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Flanders

Campaign Dev
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Everything posted by Flanders

  1. Yes this game is also one of my favourites. At some point in the game I found a 'master thieves outfit' in which it said 'a scarlet 'G' was embroided in the collar'.
  2. This one is awesome! Had a blast playing this. Thanks Theo!
  3. Yes, it's to prevent the arena from being cluttered with weapons since you can practice combat as many times as you want to.
  4. Yeah, not necessary, but easier for me to see how the texture is distributed, how many stones there are on the wall and how they align with surroundings. But that can also be done afterwards with the patch inspector.
  5. If that doesn't work: simple solution is to make a brush wall the same size of the patches that make up your wall. Set the texture on the brush wall, copy it and paste it to all your patches. Only useful if the patches make up a roughly flat surface, I use it for streets a lot.
  6. Lots of finnish I don't understands, then at 25:15 lol.
  7. Let me guess, you can play three different persons? Mage, thief or soldier?
  8. Whether the textures are custom or not doesn't make any difference, the freeze ups are caused here when people go in new visportal areas it seems (?). So whatever is loaded when you go in a new visportal area, we have too much of it. Does anyone know what kind of things are loaded at whose times?
  9. No better use a subdivisions modifier instead of nurbs. Polygons are more flexible and easy to work with and if you want to export some nurbs surfaces to a gaming application you need to transform the nurbs into polygons anyway.
  10. When you use tdm_show_loot it shows you where the loot is for 5 seconds after you entered it. It's the small coloured boxes you should look out for, they can be tiny if the loot is far away.
  11. If you place this in the editors guild and post a download location to your map you might get more response.
  12. IIRC this is a good method. I read somewhere that when the object is at the end of the spline it continues with the same inertia, so you can use it as a launch pod so to speak. Don't know exactly how.
  13. You picked the poor parts lol . Will look some more tomorrow at it and then pm you, great job!
  14. Yeah, both maps could be very well made in TDM. I don't see why that wouldn't be possible.
  15. Nice Mortem. On a different note, didn't you make a mission 'the broken fence' in the past? Why isn't that availlable to the public? Or is it?
  16. I can't be president, we only have a prime minister here. The rest is negotiable .
  17. I'm pretty sure as well, but I doubt I ever made them available as prefabs.
  18. I just love this street: http://www.moddb.com...mages3#imagebox http://www.moddb.com...mages2#imagebox http://www.moddb.com...mages1#imagebox http://www.moddb.com...images#imagebox Just wondering, where did you find the inspiration for it?
  19. I've had something similar in the past. When I exported models with a plugin for Maya 7 I never noticed anything odd about my models until I exported a model with multiple materials, all materials beyond the first weren't showing up correctly. A bit later I discovered that this was because the plugin didn't export the normal data and d3 makes his own normals for models but only for the first material. When I tried the same with rich is bored export script for blender there was no such problem.
  20. This one you mean? Pretty cool. When is part two planned? I was hoping for some drawings/scratchings of places which we can recognize as places in a fm now. That would be cool.
  21. I was wondering, does any fm author made any concept art for their missions, I'd like to see some of that.
  22. I like the demo even though it doesn’t run well for me. But using animated models for grass doesn’t sound very flexible. If you use a shearing texture you can do all kinds of things with shaderparms, making it moving faster or slower, maybe even making the swaying time and place dependent so you can have wind rolling over a field of grass. You can even add a sound shader to it and make the grass sway with the sound of the wind automatically. But I must admit I haven’t tried this extensively, making up a formula for the swaying is difficult enough, I tried some simple sinusoids but that makes it look pretty robotic.
  23. Some time ago I read this story: http://www.historyof...dex.php?id=2126 That would make a cool heist fm, steal a map of the world of TDM just before it's auctioned. Or something that doesn't require a lot of environment to be built is a whodunnit murder in the hotel/tavern investigation. Find the killer by looking for clues and questioning people.
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