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peter_spy

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Everything posted by peter_spy

  1. This looks (and sounds) sweet.
  2. Slightly offtopic, but I've been tinkering with differend UE engines lately, and it occured to me that current version of TDM is actually fairly close to UE 3/UDK in terms of rendering and graphics features. Have you ever considered adding lightmapping as an optional way of lighting maps? Given the way most TDM assets are made, it could provide a big boost in performance, while offering much better look. And that, potentially, would be a much, much smoother transition into a new level of visual fidelity than PBR, which requires remaking all textures, materials, and lights. Edit: I forgot that models would need to be re-saved with a dedicated uvw channel where faces are unwrapped in 0-1 space in order for lightmaps to work correctly. So, it looks like any effort to get to next level of visual fidelity will require significant artist effort...
  3. This can be removed as well, you don't need to specify texture map slots you don't use. In some cases you even shouldn't.
  4. IMO that's more like a bug, rather than a feature. This is a property, not material keyword: https://wiki.thedarkmod.com/index.php?title=Light_Properties#Other_light_settings
  5. IMO there should be a warning of some sorts on this page. This tutorial was written by Fidcal ages ago, and there are possibly tons of things that might be severely outdated, and practices that would better be discouraged.
  6. It's not a material token. It's a property, so you can use in light entity def (using this light material).
  7. Those assets don't look good against stock TDM assets, they're like from another world. You'd need a complete package or a whole mission made out of these exclusively, to get a coherent style. That's years of work, unfortunately. Second reason is something I saw mentioned a few times in Discord discussions – TDM assets got stolen and repurposed on more than several occasions. I know that there's no way to stop asset flippers from getting those, even from modern games, if they're desperate enough. But since pk4 is basically an open door for such people, it made me reluctant to go on with this initiative. I put way too much work over the years to get to this level of craft (which is still not super pro, but quite decent, I think). From time to time, I still do single models, as requested from FM authors; but over the last few years, all my TDM-related modelling work has been sporadic, and mostly for my own amusement. I lost access to my dropbox folders. I reuploaded those in one zip package and updated the first post.
  8. Right, I lost access to my dropbox folders. Here's a temporary upload of all these assets: https://we.tl/t-BOdrlNEXWJ I cleaned up the material files a bit, since these were still using TDM ambient stages.
  9. It's been unavailable for quite some time now, and I don't want to have an ambiguous situation where it can no longer be downloaded, but selected people have it but others don't, etc.
  10. This asset pack is no longer available. If you have access to it, please don't use it or redistribute it further. If it's a part of a released FM, please credit me by including The Builder Compound pack name and my TDM forum username in your readme.
  11. You keep using assets fom my Builder Compound pack that is no longer available, you could at least credit me for it. That applies to your other FMs too.
  12. It's not even that there are free asset sites or AI apps^. Models still need work as they have to be adapted to the game polycount limits, and textures need to be adjusted to work with game art style and shading system. Sometimes doing something from scratch will be faster. And with AI tools, it misses the point even more so. And the point is, making textures, models, and sounds is great fun. It's an opportunity to grow as a creative person, and an occasion to connect and network with other people, even if it's hard to communicate sometimes. And TTLG in particular has plenty of creative people to choose from. By choosing AI, or grabbing stuff from other games, you miss that opportunity, and everything that goes with it. If everyone starts doing it, the community artists will disappear.
  13. Not this time though, the campaign is getting some PC press coverage, some major outlets like Rock Paper Shotgun included: https://www.rockpapershotgun.com/the-black-parade-is-a-thief-mod-from-a-team-including-a-dev-at-arkane-and-an-original-thief-designer The TDM / cgtextures.com situation made me think though; maybe, instead of worrying what future license might include, there could be a steady effort to replace photo-sourced textures with hand-made / proc-gen ones? That list is huge, but the peace of mind in the end is priceless.
  14. Yeah, TTLG never had a great culture when it comes to copyrighted content, but BP is where things got somewhat ridiculous:
  15. Right, I forgot that's also a reason why TDM has every single texture from cgtextures listed in license.txt. But, according to current EULA, that might not be enough:
  16. IIRC, unless you have written confirmation on that, and specific textures that were licensed on the old terms, it's not a thing. You are always bound by the current version of the EULA displayed on the website, and it's your obligation to keep up with the changes.
  17. Nice. FWIW, I saw Black Parade crediting textures.com in their credits.avi. Not sure whether they've read the license, but Thief doesn't even use zip packages for content, just for storage. The whole stuff gets extracted during installation into a dedicated folder and it's fully accessible.
  18. It would probably be the best to ask someone from textures.com on that. I couldn't, in all good conscience, call pk4 a package, in the same sense it's used in context of popular game engines, so I ended up not using those audio tracks. Also: That can be a can of worms of all sorts. Does it mean the mission can't be hosted on TDM's servers, or textures and materials can't be used in other TDM FMs? That license is rather specific to 3d models, not video game mods / levels. Maybe that's the most common use case they deal with. Yes, there is. The GPL license is mandatory for game code. You can share your assets under any license you want, copyright included. If you want your assets to make their way to the core mod though, you'll need to share them under CC0 license or similar.
  19. IMO points like that assume that content is put in an encrypted / binarized package that can't be easily opened with common software (see Unreal or Unity asset packages, etc.). PK4 is a plain zip archive and everyone knows how to open it. Edit: I had similar problem in the past, with a piano music composer who allowed some of his works to be used in video games, free of charge, but on the condition it was part of a larger file where you couldn't access his audio files.
  20. I remember T2X having quite bit of variety in level design, so that might be a plus over BP. CoSaS Mission X was also excellent. I also liked Eternauta's missions, Kingsbridge in particular.
  21. I don't think The Last of Us part I is a good game; it is something else in terms of pure audio-visual experience though. The attention to detail is insane, especially in sound and animation.

    1. Show previous comments  4 more
    2. madtaffer

      madtaffer

      How is The Last of Us if you play only stealth ?

    3. peter_spy

      peter_spy

      IMO game isn't really geared towards that; it's a set of small to medium-sized arenas stringed by corridors, where you eliminate enemies quietly, one by one, until everybody's dead and you can loot the area. Maybe there's an NG+ or something like that, where you can ignore gathering resources, but not so much when it's your 1st play-through.

    4. The Black Arrow

      The Black Arrow

      Personally, I consider it an overrated "cinematic" wannabe product, it has nothing good let alone innovative in terms of gameplay, and the visuals I could care less, I've played very old games myself.

      And the story was just geared up to make you hate on Joel, despite the fact the guy lost his daughter and doesn't want to experience that again, which is why he did that "huge mistake" with not letting Ellie sacrifice herself for a cure. Like seriously, be a father and tell me if you can blame him.
      I wanna repeat myself; The story was HEAVILY geared towards a very badly made and pathetic one-side outlook to it.

      People can enjoy it for whatever reason, without a doubt, but no way it's a "masterpiece" at all, let alone the second one.

  22. True, thanks God I loved Mooncrash back then, etc. The whole point of Mooncrash was to force you to apply different character strategies (not just Rambo style). Increasing pressure (timer) and some random events force you to improvise a lot and go with the flow. It's a great showcase of emergent gameplay systems, and a ton of fun, if you let go of your "im-sim habits". I had many great moments with Mooncrash, because of "near miss" and "last second save" type of moments, typically amid total chaos of the last stretches between me and the escape pod. That said, Mooncrash is kinda hard to get in the beginning. There are things which are totally random, other things are persistent throughout a run, then things become persistent throughout multiple runs. But the game leaves most of it to be discovered by you – which is both a blessing and a curse, because many players will bounce off it before getting to really awesome bits.
  23. Not sure whether you had the opportunity to test the same account on different OS/browser combos, but in my case it turns out that: Win10 + Chrome or FF – turn that damn thing off, you pleb! MacOS + Safari – you're good to go, kind sir! So, similar to the first rule of dating, just buy into an overpriced hardware ecosystem and you'll be golden.
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