bill. Thief-like stealth game could benefit from raytacing more than most other genres, imo.
  14. No need to. Let us know if it worked.
  15. Image lacks contrast. You could try to normalize it You can also try adding RGB keyword, eg. rgb 0.3 to darken or rgb 1.5 to brighten.
  16. Thanks! I don't like the default idle pose. You just need to export md5.anim animation files with smaller scale:
  17. I will probably need to add some sort of scarf to hide the neck seam. There is one fat "inventor". A smaller character would probably need additional work like setting up AF.
  18. You just need to shift the texture a bit to line it up. It's done this way because of the power of 2 requirement and I didn't want to stretch the images. Same with my other runner. I only made the original red ones, other color variations were done by @Bikerdude, I believe?
  19. Couple of years ago I started making a character with Darkmod in mind. Then I abandoned it, then returned to it last year. Link to low poly version on Sketchfab Since it has the right proportions for Darkmod rig I might as well port it into the game. I already did the "skinning" part: There are couple of kinks that need to be worked out. First of all at the moment the mesh is in one piece. However, the main rig has only the "head" bone, no bones for the eyes and mouth. For the most part heads in Dark Mod are separate and have a separate rig with eyes and mouth bones. Zombies don't use the head rig, and so it seems they don't have facial animation. If both rigs were connected in some well defined way one could attach the head precisely. But from what I see, in the game the head rig's origin is in arbitrary places:
  20. Did you turn 64bit color on when you took those screenshots?
  21. I found this thread randomly in "online users list". A lot of interesting old topics that I haven't seen are dug up by - presumably - bots. Do I get it right? Somebody was selling models from the "grass demo" map on CGTrader? They aren't even that good, lol
  22. https://www.metahuman.com/en-US/license Meta human characters are free to use outside of Unreal engine - as long as you make less than 1 million $.
  23. I don't think Dark Mod was ever tied to a look of a specific time period. It was always a mishmash of all of the styles - from middle ages to modernity. Not unlike Thief. Especially Thief 2 was the most eclectic part in the series. It had everything from middle ages to renaissance to 19th and 20th century, which added to the bizarre atmosphere of the game. 19th century architecture in Europe was itself inspired by older styles.
  24. That's just speed. You can have different value for each channel for example. red 6 * convexFade [ time * .7 ] green 4 * convexFade [ time * .3 ] blue 5 * convexFade [ time * .1 ]
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