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Neb

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Posts posted by Neb

  1. 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.   :laugh:

     

    It was a fairly hardcore experience with only lockpicks and a moss arrow.

     

     

  2. 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.

     

     

  3. Yeah, I've never played Gold either.  :o

     

    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.

     

     

  4. I did a few searches but cant really figure what vertex painting does, or why is it better than uv/paint? How is it used in terrains? diffuse maps are applied over that? or does it tell how diffuses apply/and blend? I imagine it like Unwrapping and painting without the unwrap procedure.

     

    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.

     

     

     

  5. 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.

     

     

  6.  

    Well, shouldn't they be? I don't see a reason why a light would NOT be considered suspicious EVER.

     

    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.

  7. Turn off bloom.

     

    Also, I think having fast ambient turned on makes lights look a little bit more overdriven too.

     

     

    The light radius can be altered by the mapper.  Although if lights are too large then they overlap more often, which is a drain on performance.

     

     

    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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