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Everything posted by grodenglaive
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Npc's that can climb: up and down ladders (to start with)
grodenglaive replied to Bikerdude's topic in The Dark Mod
plus there's the extra cheap hacky way of just making very steep and shallow stairs out of monster clip. Limits, Max, Min, Stats, etc - The DarkMod Wiki The animation doesn't look very convincing though, especially coming down https://imgur.com/a/810fy5Q -
So, what are you working on right now?
grodenglaive replied to Springheel's topic in TDM Editors Guild
Thanks, that helped. I use AffinityPhoto, which doesn't have normalize, but I tried to approximate that using the curves and contrast functions. The shadows are definitely more noticeable now I found rgb keyword was a handy way to adjust the overall brightness, although it didn't help with the contrast. -
So, what are you working on right now?
grodenglaive replied to Springheel's topic in TDM Editors Guild
Dziękuję -
So, what are you working on right now?
grodenglaive replied to Springheel's topic in TDM Editors Guild
In an effort to create better shadows to the church exterior I tried option 5 (baked lighting from Blender). I imported the resulting model into the game and overlaid it on real church: (blender model above, lightmap texture below). The effect is barely visible in game though. Am I doing the material shader correctly? material textures/darkmod/map_specific/narthex_lightmap { qer_editorimage textures/NarthexDiffuse DECAL_MACRO noShadows nonsolid noimpact translucent { blend filter blend diffuseMap map textures/NarthexDiffuse } } -
Well damn - I just remade it on a different style lamp in a test map and now it's working! I have a lot to unpack here [edit] ok, reloaded the lamp, texture, material in the project and now it works! Don't know what I did, but I'll take it [edit] it was the folder structure.
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Thanks, there's no diffuse maps on the other lights either, so I guess it isn't used here.
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A lamp using a custom light texture will not cast shadows no matter what I do It shines right through the wall. If I revert the lamp to the original TDM texture (biground1_streetlamp_8fold), it works normally. I literally just copied the original texture and changed the contrast. It is still the same size TGA file, so I don't see the issue. When I put the new texture in the lamp properties, the texture appears in the game just fine (but without shadows). I tried adding the "noshadows 0" spawnarg and that made no difference. So I figured I needed a custom material file to go with it. Using the material editor, I cloned the original light material and referenced the custom texture there. No dice, the lamp still will not cast shadows. I tried adding "forceShadows", which again made no difference. To trouble shoot, I tried using the original tdm texture file in my custom material and it also won't cast a shadow. It seems like custom light materials are broken or am I just missing some other step?
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So, what are you working on right now?
grodenglaive replied to Springheel's topic in TDM Editors Guild
It looks wonderful, but also... that's a great montage - I like the camera angles -
Is there a strikethrough modifier for the readables?
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Okay, I tried that again and it worked this time. Perhaps on the previous attempt I had restarted from a save where I hadn't yet read the child's note.
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Finished! Over 7 hours - it was very tricky finding all 16 circles. It was a pleasant surprise to find there was even more gameplay after that. Challenging, interesting map layout, lots of verticality, good looking textures, very original story. Great job. I didn't have any corrupted saves, but the some of AI were kindof buggy. Performance-wise there was just one spot that was slow for me - a glitched texture on the shop's glass elevator window that would grind the framerate almost to a halt whenever you looked at it, like it was trying to calculate a million reflections (the very bright spot). One parting question:
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Excellent, thanks. And after much more searching I also found where my 16th cheese wedge goes!
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How about "The Sentinels"
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I just assumed it was the maid, but I suppose it could have been the mice
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Oh, there is a bit of a problem with AI bumping the cheese out of the circle, specifically the circle located If you set the "solid" spawnarg for the cheese to 0, it might be an easy fix, assuming if it doesn't break anything.
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I liked this mission a lot. I am stuck on the placement of the 16th cheese though.
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I wish there was an easy way to prevent the mass panick events. I tried setting the spawn arg "canSearch " to 0 on my civilian ai, but then they don't react to you at all. It would be nice if they just went straight to the path_flee_point.
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Congrats on the release, looking forward to playing it!
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here's the repaired model: garden_shed.pfbx
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The garden_shed prefab under buildings_and_facades. It's missing the textures on the left side of the shed. They are caulk for some reason, so the brushes are invisible from the outside. Also there is z-fighting.
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Maybe that the portalsky was not set up correctly. Do you have an "info_portal" sky entity in you map that is surrounded by a cube having your sky texture? Is it working on other brushes? Or maybe the dmap failed and it is just showing your previous map when you run the game?
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Wonderful map. Brutally difficult on "difficult", which of course I like. I'm curious if the mission is any easier at the lower difficulty settings or if it only changes the loot objective. I only managed 4048, so clearly I missed a lot! I only really got frustrated when I ended up using noclip, which I have never done before. I replayed that bit with the gamma turned up after reading another player's post. I found the way, so I could finish without resorting to cheating Thanks for the great mission! [EDIT] I went back in and found I missed ended up with 7088. Well worth retracing my steps for that.
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Fan Mission: "The Last Night on Crookshank Lane"
grodenglaive replied to Jnon's topic in Fan Missions
That was an excellent mission. A big beautiful city, nicely detailed and interesting map. I particularly like the way you modeled the streets. There were some nice tricky parts that were challenging and fun to get through. No doubt I missed a few things, but I managed to leave with 9148 in loot in just under 5 hours. Just a minor disappointment when -
Fan Mission: "The Last Night on Crookshank Lane"
grodenglaive replied to Jnon's topic in Fan Missions
congrats on the release!