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Goldchocobo

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Posts posted by Goldchocobo

  1. Any of you dabbling with Dark Radiant but not yet ready to commit to building a full FM? Why not produce some useful prefabs to share? Here is one idea that anyone can contribute to:

     

    Street Building Facades

    This is how it would work. You create just the projected front end of a building - a dwelling, shop, chapel, factory, whatever, as a solid body with roof. The building wants to be significantly deep - maybe past a first window on the sides. A variation on this is to produce the lower half and upper half separately. Depending on building type, it is often possible to mix and match. Sometimes the halves can be somewhat different with say, a red brick lower half, then lathe and plaster upper.

     

    The above are of course for mappers to use when building streets. They insert the prefab into their street base. They can drag the facade forward or push it back as far as they wish so the same facade won't look exactly the same in all FMs. In one it might be actually pushed back *between* two projected facades either side so you only see its face; in another it protrudes just a couple of feet; yet another it sticks out half way.

     

    Only moderate detail should be used. A street with 20 or 30 of highly detailed facades might grind to a halt on a low end machine. Just use normal trim, recesses, beams, buttresses whatever. A few extra details are nice like smoke from a chimney.

     

    The mapper can quickly make up streets by plugging in different facades. He is free to modify each and any facade, to customise it for his FM, or just leave it as is. He can insert 'real' buildings here and there as needed - ones you can enter.

     

    Details of prefabs at:

    http://modetwo.net/d...p?title=Prefabs

    http://modetwo.net/d...Prefab_Comments

     

    Anyone interested? You can make these and contribute them to a pool for all to share. You make a couple and get bored? No matter - that's two more for general use.

     

    Any other ideas for prefab projects? Browse through the prefabs already provided in the release for ideas. For now you need to extract these by unzipping darkmod\tdm_prefabs01.pk4 (rename temporarily to zip) and extracting to the darkmod folder. Prefabs are really flexible and powerful and can save a huge amount of time.

     

    I have a staggering amount of beautiful street facades, as well as hollowed out functional buildings. Very pretty! I will have to donate them.

  2. Ah, ok, I figured it out. It looks like a model's origin cannot be in the void, and I was using a model that has an origin WAY outside the visible model.

     

    I've updated the wiki with this information.

     

    Lol ya I learned that one the hard way a little while ago.

  3. post-2515-125617257613_thumb.jpg

    Are your stairs looking bland, son? Is it because you're having problems walking up those stairs if they look all fancy-pantsy? Have no fear! Your staircase can look pretty-pretty and you can climb up it, too, when you draw your own collision meshes!

    ____________________________________________

     

    First: make your staircase. Make it fancy! (I'll just guess you're putting this in a fancy mansion.) Bevel the corners, smooth the edges, have fun with patches!

    post-2515-125617258469_thumb.jpg

    Now if you let that staircase stay as worldspawn, you're going to end up in trouble. The dmapper might not like those tiny brushes and patches you used to smooth things out. Those brush-on-brush contacts are drawing a lot of unnecessary tris. So make the staircase a func_static. You don't necessarily need to include handrails in this part, they can be a seperate entity. So your staircase is now a single func_static. Now give it the spawnarg "solid" "0". You heard me right, you're going to draw yourself what's solid and what's not.

    ____________________________________________

     

    Now, go find the texture called common/tdm_nodrawsolid_wood. You could also use _stone or _carpet, depending on what sort of material you made your staircase out of.

     

    Wherever you made smooth curves and fancy bevels, you're going to have troubles walking, because some of those fancy curves are steep at certain points. Your player will slip on those smooth angles and fall down. So lets cover up the smooth decorations and bevels with brushes textured with tdm_nodrawsolid. Don't worry about any ugly "flashing" (or z-fighting) wherever the nodrawsolid interlaps with the stairs. Since tdm_nodrawsolid is invisible, z-fighting won't show up in the game.

    post-2515-125617258732_thumb.jpg

    ____________________________________________

     

    When you dmap and climb up your stairs. It'll behave properly! That's because you covered up all the complex edges and decorations with your own invisible solid that's got a much simpler shape.

     

    Note: if you or your AI are still having problems climbing up the staircase, you can simplify your nodrawsolid even further by making it a "ramp."

    post-2515-125617259243_thumb.jpg

     

    MD's a genius at this type of stuff :P

  4. Hello, The Dark Mod community.

     

    I've been following this project for quite some time. I've played DooM since the Shareware release and I've only dove into stealth games since Thief 3: Deadly Shadows. Though, when playing tactical FPS, I'm usually the guy running around with a silenced weapon and smoke grenades. In 'D&D' and clones I'm always a stealth class.

     

    Due to a nice dump of real life events I have now found myself with nothing but time and TDM is installing as I'm typing this. I'll be around, potentially until everyone in the community moves on.

     

    Welcome!

  5. To be honest the footsteps sound almost identical to the set I recorded. Only without the post production (as I understand its a rough cut). We used leather boots similar to what I imagine our protagonist would be wearing. I wasn't really happy with our "dirt" sounds, plus we have many sounds that just aren't there yet, so knock yourself out.

  6. I feel very confortable with the controls in TDM! Most FPS feels like riding a bike instead of walking..

    The only thing that bothers me a little is the footstep noise, all surfaces seems to produce the same noise (in terms of volume, I mean) and this lack of feedback from the sound makes me unsure of what floor is noisier.

     

    Diego's right... the sndshaders need to be tweaked in detail.

    Jumpfall, for instance, is quieter sounding then running, but AI can hear it easier.

  7. Well I'm surprised you guys liked the recording as it was a very quick and dirty.. If i could find a mive for under £50 that would be both sensative and have a high output I would be able to record all the foot steps we require, in fact I could redo some of the voice lines you huys are currently using also - nearly of the voice lines are spoken too quietly.. and nb my current setup is a Creative EMU-0202 external usb audio Interface(£60) and a Yoga stereo condenser mic (£20)

     

    I will keep my eyes peeled for a said mic, suggestions welcome.

     

    I used a rode NTK (voices) and a pair of akgs for sounds. Not a huge fan of the akgs, but the voices certainly came out awesome methinks.

  8. Very impressive. Multibrush-entities that don't suck. (I found this stuff when I was trying to take apart bits of the training mission, but couldn't make heads nor tails of it. Fascinating!)

     

    Keep in mind the AI cannot pathfind over func_static unless you populate a monster_clip brush over it.

    Yeah, pretty "multibrush" takes on a whole new meaning... prefabs that is. Whenever I make something cool, like a house, or a table with plates, goblets, cutlery, I save it as a prefab for future use. I even prefabbed guards with 6 patrol points so I could just drag out the patrol points to wherever I want, without doing the grunt labor of it.

  9. Mortem Desino: you made it out of patches, correct? I can see the sides with slightly misaligned textures. I have been experimenting with merge, and it can reduce some of the miniature brushes that have been generated, although you are correct that it is still a lot in comparison:

     

    Architectural3-TDM2.jpg

     

    Fidcal: if I weren't ambitious, I would never have released Bad Debts as my first mission. ;) And as I wrote, there is a lot of impressive stuff here. Normalmaps alone lend a depths to levels previously unimagined, and patches look quite powerful.

    That doesn't look too bad, although there's still many brushes. Select the entire thing, hit "make func_static". This at least makes it easy to drag around, and AI pathfinding will thank you for the reduction of brush complexity, at least to my knowledge.

  10. Im an old dromed dog, and going onto Dark Radiant has been awesome. I'm on my 2nd mission, with my first (Politics) being the largest TDM FM I have yet to play.

    For the first while, cutting open the wall with the clipper tool seemed like a pain. Here is a good way to do it that I use.

    Make your door and door frame first. Using the door frame (made of brushes of course), and place it into the part of the wall in which the door will occupy. Make sure the doorframe is thick enough to get through the wall, and through the next room/hallway you want it to enter. Place your doorframe in the part of the wall you want cut out, and with the frame/door still highlighted, use the CSG subtract tool. This will cut out the wall to the spec of the door frame, and you can now delete the portion of the wall inside the frame (it operates like a cookie cutter, only with DR brushes instead of delicious cookies). BEWARE, however, the CSG subtract tool tends to split everything into microbrushes (BAD BAD BAD!! This will = dreaded malloc errors), so quickly go over the now split up wall and CSG merge whichever brushes you can. Sometimes the CSG subtract does a good enough job and there aren't any brushes to be merged. This entire process usually takes me roughly 20 seconds. My doorframes are usually pre created loaded prefabs (complete with operating door in them :))

    Its the intelligent use of prefabs, and logical building practices that excels the entire process. My FM I'm working on now is huge. Like, 2 Thief 2 FM's put together huge, and I've done it all in 2 months of on and off work!

    Hope this makes sense. Let me know if it doesn't :)

    GC

  11. The folders seem to be correct.

     

    Can you confirm that your PK4 files are intact? You can check by running tdm_update.exe - it will compare all the checksums and will re-download every broken archive.

     

    Apart from that, I can only guess it's up to DoomConfig.cfg and/or video driver settings. You said you cannot use newer drivers, but it could be worth a try, just to narrow down the cause.

     

    I had this problem multiple times.

    Fixed it by deleting my doomconfig and re updating.

  12. I've got troubles blackjacking personally with the way I play. Basically I've got autorun and toggle crouch enabled, so when I want to get near an enemy I have to hold shift to walk, then I have to press ctrl with the same finger to stand up while still holding shift (which is just impossible), and then I have to aim for the head. Thief did something great with the auto-stand up feature when brandishing your blackjack, and it did it for a reason. Because having to hold two different keys and pressing a third one to accomplish a simple action is a terrible idea. I can understand why some really hardcore players would want to remove it, but I think it should be left as an option in the settings.

     

    Because coupled with the fact that you can't approach an enemy from behind without being crouched and walking and the fact that if you bump in the enemy he will notice your presence, it makes blackjacking very random and almost impossible most of the time. Maybe that was the point but the result is that we end up not using it at all as it becomes harder than ghosting. In thief the challenge was to ghost the levels, here the challenge is to knock-out the guards.

     

    Blackjacking really isn't hard. Walk up (no need to creep, unless they are paranoid) behind them, and AIM FOR THE HEAD. Don't bump into them either. Its really not hard after a mission or two of practice. Unlike T1 and T2, you cannot BJ them by hitting the back, or feet, for that matter.

    Also, running around, being unmindful of guards and such isn't a good idea either. T1 and T2 you could run, BJ, run, BJ, run-jump-bj. A little more care and precision is required.

    Personally I love the new BJing feel - so much more realistic and rewarding.

    Thanks for the comments, we hope your having fun regardless :)

  13. Hey guys

    Sorry I've been out of touch regarding sfx recording... I understand I said I would have carpet and metal done sooner then later. Well, unfortunately my studio is completely booked, and I don't have any available time to jam TDM recording in there. Eventually I can do it, but for the time being, I think we'll have to make due with the current carp/metal sfx we have so far.

  14. I started working on a custom TDM editing plug-in for DarkRadiant. As first feature, this contains a custom Property Editor which plugs itself in the EntityInspector module:

     

    post-406-1252839662_thumb.png

     

    It requires a certain keyvalue to be set on all head entityDefs. All entities with "editor_head" "1" are listed in this UI.

     

    Wow!

    It takes the tediousness out of of mapmaking, and makes it a more enjoyable creative process... awesome job.

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