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Flanders

Campaign Dev
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Everything posted by Flanders

  1. I've never worked with the objective system really but one simple method to override anything in TDM is to package your own file to override an existing one. It should have the same path and name as the original one but inside your FM folder. A word of warning with this: if the structure or the name of the specific sound file changes in future versions of TDM this will not work anymore.
  2. For a texture to translate it needs the 'translate' keyword in its material file followed by a speed in the u and v direction that depends on a shaderparm. If you make a func_static with that texture on it you can give it a value for the shaderparm. So, you can trigger a script function that changes the value of the shaderparm. That would be one way to do it.
  3. When its dark outside and the water is flowing you dont really see surrounding trees and such in the water. You could do with a strong specular map to reflect lights instead of a cubemap. Then its easier to make it transparent.
  4. Here is an old thread, same subject http://forums.thedarkmod.com/topic/12574-making-water-darker/
  5. A lot of grandfather clocks have this (I can't imagine you never saw it before ). The clocktower in the training mission has it too. So yes for the things you mention use a rotating texture with alpha channel. For sliding textures you can use a translating texture. For more generic image sequences you can use a video.
  6. I've heard you can use roq videos for that. The candleflame is an example.
  7. If you have a street and you want the buildings of one side to cast a shadow on the buildings on the other side you can make a parallel light texture with the silhouettes of the buildings in it. That way you can have a no shadows light with nice soft silhouettes projected on the other buildings.
  8. @RJFerret You can edit this outside of the dark mod. Look in the darkmod/fms folder, open missions.tdminfo in a text editor. In there you can add "mission_completed_0" "1" to a mission you feel like you completed on easy, or "mission_completed_1" "1" for medium etc.
  9. Obj is a simple and straightforward format and my choice when I want to convert models into other formats. But now I'm trying to see if the export to obj works in DR and it doesn't
  10. Try this site: http://www.greentoken.de/onlineconv/
  11. How about barbed wire or rows of metal spikes for keeping intruders out?
  12. There are lots of missions already with custom guis, like in heart of lone salvation: at 2.37 You dont have to bind some patch to a camera or something like that, the gui works on the screen. To circumvent the fading method: You can make a black full screen gui and change its transparancy over time. Teleporting and immobilizing the player was also done at the beginning and end of requiem.
  13. Is that allowed? Since they are heavily based on copyrighted material
  14. Look at the material file of an existing texture that is partially transparent like the lace ones.
  15. For lava you can use the same kind of particles like big fires have. Or if you just want to have the heathaze effect, copy a fire particle effect but remove the fire, keeping only the heathaze effect.
  16. Hold on, have you created a material file for your texture? You can't just point to a tga in your ase model.
  17. Baking some shadow into your model is fine as long as you combine the AO greyscale map and your diffuse texture into one new diffuse texture with an image editor like photoshop, use an overlay effect like multiply. That's the easy way for models with a unique texture I'd say. Be more specific please: What exporter are you using? What do you see in DR? A 'shader not found' texture, a black model, nothing? What do you see in the game? What are the errors in the console that you get from it? You could first try your model with a (single) stock texture from the mod to see if it works, take it step by step...
  18. Or: open up the console in game and type "g_showplayershadow 1" and enter
  19. The heathaze is in the tdm_base_01.pk4 under glprogs. It is a 'distortion effect' that you can use in a material file. Some glass textures in tdm_glass.mtr under tdm_textures_base01.pk4\materials\ use it. What is it you want to achieve?
  20. I would like this too. The player shadow doesnt work well now. Body awareness requires new animations (mantling, rope/ladder climbing, combat etc.) and new code too. We need more personnel for that.
  21. Can someone with a youtube account explain this dude what is wrong with his textures and the blurry main menu:
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