Jump to content
The Dark Mod Forums

Airship Ballet

Member
  • Posts

    1584
  • Joined

  • Last visited

  • Days Won

    58

Posts posted by Airship Ballet

  1. I'm sticking to the mod's structure and leaving the oil lamps specifically unfrobable, while the smaller electric ones are frobable directly. It's obviously pretty simple for mappers to allow a light source be triggered by frobbing, so I think that including variations to that effect would prove a bit superfluous. Since it's no trouble either way, I figured it made sense to stick with that's established.

  2. Not posting much, but still working away! I'd neglected to add links to all the recent stuff I've done, so I went back and did so. Still going strong working on lights, having moved from electric lights to oil lamps.

     

    TheDarkMod_2016-01-05_20-35-35-071.png

    868329962e.png

     

    -Streamlined the OP (incidentally I cleaned out my messy Youtube channel on an impulse. Gonna start re-making videos, including the demonstrations of things in this thread).

    - Added "desecrate" ambient to ambients.

    - Added links to new bottle models and skins

    - Uploaded (but haven't linked) the modular used to create a Coming Soon mission.

    - Uploaded (but haven't linked) this on-going collection of lights

    • Like 3
  3. Okay, cool, so I spent an informative couple of hours fiddling with material files and also fixed the necks of both bottles. All the super redundant textures are gone, and I added empty, translucent variants as well. Are these colors still okay? For people who don't know, I'm largely monochromatic so I have to ask others. Normally I'd ask my wife, but she's bringing home bacon.


    16ed644926.png

    • Like 2
  4. They were actually built pretty low-poly. Every cylinder had 8 sides maximum, often fewer, it's just because there are a lot of them. They're intricate-looking steampunk gadgeridoos, so even if made efficiently they end up breaking 1k when made into tris. Still, there are a few core lights that break 1k, and even some that break 2. My models obviously have super-duper low-poly shadow meshes, and the tris themselves haven't proven to be a huge performance drain in the past. I've been replacing lights in my maps with these, and the FPS counter stays the same. They're not intended for inclusion in the core game anyway, so I'm none too worried, and I'm sure I'll get more efficient as I keep learning regardless.

    • Like 1
  5. 1) Anvil of Dawn

    2) XCOM: UFO Defense

    3) Silent Hills 1-4 (they all rank equally in this context, though 4 is controversially my favorite)

    4) Icewind Dale (and all the other classic Bioware RPGs, really)

    5) Unreal Tournament '99

×
×
  • Create New...