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Aosys last won the day on October 26 2018

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About Aosys

  • Birthday April 24

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    Game development, art, music, writing

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  1. Got a second model in-game! With regards to the Khopesh, I'd like to get it functional as both a dynamic physics object and something that can be used as a weapon for enemy AI. To do that, would I simply copy-paste all the entity properties from something like the existing scimitar?
  2. @OrbWeaver Your solution 100% worked, I'd forgotten to include smoothing in the LWO export. Thanks to both you and @HMart for the help, next step will be getting it set up as an entity, then starting on more models! [Edit] So, a few questions. First, does TDM support ambient occlusion maps? Second, are there any A to Z-style tutorials for Blender->TDM modeling? If not, would it be useful for me to try putting one together?
  3. So an update on the khopesh: I finally got it working and in-engine, but I'm now encountering an issue with the normal map (I think). For some reason I'm still seeing a lot of polys not being smooth shaded, particularly in the handle: https://imgur.com/a/tZ8MTqn I thought it might have to do with the lack of an alpha channel (Substance Painter initially didn't include one on the normal export), but manually adding one didn't really seem to help...
  4. Hi all! After a hiatus from TDM (PhD program has been eating a lot of my time...) I've wanted to get back into the swing of things by trying my hand at some 3D modeling. I'm actually taking an Independent Study this semester with the express goal of generating some assets for the mod, and learning the 3D games pipeline along the way, but I'm hitting something of a snag. Currently, I'm trying to clean up my old khopesh model in an attempt to get it in-game and fuctional. Thus far, I've got both the low and high poly versions, and was able to successfully bake my model normals in Substance Painter. However, I'm not quite certain how texturing would work, nor how to get the model set for export to the engine. I've tried some experimentation with only limited success (PBR textures work flawlessly and are easy to mask in; non-PBR hasn't really worked thus far). So I guess my question is, what steps do I need to take to get this model functional, and to streamline the creation of future models? I have access to Blender (I'm using 2.9x to model, then downgrading to 2.80 with Orbweaver's import-export scripts) and Substance Painter, as well as Photoshop.
  5. I think I had problems with players being able to traverse the ducts with the brush versions, which is why I switched to patches. I'm also not certain I even have the brush versions anymore. Light shining through them definitely is an issue, and one I hadn't noticed before, whoops! I think double-sided patches would require new versions of the metal textures (I believe there's a keyword you can add to the material file that does this?). Using this would be much nicer than using very thin brushes, as everything could align exactly to grid. I'm not certain this would solve the light problem though, I'd have to do some testing. One possible solution might be to create "shell" modules that would fit over the existing interior modules, though I'd have to figure out the sizing and how they'd all connect. I did a brief test with one of the straight sections, though, and it seems to work like a charm, including blocking interior lights. I might work on creating sleeves for the rest of the modular pieces (which would also be a nice excuse for me to get back into mapping, heh).
  6. I don't suppose someone with SVN access could send them my way? I was hoping to plop one or two in my thesis level and I don't think I can wait until the 2.08 release If not that's alright, just thought it'd be a neat addition!
  7. Is there perchance a way to download those wrapped corpses, or are they not available for mission use yet?
  8. Thanks so much to everyone who's volunteered, I appreciate it a lot! I'll go ahead and prepare a thread in the beta-testing forum
  9. Hi all, So I have a bit of an unusual request for the community. I'm currently nearing the end of my Master's degree, and need to complete my thesis before I can graduate. Being that I'm in a games program, I had to construct a level for user testing; since I'm very familiar with Darkradiant and didn't want to wrassle with Unity, I ended up building my level using TDM. After some preliminary user tests, I'm ready to begin a short iteration phase where I improve the level before final testing, and I thought I'd open my terrible tiny level up to the mod community for feedback from folks who are familiar with TDM and the stealth game genre. My research specifically pertains to environmental storytelling, so that's what I'm aiming to do well. Any advice on improving performance would also be appreciated (my exterior is kind of a mess), as would advice on creating good-looking diegetic lighting that sufficiently highlights both important narrative elements and where to go to progress (especially for inexperienced players).
  10. Aosys

    Free games

    I honestly keep forgetting Epic offers free games, so personally the reminder is a welcome one for me, but that's just my two cents.
  11. Aosys

    Free Games

    Company of Heroes 2 is currently free on Steam if you add it to your account before November 17 @ 1:00pm: https://store.steampowered.com/app/231430/Company_of_Heroes_2/ You can also snag the Victory at Stalingrad DLC for free by signing up to their newsletter (there's a link in the COH2 WEEKEND GIVEAWAY! announcement).
  12. It might also be worth mentioning we're on MandaloreGaming's list of games to review (I was pleasantly surprised to find TDM there; totally wasn't expecting it): https://docs.google.com/spreadsheets/d/1_K3ziSxT9zcUUGCddS4sF1uNJTWHSbOwB1CQX2Rx4Uo/edit#gid=0 If that ever happens, we may see some more attention directed our way!
  13. Also the Microsoft Mothership completely borked my sound drivers. I was on the line with MSI customer support for over two hours trying to fix Windows 10's oopsie, and now I know the next time I get a Windows update they make break my machine again...
  14. Not to mention this has just happened: https://www.cnn.com/2019/09/24/tech/microsoft-windows-security-threat/index.html
  15. You'll want to use patches to achieve a round effect: http://wiki.thedarkmod.com/index.php?title=Patches Most relevant to you would be Cylinders and Cones (for the inside and outside walls), and curves (for filling the gap between around the rim). The patch inspector (shift+s) is also your friend when forcing subdivisions to be the same, thus avoiding holes where things meet up.
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