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joebarnin

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joebarnin last won the day on April 25

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About joebarnin

  • Birthday 04/29/1959

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  1. Apply a thin layer of nodrawsolid with your desired sound over the top. Another option: if there's a texture that you always want to have a custom sound, then modify the material definition and add or change the surface type. Example, if you want the "/darkmod/wood/boards/dark_redwood" texture to sound like stone, clone the default material definition to make a new one, and change it: textures/darkmod/wood/boards/dark_redwood_sounds_like_stone { stone diffusemap textures/darkmod/wood/boards/dark_redwood } If you use that texture it'll always sound like stone. No need for a nodrawsolid.
  2. This might be your best bet: https://wiki.thedarkmod.com/index.php?title=Startpack_Mappers'_Guide#Adding_an_In-game_Map_to_your_FM
  3. Ah, that explains it. The first time I went into the apartment I forgot to grab the necklace. So that objective wasn't complete. That's why I heard the message later.
  4. Finished! Fun mission - nothing groundbreaking but a nice town to work my way through. Issues: Opinion:
  5. I'm enjoying the mission - nice to have a town to explore. I'm having trouble in the Eleazar Tower:
  6. Not intentional. Can you point me at specific stairs that are giving you trouble? Glad you're liking it otherwise!
  7. Wonderful mission! I love the geometry - great design. Good use of all three dimensions. I suck at scaling/jumping moves, so lots of reloads lol. But that's just me. Thank you - that was good fun!
  8. That's one way to put it. Another, more accurate way is "HOLY SHIT THAT LOOKS FANTASTIC!"
  9. Excellent! Thanks for reporting that in the first place. I love the way it creates another historical variation, so to speak.
  10. Good idea. Why didn't I think of that? (To quote Hitchhikers Guide to the Galaxy, "I think my mind must be too highly trained" :) I did figure out a workaround. I took the decal texture file (.dds) and did an Color>Invert command in GIMP, so now it looks like this: With that file, I can play with the rendered color using a material definition like this: textures/darkmod/decals/dirt/dripping_grunge01_color { DECAL_MACRO noimpact { blend gl_zero,gl_one_minus_src_color map textures/darkmod/decals/dirt/dripping_grunge01_my red .8 green 0 blue .8 //colored } } That allows me to adjust the color via the material definition. How this works, has something to do with the options to the blend command - I still need to figure that out.
  11. I want to modify a decal to display as a different color. Example, dripping_grunge01 I'd like to clone the material definition and modify it so that the grunge is greenish. Here's the definition: textures/darkmod/decals/dirt/dripping_grunge01 { DECAL_MACRO noimpact { blend filter map textures/darkmod/decals/dirt/dripping_grunge01 } } I tried to figure the various options to the "blend" command, but my poor brain isn't capable. Using the color commands affects the transparent parts as well, which is not what I want. Is there a tutorial or some examples I can take a look at?
  12. How embarrassing. Either I never knew that up-to-date missions won't show up, or I forgot. Sorry about that.
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