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killhour

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Posts posted by killhour

  1. I can't remember, I want to say I was in TDM.

     

     

    I can't confirm/deny that but I have seen a noblewoman, and she had a man's voice ;-)

     

    We should make our own whorehouse map like in T2X. That was a great mission.

    Hah, we aren't bound by ratings boards, are we? ;)

  2. Nice map killhour :)

     

    I can see where some of your performance problems come from. There are a lot of large moving lights in the map, like this one:

    post-483-1223578065_thumb.jpg

    I would suggest reducing the size of the lights and maybe making them non-moving. Calculating the shadows for moving lihts is a big performance eater, especially if the shadows have to be calculated for objects like these:

    post-483-1223578100_thumb.jpg

    You can reduce the polycount on them a lot without losing visual quality. Just set the patches to fixed subdivisions (maybe use 3x4 or something like this). Same goes for the trim at the ceiling in the house:

    post-483-1223578242_thumb.jpg

     

    The glass shader is interesting, did you make that yourself?

    That glass shader looks wrong.  I just used the "clear glass" shader built in.  Strange...

  3. My only complaint is my horrible performance, I was almost always under 10 FPS, most of the time around 7, sometimes it fell down to 5 or 4, very unplayable for me and my computer I guess. And the map still takes an inordinately long time to compile for me, don't know why.

     

    I don't understand the performance. Compared to levels in other games, this is downright tiny. There's only 5 AI's, and not much detail at all. It takes forever to compile for me too, and it's quite annoying when I just want to test a few changes. Hopefully, I can get this stuff sorted out. <_<

  4. Ok, this is really weird. I tried using a different texture for something else. When I saved and loaded, one of the brushes I had applied the shader to had the "missing shader" texture, but the other one didn't.

     

    I deleted the brush with the missing shader tex, and copied the other one. When I saved and reloaded, BOTH the textures were missing.

  5. Yes, you use a parallel light, but you have to drag the light center away from the middle of the light. D3 calculates the direction of the light vector via light center->light entity.

     

    I did this, but the light didn't appear to work. There's something in the wiki about not intersecting parallel walls, but it was worded strangely.

     

    Edit: Wait, should the origin be towards what I want lit, or away from it?

  6. So you're applying the shader "bc_chest2" to an arbitrary brush? I'll have to try that, maybe there's something wrong (either with the shader or DarkRadiant).

     

    I figured there was probably an error in the shader. Too bad, it looked pretty bad ass :(

  7. Yes, you just need to look for the shader in the "Other Materials" tree in DarkRadiant's Media Browser. The shader name is mentioned in the lower left of the Model Selector when the corresponding model is selected.

     

    Whether this will look good is a different matter, of course.

     

    I tried this origionally. It looks fine in the editor, but when I compile and go in game, it shows up black.

  8. As far as I can tell, it also won't change the acoustic properties depending if it's open or closed. However, I found that if you break the glass in the door, the acoustics are messed up anyways, so I just got rid of that visportal (I tried offsetting it, but it was doing weird things to a nearby window).

  9. Is it possible to selectively disable the automatic close with door function on visportals? I have a door that I want to get proper sound propagation with, so I put a portal through it... the only problem is that it's a glass door. I need to be able to see through it when it's closed.

  10. Is it possible to selectively disable the automatic close with door function on visportals? I have a door that I want to get proper sound propagation with, so I put a portal through it... the only problem is that it's a glass door. I need to be able to see through it when it's closed.

  11. Simple rope swinging would be pretty easy to do (10% code, 90% tweaking to make the rope not seem like a killing spring of death to the player), killhour was volunteering to do it but seems pretty busy with mapping now. I might do it some time if I get burned out on important stuff.

     

    Aye, mapping really sucks all your free time away. I have a few design documents detailing the movement system I'd implement, but that's about as far as I've gotten.

  12. ...hold on, after letting it sit for about 10 minutes I noticed that it actually finished!

     

    My performance is still very bad, but I think a little bit better after adding the visportals. I think it could use a couple more as well, including one in the middle of the main hallway, bisecting the house that way. Perhaps the glass panels in the upstairs doorway are draining performance? I can't tell. I noticed one of the side patches (on that doorway) not perfectly aligned as well. Very nice development so far, more and more improvements every time. It appears from the outside that the texture gets repeated to much at the very top, possibly a symptom of having texture lock on for a while when placing those brushes?

     

    Keep up the good work!

     

    I don't know why it's taking so long to compile, it's really pissing me off. Could the performance be from too much AI's? How many can I have before shit hits the fan? Do I have too many shadow-casting lights? I'd make some of them non-casting, but I don't want them to show through walls. Is there a way around this?

     

    Also, is it possible to have sleeping/sitting AI's with the thieves' den code?

  13. :) We might take a little longer than 24 hours to review an email, but yes I've taken a look at it just a few moments ago. I'll open an application thread for you.

     

    What is with these application threads? Are they a private thing that some supersecret group of elite modders vote on whether you get in, or is it an open thread where you give them something to do, and they do it?

  14. I'm at school, so I had to draw this up with the GIMP. Hope it's understandable.

     

    towerdesign.png

     

    If I needed to make a tower with windows, I'd definately go with brushes. I can think of two easy designs off the top of my head, depending on whether you want windows on 4 sides, or 8. If you need to put a skybox over the window, put it in a shallow dome facing the window, and add nodraw to the outside, so you can still see inside the tower from the ground.

  15. ...you might want to play with some patrolling guards as well.

     

    Of the two facing each other, the one at an angle is going to have a conversation, then go off to patrol the upstairs.

     

    The 2nd floor looked a lot bigger from the outside than it actually was, are you planning to add more to it? :)

     

    I'm planning to add a LOT more. This is just a small wing of the main building. I plan on releasing just this wing as a "break in to the main building" teaser level, but I hope to get access to all the assets so I can make it a full sized mission. :)

     

    [EDIT: I also had trouble getting into that metal shaft on the 2nd floor without pushing the mantle key. We generally don't want to require the user to use the mantle key instead of jump to mantle, so we want to avoid situations like this. Maybe the opening could go all the way down to the ground so the player could just crouch and walk thru?]

     

    I want that to be a dumbwaiter, so placing it too low isn't realistic. I might place it higher and put a table under it or something.

     

     

    Thanks for the critique. I hope you enjoy playing this mission as much as I'm enjoying making it.

     

    P.S: Please continue ramming bad performance into my head. It's hard to think that not everybody has 1.5 gigs of video ram :P

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