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Aosys

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Everything posted by Aosys

  1. Aosys

    Free Games

    Aaaaand now Oxenfree is free on GOG for the next 44ish hours: https://www.gog.com/game/oxenfree
  2. Aosys

    Free Games

    If that ain't enough, Assassin's Creed Black Flag is free on Uplay for the holidays (until December 18)! I've been curious to play it despite myself, so now I guess I have no excuse
  3. Aosys

    Free Games

    Grim Fandango Remastered is free for the next 43ish hours on GOG: https://www.gog.com/game/grim_fandango_remastered
  4. http://thief.wikia.com/wiki/Thief:_the_Role_Playing_Game I think there's a post about this somewhere on TTLG too.
  5. I'd love to see a game that was a mashup of STALKER, Metro, and the Final Station. Metro Exodus looks like it might come close...
  6. Ooh, apparently this game is now a thing: https://www.gog.com/game/seven_the_days_long_gone I remember it came up here a while ago, and now it's out. Color me curious...
  7. Decided to go on a small texture spree, and this was the result: Some new wallpaper color variations (plus a couple extra not seen here), and sofa skins that are actually blue (the sofas on the left are our current "blue," which is more violet than anything; the ones on the right are the new ones).
  8. It's definitely not the sealing brushes, they were all snapped to grid 8. I suspect it was a problem with my origin placement being on a seam between sealing brushes, and TDM getting confused by this. I've since tried to correct my sealing brushes with full overlap instead of corners touching corners; hopefully the problem was as simple as that and not something more complicated, but I guess we'll see. Thanks for the suggestions though!
  9. I did; the leak starts at a seam between two brushes, then leads off more than 1000 units to a random point in the void where there's absolutely nothing. I triple checked all my sealing brushes and they were working fine. I also checked the supposedly offending entity(ies), and both the inspector and ortho showed the origin was well within where it should dmap (and had previously). The console even printed the origin's location, which I could confirm in DR. I also found that the problem carries on, even if I save it as a new file. I also managed to fix the new file by reverting to worldspawn then converting back to func_static, which set a new origin. One thing I have since noticed was that my origin was right on the joint between two brushes of a "make room", not "hollowed", structure, which might be the culprit? Which is strange considering it had worked before, and which is also strange considering the crazy pointfile destination.
  10. I'm having problems with phantom leaks on my current WIP, and I can't figure out what's causing it. In the most recent instance of this, I managed to use a condump to track down the offending entity... whose origin, as it turns out, was well within the bounds of the sealed area, and had successfully dmapped before, yet was causing a leak anyway. Has anyone ever run into this before? Is there any way to make it stop? This is around the 5th time now this has happened, maybe the 3rd time this week alone, and it's frustrating to try and fix...
  11. Aosys

    Free Games

    MDK is also free on GOG for the next 42ish hours.
  12. Aosys

    Free Games

    For anyone who likes point-and-click games, Syberia 1 is free on GOG for the next 48-ish hours.
  13. I always find these "under the hood" type things really fascinating: https://www.polygon.com/2017/9/8/16263050/game-design-magic-tricks

    1. Anderson
    2. Tarhiel

      Tarhiel

      Majority of them are new to me, even my beloved System Shock 2 - et tu, Brutus? :)

  14. The best way I've found is to first create your end cap, then either create a temporary brush somewhere with your desired texture, or used an existing brush (e.g. the connecting walls to an archway). Maneuver your brush into place if need be, then find the face going in the same direction as your cap. From there, copy and paste the face's texture onto your patch. This page provides an example: http://wiki.thedarkmod.com/index.php?title=Patches#Archways
  15. Ah, I found the problem: it needed a decimal value for shaderParm3, not 1 (which is what I'd been using). Thanks guys! Also, I'll see if I can make some frost decals, since I found a set of Photoshop brushes that doesn't require any licensing
  16. Still using shaderParm3, increased the angle as suggested, still no dice; the texture is completely invisible. I tried on several other test patches and brushes, and they all suffer the same problem. One thing I am noticing is there's a part of the material definition that's no longer needed since 2.0, according to the wiki: http://wiki.thedarkmod.com/index.php?title=Alpha-fading Is the fact that it's still in there the culprit?
  17. Here's what I'm seeing for the definition: Not 100% sure how to interpret this since I've never worked with blended(?) textures before. Clipping is also not working; it's the first thing I tried, and just results in z-fighting where the patch intersects, and the rest of the patch is invisible.
  18. shaderParm3 doesn't appear to be doing anything; if I clip the entire patch into the brush surface, it looks like the texture is kind of showing up, but it's not blending nicely and there's a ton of z-fighting. It'd be nice to have decals you could just splash around at will. I was thinking of making some, and I found a set of photoshop brushes that looks really nice, but I'm not sure how the licensing would work for us? https://redheadstock.deviantart.com/art/Frost-Texture-Photoshop-and-GIMP-Brushes-106687110 http://www.obsidiandawn.com/frost-photoshop-gimp-brushes
  19. Extra Credit's entire series on animation is super fascinating for anyone who's interested in that sort of thing, but this one in particular seemed relevant: https://www.youtube.com/watch?v=0qvvmVpS3AA
  20. A'ight, not so academic anymore I'm trying to use the existing snow textures to blend some edges. My attempt looks like this: Just a simple patch mesh warped into shape, with the center lifted up very slightly. The in-game results don't show up at all though (except some z-fighting where the edge of the patch touches the floor): So is this not what that texture is for?
  21. Hey guys, just a purely academic question (for now ) but do we have any frost textures/decals? I can find some ice/snow ones, but that's about the extent of it from what I can tell.
  22. This thing would be great for making creepy ambient music:
  23. More potentially free textures here: https://www.poliigon.com/ [Edit] Looks like they changed their site a bit, but they've still got a modest selection of completely free textures here: https://www.poliigon.com/search?is_free=true
  24. Ah, never mind, it wasn't the map at all, it was actually my TDM settings. I'd tried bumping up antialiasing and texture anisotropy, and it's one or both of them that was causing problems. Weird, considering I thought my rig could handle it, but okay then
  25. Hiya folks, I'm having some problems with performance atm. My current WIP was working fine up until today, and now suddenly I'm having bad fps drops in what was previously the most stable part of the whole map. I think it has something to do with fireplaces for whatever reason, but I have no idea what's happening or how to fix it. Is there anyone out there who could maybe have a look?
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