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Neb

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Everything posted by Neb

  1. Neb

    TDM Vocals

    I not sure that any of them would want to feel like they're "on-call".
  2. MOAR?! Simple corridor motif that I'm working on for my small fort sections: Need to work on the ceiling.
  3. I recently ghosted most of Esme's mission, Bafford's Townhouse, because I couldn't find my equipment at the start. I ended up getting stuck against the wall and 'teleporting' into the house. Damn, ok, onwards. It was a fairly hardcore experience with only lockpicks and a moss arrow.
  4. Sweet. Thank you for the tip. I did notice that the poly count ended up quite high so I guess normal maps will be my next stop.
  5. I've just made another banister and it's much better than the last. It's a 64 unit long segment. Criticism welcome. http://www.mediafire.com/?jt45mymjcxy Ol' plain_whitey. That room will look nice with a banister. I'm just warming up.
  6. I would like to use some of those freaky biogen textures. Thanks for the link.
  7. Inside your darkmod folder you could put it in "models\darkmod\architecture\balconies", but since the model isn't part of the mod then "models\darkmod\custom" is good to keep track of it. Make new folders if you need to. I haven't made a shadow mesh for it yet so noshadows is probably a good idea.
  8. I was browsing the online stats and actually did a double-take at this:
  9. Thanks for the encouragement. I've been playing with Blender casually for about four years but have never had the drive to use it for anything. Here if you want it - http://www.mediafire.com/?ohtzdwmwi4j It might need some tweaking though.
  10. The hours of pain were finally worth it. My first Dark Mod model is a wooden banister for a tiny balcony. Rope arrow fodder.
  11. I just triangulated it and now it looks fine. I was using Goofo's .ase exporter in Blender 2.49 and I thought that it converted everything into triangles too. Thank you for the help.
  12. Ahhh, okay. I used Smart Project just to be quick, and as a result the UV layout is a mess. I can clean it up and see what happens.
  13. So, I spent a lot of yesterday testing where I stood with importing static models into a mission. Hours of frustration and trial and error later, and I still don't understand what I have to do to get a model to look alright in-game. I'm using Blender and .ase format. This is the problem. I had a hunch that this guide over at katsbits has the answer, but if that's the case I couldn't follow what the problem is meant to be or why the solution would fix it.
  14. Neb

    T2X

    Yeah, I've never played Gold either. I played through the first two CoSaS missions last week, and to be honest I didn't enjoy the first one. The second, however, is very original and great fun.
  15. Belated apology for not joining in with the testing. I'm really squeezed for hard drive space at the moment.
  16. That room is missing loads. Just blocking it out at the moment. I'm trying to think about how to make banisters that are generic enough to fit on most stairs, so that I can reuse them but also share with everyone else if they're good enough.
  17. When a fired arrow hits a water surface it should be destroyed with a splash and deactivated. Another thing: Are the elite guards meant to be killed with a rope arrow headshot?
  18. Looking forward to it. I'm so slow at building. Just finished the first main section, six more left to go. I will need to figure out models real soon because I have handfuls of banisters that need making. So far I've just got placeholders.
  19. If I remember correctly then it's like being able to crossfade multiple textures on a single mesh. Good for fading between grass and a dirt road on terrain for example.
  20. Ooops. I assumed it would be a Fidcal mission from the beta tester request earlier. Congrats, HappyCheeze. I look forward to playing when the sun goes down.
  21. Niiiiiiice! Thanks for this. I went straight to download it, instantly fired it up, and it's so intuitive that I had imported a doodle into Blender five minutes later. I might try and make something fun and then retopo it. I really need to get around to importing things with TDM. I am actually kind of confused by it, but that's a story for another thread.
  22. Saving to my architecture folder. We could do with a thread where we share images.
  23. A guard will most likely notice that a torch has been doused on his patrol route. Outside of that, the guard may presume that the owner doused it, or that it just naturally ran out of juice. It depends on the context and whether it's believable that someone should be suspicious.
  24. Also, I think having fast ambient turned on makes lights look a little bit more overdriven too. Yep. Three overlapping lights is where it starts to get really hairy. Multiple lights in an area can look really good though, so it's best to set them up so that they 'tip-toe' around each other. That way you can light the whole room, keep your FPS, and give the scene character and interesting depth. Apologies for seeming to not directly reply to you mike mayday. Just echoing Springheel.
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