Jump to content
The Dark Mod Forums

Melan

Development Role
  • Posts

    4467
  • Joined

  • Last visited

  • Days Won

    102

Everything posted by Melan

  1. Economics / regional studies; more specifically, my dissertation is on the restructuring of industrial regions in Central Europe. It has been a long, long endeavour, and it is finally getting close to its conclusion unless I get hit by a speeding truck over the weekend. Just to be safe, I will be sticking to pedestrian streets for the time being. I am not surprised there is a higher number of PhDs among modders/level builders; while obviously very different, they require similar skills and interests - long-term commitment, an analytical mindset and a good dose of creativity. That, and then there is the geek factor of course.
  2. No suggestions, but hey there, Premier!
  3. That's a pretty good idea. Some of the loot is too dull now; some specularity will help a lot in making it possible to identify. Thief had quite striking loot, which was mostly achieved with brighter metallic textures (e.g. the candlesticks). WRT silver, silverware and teapots are mostly made of alloys while coins and art objects would be either made with the purer stuff, or valuable for their craftmanship - so there is another good justification there beyond bulk.
  4. Maslow would have a field day with that quote.
  5. No panic, but mine will probably be a late entry. I am defending my PhD on Monday (yeah, yeah), and will still have so much late year work after that that I probably won't finish, and the time after Christmas will be reserved for a Dromed1 speedbuilding project like last year. So, January looks like it. I could just say that I will ship no matter what, but I'd rather not submit something I am not happy with. Plus I need to discover if the performance hit in the central area of the mission is due to hardware, too much detail, internal leaks (probably not) or what.
  6. So who is this robert256 guy? I missed the drrrama.
  7. Nice for a good 40 minutes of thieving. My main quibble is that the textures are maybe too bright and too clean, even with decals applied to them. Some of it is a general problem of available resources (TDM is somewhat lacking in appropriately dark, TDPish textures), but I think a little bit more could be done on this front. Also, using that roof texture should be a punishable offense. You know the one.
  8. Map (includes architecture, objectst, lights and stuff): 60% or thereabouts Decals and other cosmetics: not yet The rest: zero, I wonder how long does it take to add a few patrol routes/objectives if the rest is complete. Since this is not Dromed and I am still learning as I go, I can't even make an accurate guess. Prognosis: may or may not finish in time; I have got a lot of RL work on my plate, which also means I am usually too tired to build on weekdays. I will have free time before/during the holidays though. WIP screenshot:
  9. Aha! Makes sense. I have already added a few textures of my own, so I've got the file ready, just got to update it.
  10. I would like to know if standard Doom 3 textures are recommended for use. I am asking this because I used one from the Hell family, and it seems to be completely dark where it isn't lit - unlike other textures. I have a global ambient light in the mission, so that should not be a problem. It would be great if I could use it, as TDM seems to be lacking in dark brickwork at this moment.
  11. Undead, Zombies, Haunts and... Women!
  12. Aha; I thought they just strung together some of the game's cinematic sequences. Interesting; will have to watch the later parts.
  13. I would watch a movie of this. The game seems pretty, but also lacking that particular something.
  14. Or distinctly coloured "marker" brushes which are approximately the dimensions of an AI. That's what I am doing, since my spaces turn out a bit larger than intended.
  15. Just to report, I used the house on the right as a background building in the non-gameplay area of my FM. Nice enough for eye candy, low-poly enough not to adversely affect performance. Thanks for making it available.
  16. A nice, atmospheric shot, Sonosuke. I particularly like the staircase.
  17. Fidcal: Removing that paragraph did not work. :/ I think I will try to recreate everything from scratch tomorrow; I may have messed up something crucial here.
  18. Fidcal: no quotes in either readable, unfortunately. The console reports the following error messages: 1) line 1: missing decl name (upon startup, line is is either a { or if it doesn't count that, "classname" "atdm:readable_mobile_paper01" ) 2) line 35: unrecognized command: __ (upon loading the map; the __ is from copied original text) I have also discovered that the can't drop readable error occurs if you pick up and use it; if you pick it up, drop it, then pick it up again, you can read it safely. No console messages are reported. In any case, thanks for your help, and here is something for your trouble:
  19. I put in the path names in both the xd file and the readable object. The text did not show, and what's more, when I picked up the movable readable, I could not put it down anymore, nor pick up other objects.
  20. I am having some trouble inserting readables in the map. 1) I have a file named tdm_maps_m.xd in the xdata folder; let's say the readable I want to refer to is named gate_maynard. In this case, the relevant section in my xd file reads thus: 2) In DarkRadiant, I added a prefab sheet and added the following (modified) string: xdata_contents: gate_maynard 3) The readable does not function. I don't even have an idea where I am going wrong; the instructions in the tutorials go right over my head.
  21. This is a perennial design problem. In most cases, verisimilitude is desirable: if there is a door, you should be able to open it; if there is a crate, you should be able to lift and manipulate it. But sometimes that's not fun gameplay. In a city mission where NotGarrett could open every door and explore every building, exploration would not be very rewarding: if your "sub-objective" was to get to the rooftops, you could choose any house, climb up to the attic and exit through a hatch onto the roof. Instead, a fun mission would force the player to find a route more circuitous - e.g. climb some ivies onto a ledge, than creep along that to an apartment window, taking stairs from there to a higher floor and then a steel pipe to the rooftop area across. Sometimes, there is a way to design around that problem, but you can't count on it.
  22. <br /><br /><br />I could fix the building facade with the gables texture. Here is the other instance: The problem is, it would be pretty hard to rebuild that segment completely. Maybe I should patch over the hole with wooden boards? It is a derelict building after all...
  23. I see the file is there, but in game mode, it does not show up. Granted, a similar error is found on another textured surface. Will try to upload a screenshot, but I am in a seriously bandwidth-free area.
  24. Could someone attach for me the following texture: plaster > framed_gables? In the PK4 file, there is an editor image and a localmap but not a diffuse; hence, it does not show up in the game.
  25. Starting to look good, and that's a lot of stuff already. I need to procrastinate less and build more; I spend altogether too much time thinking about details.
×
×
  • Create New...