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SiyahParsomen

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Everything posted by SiyahParsomen

  1. glad you liked, I'll continue to contribute houses, windows, doors, etc when I have spare time.
  2. I see, thanks for help. I'll keep it in my mind.
  3. yes, these can be a pain too. Infact, I pay attention on placing caulk, but couldn't understand why textures of model turn to awkward.
  4. sometimes I use rotation for this. But in this way, model gives strange responses when you climb on it or even touching. So that, you should place the model where player can't access it, or give it solid 0 and place a caulk brush which spans the model. then no problem remains, but lot's of work.
  5. Good. I redesigned some of my buildings to be sure of getting good frame rates in future FMs. They are from my mansion and city missions. So there is a kind of spoiler for you. Here they are: ops can't attach a file. seems I'm not permitted. so, grab them from here: http://rapidshare.co.../SP_prefabs.rar both of them are less than 100 brushes and used old textures because I designed before the release, but can be changed. if you liked, feel free to use them in your missions.
  6. nice idea! Besides, if someone attemt to build a FM but couldn't finish and decided to abandon it, then it's better to share it in this way instead of being waste. There are a few buildngs that I already build. I can share them here after some optimization. btw. I'm not sure about moderate detail. For instance buildings in thief's den 1 fit in this criteria? maybe it'll be better defining max - min limit for brushes on that.
  7. Congrats TDM team! (a bit late to say that, but better than never) It's easy to realize there are many improvements in dark mod compared to previous release. Here is my short review: -The new combat system is the most remarkable innovation seemed to me. it's much more hard than before and needs time to get used. Besides, lockpicking is the proof of how talented the coding stuff is. -I loved new animations & models that are welldone and still improvable.I'm sure you are aware of model stretching bug.( happens in training mission - fighting area) -New vocals are great thanks to sound department. don't know if it is intentional, but there isn't any voice over in briefings of FMs, just texts slide. Besides it will be better to reduce AI whistling volume that annoys. -It's sure that leveling & texture stuff also made big effort on maps. I figured out the edges of stones seems less sharper than before. it can't be only texture, or is that so?. To evaluate all maps in my perspective: I think Chalice of Kings has the most playing time compared to others. Training Mission has the most beautiful design and it's so huge! The Outpost is best example of building that size of mission in very short time period. Besides the water at the begining of mission seems so exotic, I love it. and finally... Crown of Penitence... has the shortest gaming play compared to rest (less 10 min in hardest) but I have to mention that it has nice inner decorations which improves the atmosphere. Wonder how many FM are in progress that are made by beginners right now. btw. post some ss of my map already in ttlg, but decided to change it to a small mansion map to be able to complete it before new year. be ready to my pop-questions Extra thanks: Seems like many didn't pay attention to site, but new design looks much better thanks to site designer: previous banner and main site design was a little bit cold. In short, we love you all!
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