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VanishedOne

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Everything posted by VanishedOne

  1. I'm guessing textures/darkmod/custom/aosys_carpet1_large is the diffuse map. Is it [your darkmod directory]/textures/darkmod/custom/aosys_carpet1_large.tga or [your darkmod directory]/dds/textures/darkmod/custom/aosys_carpet1_large.dds?
  2. I looked into the shepherd-boy-everywhere problem; and here's a revised 01. (I also mucked about with the bump and specular maps, after looking at how TDM's built-in paintings were set up.) merrypainting01 { qer_editorimage models/darkmod/props/textures/merrypainting01_ed wood diffusemap models/darkmod/props/textures/merrypainting01_d bumpmap models/darkmod/props/textures/painting04_local // As far as I can tell, merrypainting01_local is a copy of painting04_local specularmap models/darkmod/props/textures/painting04_s // Matches painting04_local { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white rgb 0.40 * parm11 } { if ( parm11 > 0 ) blend add map models/darkmod/props/textures/merrypainting01_d rgb 0.15 * parm11 } // TDM Ambient Method Related { if (global5 == 1) blend add map models/darkmod/props/textures/merrypainting01_d scale 1, 1 red global2 green global3 blue global4 } { if (global5 == 2) blend add program ambientEnvironment.vfp vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular vertexParm 2 global2, global3, global4, 1 fragmentMap 0 cubeMap env/gen1 fragmentMap 1 models/darkmod/props/textures/painting04_local // Bump fragmentMap 2 models/darkmod/props/textures/merrypainting01_d // Diffuse fragmentMap 3 models/darkmod/props/textures/painting04_s // Specular } } merrypainting01_m { qer_editorimage models/darkmod/props/textures/merrypainting01_ed wood diffusemap models/darkmod/props/textures/merrypainting01_m_d bumpmap models/darkmod/props/textures/painting04_local specularmap models/darkmod/props/textures/painting04_s { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white rgb 0.40 * parm11 } { if ( parm11 > 0 ) blend add map models/darkmod/props/textures/merrypainting01_m_d rgb 0.15 * parm11 } // TDM Ambient Method Related { if (global5 == 1) blend add map models/darkmod/props/textures/merrypainting01_m_d scale 1, 1 red global2 green global3 blue global4 } { if (global5 == 2) blend add program ambientEnvironment.vfp vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular vertexParm 2 global2, global3, global4, 1 fragmentMap 0 cubeMap env/gen1 fragmentMap 1 models/darkmod/props/textures/painting04_local // Bump fragmentMap 2 models/darkmod/props/textures/merrypainting01_m_d // Diffuse fragmentMap 3 models/darkmod/props/textures/painting04_s // Specular } } merrypainting01_l { qer_editorimage models/darkmod/props/textures/merrypainting01_ed wood diffusemap models/darkmod/props/textures/merrypainting01_l_d bumpmap models/darkmod/props/textures/painting04_local specularmap models/darkmod/props/textures/painting04_s { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white rgb 0.40 * parm11 } { if ( parm11 > 0 ) blend add map models/darkmod/props/textures/merrypainting01_l_d rgb 0.15 * parm11 } // TDM Ambient Method Related { if (global5 == 1) blend add map models/darkmod/props/textures/merrypainting01_l_d scale 1, 1 red global2 green global3 blue global4 } { if (global5 == 2) blend add program ambientEnvironment.vfp vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular vertexParm 2 global2, global3, global4, 1 fragmentMap 0 cubeMap env/gen1 fragmentMap 1 models/darkmod/props/textures/painting04_local // Bump fragmentMap 2 models/darkmod/props/textures/merrypainting01_l_d // Diffuse fragmentMap 3 models/darkmod/props/textures/painting04_s // Specular } }
  3. Sorry about this, but I've more painting trouble to report. I suspect the problem in the second and fourth images (which occurs when Ambient Rendering is set to Simple) is coming from the use of models/darkmod/props/textures/painting03_d, though I haven't tested. { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white rgb 0.40 * parm11 } { if ( parm11 > 0 ) blend add map models/darkmod/props/textures/painting03_d rgb 0.15 * parm11 } // TDM Ambient Method Related { if (global5 == 1) blend add map models/darkmod/props/textures/painting03_d scale 1, 1 red global2 green global3 blue global4 } { if (global5 == 2) blend add program ambientEnvironment.vfp vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular vertexParm 2 global2, global3, global4, 1 fragmentMap 0 cubeMap env/gen1 fragmentMap 1 models/darkmod/props/textures/painting01_local // Bump fragmentMap 2 models/darkmod/props/textures/painting03_d // Diffuse fragmentMap 3 models/darkmod/props/textures/painting01_s // Specular } } The first, third and fifth images' missing textures I think are due to paintings from 48 onwards including only _l and _m image files, e.g. merrypainting48_d.tga doesn't exist, and the console reports being unable to load it. (Though my screenshots actually use the models/darkmod/decorative/wall/painting01_l.lwo model. Weirdly, I also got different results - 1st and 3rd vs. 5th image- depending on whether I unpacked the files.) Again, I haven't actually tested this. Also, I found another error in the skin file: it has merrypainting50l instead of merrypainting50_l. Have a nice day.
  4. I've been playing with "deform expand", but if Ambient Rendering is set to Enhanced it turns things black. Is there anything I can put in a material shader to prevent that, or is it unusable?
  5. This'll be very useful (though merrypainting35 is a duplicate of carravagio1 apart from the frame, merrypainting08 is incorrectly declared in the .mtr as a duplicate of merrypainting06, merrypainting21(, _m, _l) is declared twice in the .mtr, and merrypainting09 is declared twice in the .skin).
  6. I suspect some of this comes down to Thief/TDM's emphasis on finding hidden stuff. In T1/T2 you get used to the idea that some items can be broken with the sword, and that leads to things like items hidden behind slashable banners. In TDM you get used to physically putting things down, and that leads to hidden objectives like in Requiem. When you have something like e.g. a painting that frob-highlights and moves aside when frobbed, it's because the mapper had no subtler option than the frob/use systems.
  7. Your English is quite good, but you do have a couple of spelling errors (sepaker, emabarrass); running a software spellcheck might be useful.
  8. You do get stuff like alternative character sets in games... http://www.giantbomb.com/profile/onan/blog/does-fez-deserve-so-much-praise-for-its-cryptograp/93070/ ...but I agree that anything beyond the simplest ciphers does risk involving too much repetitive work to appeal to many people. (Who wants to sit down and compose frequency charts?) If you rely on clues, as suggested in the OP, that's a different kind of puzzle.
  9. I can't find one under Add Property, and the description for "sleep_location" is still "1 = sleep on a bed, 0 = sleep on the floor". Edit: with some more searching I found http://bugs.thedarkmod.com/view.php?id=3820via http://forums.thedarkmod.com/topic/16460-sleeping-ai-get-them-to-sleep-on-the-ground/page-2 and it's still open, so it looks as though this is indeed an unfinished feature.
  10. I don't remember offhand ever seeing one in a mission. (Edit: if somebody wanted to add one currently, maybe a prop similar to atdm: animation_replace_lean would be the cleanest way?) Not all human AI have the animations in the first place - e.g. wenches seem to lack them - so maybe it's an unfinished feature. (I've also had trouble with women looking messed up when they're drunk - and in the game - and my guess is that it's because they don't have an idle_drunk animation.) Perhaps Springheel or someone else who knows about the AI animations has an idea.
  11. I've noticed that some AI have animations defined for sleeping while sitting, but it would be nice if they used them when both "sleeping" "1" and "sitting" "1" were set. A quick test suggests that that currently produces normal sitting behaviour.
  12. http://forums.thedarkmod.com/topic/13093-can-ambient-lights-change-in-a-given-mission/?p=267103might help somewhat. Changing the global ambient with a script would be the obvious route, although there might be some method involving a custom light shader: have a look at shaders like textures/darkmod/decals/symbols/pagan_pulsating_symbols01 and textures/darkmod/decals/clock_hand_01_long (Edit: and https://www.iddevnet.com/doom3/materials.phpon lookup tables.) Edit: I decided to have a go myself; try these, setting shaderParm7 (the smaller the number, the longer the day) and shaderParm6 (offset if you don't want to start at midnight) on ambient_world. Obviously, you would want to make better lookup tables. Edit2: on reflection, you'd probably want finer control, including the ability to turn the cycle off for deep indoor environments. I haven't tested it, but an improved version might have stages like this: On changing skyboxes, see the description for info_portalsky: http://forums.thedarkmod.com/topic/9082-newbie-darkradiant-questions/is the general purpose mapping question thread.
  13. Regarding search, you can do a Google search across the entire publicly indexed site by adding "site:thedarkmod.com" to your query. Doing that revealed http://forums.thedarkmod.com/topic/10401-a-little-help-how-to-switch-mouse-to-left-handed/(but it doesn't solve your menu behaviour problem).
  14. I don't know whether the parser's case-sensitive, but you could try decapitalising Noselfshadow. Also, should there be a 'map' keyword in the line after 'blend filter'?
  15. Bodies can be shouldered with the Use button, so you don't need to drag the ragdoll.
  16. Have you tried Ctrl+Alt+Esc? (Not that Alt+Tab shouldn't also work, ideally.)
  17. That should be possible via http://wiki.thedarkmod.com/index.php?title=Custom_Death
  18. http://wiki.thedarkmod.com/index.php?title=Limits,_Max,_Min,_Stats,_etc#Slopes_and_Steps You don't need monsterclip for ordinary worldspawn brush steps.
  19. Something like the sun rays in this video?
  20. It sounds as though you're trying to set up the xdata manually. Just use DarkRadiant's readable editor instead (under the Entity drop-down at the top of the window) and choose something two-sided under 'GUI Definition'.
  21. Unless they burn eternally (and in variants of Christianity with a doctrine of election, there's nothing you can really do about not being Elect). Or they get reborn in a cycle of perpetual suffering, dissatisfaction and existential ennui (for Buddhists, nonexistence is something you might eventually achieve after innumerable discontented lives). Or... You say bullshit, Kierkegaard says absurdity. :-P The sun will rise, you will someday die, and the universe will reach its eventual heat death whether you consider this 'legitimate' or not. If any religion teaches anything worth your while it will have about as much regard for legitimacy, whatever in the world that might be.
  22. According to the fiction, this mansion was gutted and later rebuilt. Some parts are more... traditional than others.
  23. The replacements need a reasonably similar look, though. The last TDM update replaced a texture with one using completely different decoration. The new one is nice, but I'd meticulously built a corridor around the look of the old design (meticulously in terms of brushwork, not just aesthetics). Luckily someone had a copy of the old texture and saved me the trouble of redownloading the previous version of the mod. Even more luckily, my map was/is still unreleased.
  24. The City in the Thief series makes me think of Clarice from Calvino's Invisible Cities: a shifting mess of styles and objects, used and reused over centuries, haphazardly built and rebuilt in close proximity, until the origins of the city are lost and the only proof that it even had an origin is the presence of even older ruins beneath. To an extent it uses factions the way demagogue's talking about races/cultures (especially the Mechanist areas in T2), but the major effect comes through mashing up the eras, blurring any sense of each successively and progressively layered on top of the previous ones. I'm not sure TDM's official setting is designed to evoke quite the same feeling, though the assets can certainly be used to.
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