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Posts posted by Dragofer
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Looks great, but the Builder altar cloth really should have its own texture. Right now it looks like someone draped a carpet over it.
That is, indeed, a carpet. When I made the altar I looked through existing textures and saw that there was already a large selection of suitable ornate and plain fabric textures together with skins in stock, including the one you see on the altar which personally I thought was fitting, so I took those. As implied there are also non-carpet skins, but I think what you're looking for is something with Builder-themed decorations?
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Try:
Thanks, with a little bit of extra work it's now looking realistic when it moves towards and away from walls and corners, except for a graphical glitch - the lamp now shines in both directions. Here were my steps:
- textures/lights/xfalloff needs to be just lights/xfalloff
- The falloff image wasn't quite right because it's bright only in the middle, so the lamp became very weak when it came close to surfaces.
- So I duplicated the file and cropped off one half in Gimp so that it's bright on one end and becomes dark on the other end. The lamp intensity now changes realistically, but there's that glitchy backward ray now.
- This was exported as .tga without RLE compression, origin at the bottom left. Also tried with RLE compression and/or origin at top left, same outcome.
Some troubleshooting I made:
- I've tried to exclude the possibility of a technical error by re-exporting the original. Another thing I did was to duplicate the original and inside of that file recreate the original bidirectional gradient. Both worked normally.
- The cropped version was only half as long as the original, so I made a new version: I duplicated the original, deleted everything and filled in a new gradient. That didn't change anything - the backward ray was still there.
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The LightFalloffImage should control that, what falloff image are you using?
This is a stock light texture which uses brightround, like many others, as its falloffimage:
lights/tdm_lanternlight
{
lightFalloffImage makeintensity( textures/lights/brightround )
{
forceHighQuality
map textures/lights/tdm_lanternlight
colored
zeroClamp
red ((.02 * sintable [(time * ( 1 + Parm3 ) ) ]) +.98) * Parm0
green ((.02 * sintable [(time * ( 1 + Parm3 ) ) ]) +.98) * Parm1
blue ((.02 * sintable [(time * ( 1 + Parm3 ) ) ]) +.98) * Parm2
}
}
I've literally been through all suitable stock light textures and they all cut off to black like this when they're set to project, it's strange.
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This complements Terragen nicely - Space Scape for the sky, Terragen for the surrounding landscape:
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Top notch work! I really like the look and feel of these objects - just the proper, slightly antique style that fits TDM.
Great, I'm glad you value these.
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A handful models which I recently finished up for purposes of my mapping:
Coffin
A prop that will be needed in my story. Part of the testing procedure was checking to see whether a skeleton could be lifted into it and whether the lid would still close (not a spoiler btw).
Fireplace
This is precisely the kind of fireplace I'm after for my settings - this one was made in DarkRadiant.
Builder Altar
For a long time this model had strange black smudges all over it ingame - until Blender converted it into .lwo. That handily solved everything.
Barouche
Now, even with newly improved seating derived from Epifire's armchair, this one's ready for action.
Download
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I've been processing quite a batch of lamps but this one is giving me headaches. Can projected lights gradually weaken the further they shine, instead of abruptly cutting off to pitch black?
-I've looked more closely at the lanternbot's lantern and it turns out to have the same issue.
-The existing lanterns don't have this problem, but that's most likely because they're using omni lights.
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When looking at historic ships' manifests (lists of passengers, cargo and so on) I saw that ships would bring one or two 'caulkers' with them as part of the crew. That made me curious about what's actually meant with 'caulk', the pink substance we know from DarkRadiant. As per dictionary.com:
2.
to make (a vessel) watertight by filling the seams between the planks with oakum or other material driven snug.
So you'd hope the ship caulkers would properly caulk the entire ship as otherwise they'd get leaks and the... performance would sink. That's a way to think about the purpose of the caulk material.
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Nice one, this is a great idea for an app. I've found the dark forest generators especially useful for zoning into the kinds of sounds you come across there. In fact, it goes so far as to let you isolate the individual sounds with sliders.
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Thanks a lot, I'm glad you appreciate it as both in Blender and in DR it's intensive work to make a ship. Regarding physics simulation, I do agree that Blender has fun gadgets. It turned a flat plane into a 720,000 tris ocean with sliders for wind speed, wave choppiness, foam etc. with a single modifier. But then mixing together a graphical shader for the surface amounts to arcane magic.You definitely did top notch work here
I very much look forward to meeting this nobleman you know.It's said actions speak louder than words, and the mission I just put into testing has a nobleman admiring the model ship.
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One way is to put a dark foglight into the water. Although there might be other ways?
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Here's a caravel made in Blender, ready for download:
And the sea is even animated (in Blender only... for now?)
This is what it'd look like in DarkRadiant:
Description:
- A caravel is a 15th century merchant's ship of modest size, a common sight in canals and smaller harbours but also capable of making long ocean voyages.
Specs:
- Medium and dark skins
- Open and closed versions handled via skins
- Enough blackjack-safe height for 2 interior decks at the stern, elsewhere 1 interior deck (112 units)
- 2 things I've taken care to do were to avoid long thin triangles, so the ropes and masts have extra subdivisons. The other was to use textures economically.
Models:
- caravel.lwo, 7800 tris of which 1500 shadowmesh
- caravel_rigging.lwo, 1750 tris noshadows
- caravel_model.lwo, 8600 tris of which 300 shadowmesh, a 1:80 scale model which includes rigging, wheel etc.
- cannon_swivel, 800 tris of which 260 shadowmesh, to be mounted on railings
- anchor2.lwo, 380 tris
- anchor_winch.lwo, 340 tris
- steering_wheel2.lwo, 680 tris of which 240 shadowmesh
- gangplank.lwo, 56 tris
- everything is found in darkmod/nautical
Download:
- Caravel package, simply place in your main darkmod folder
In the first post of this thread
- Blender source file, scale up everything by 10 when exporting
https://www.dropbox.com/s/roejh0oz7cej31f/caravel.blend?dl=0
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tl;dr: Help me make an object that gives you consumable items, but stops once you hit a cap, then resumes once you're not at the cap because you've consumed some or all of the items.
I'd use an invisible reversible objective for this:
- have 2 potions, success makes the chest unfrobable, failure makes the chest frobable
You'd have to make the potions undroppable to avoid exploits, and you might need to have a delay between each potion handout at the chest to give the objective enough time to react.
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Thanks, and yes, I think good environmental sounds should find their way into the mod as they're generally short and having more varieties of these is objectively useful. For example, Gigagooga's ColdWind and CreepyWind were a godsend for one of the scenes I'm making where the winds we already have wouldn't have performed so well. And his draft sounds are a good complement to the wooden creaking sounds we already have for making desolate houses.Thank you for this awesome list! I hope some of them will be also packed into the next TDM update?
Ambients-wise, there's already a huge selection of over 200 different soundtracks in the mod, but there are also 100 missions now. Looking through this list there are a lot of custom ambients made for TDM or Thief so it would seem easy to extend TDM's ambients considerably, also considering that new ambients weigh little compared to textures.
A different option could be just to point mappers to where they can download custom ambients. Advantages I see in this are that the main TDM download stays smaller, the ambients list doesn't become overwhelming for new mappers and that it's easy to tell which ambients have been in use for the past 6 years and which ones are fresh.
Agreed, that's quite essential around here. By the way, do you remember the name of the ambient composer on Youtube you mentioned in a status update last year?I'm happy we have a place like this for fans of unapologetically dark and moody atmosphere.
My family and a lot of friends are perpetually sunny and it makes me want to gag sometimes.
In other news:
Added Undeclared Ambient haunted_something_is_wrong_here. An ambient that's already in the mod but doesn't show up because it doesn't have a soundshader (fixed in 2.04). It's a unique, tense piece.
Added Uncle Peti's Sound Den
Listening to darkwinter.com's selection, so far music for trees has stood out to me, in particular #2 and #3 in that album.
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Ambient atmospheres are in my opinion one of the best parts of the Dark Mod experience, not just for getting a mission to have the right feel but also for inspiration and to have them playing in the background when creating maps. The more the merrier, so here's a thread to collect all the links to ambient music and environmental sounds that could have a spot in TDM's setting.
Ambients from the TDM forums
Gast's Eerie Lullabies
Magnanimous Merry's Miscellanea
Orbweaver's Dark Ambients
Spadey's Ambients
Radioteque's Ambients
Kyyrma's Composing Ambient Tracks for Dummies - Kyyrma shows how ambient soundtracks can be made from a set of sounds. Also contains some of his finished ambients.
Request for more interior sounds - this thread is a very productive community session where members came up with a large and good selection of new ambients.
Uncle Peti's Sound Den
Dragofer's Ambients - post #6 in this thread
SeriousToni's Ambients - posts #8, 12, 15 and 19 in this thread
Ambients from the TTLG forums
Custom resources list
Gigagooga's Ambients 1 - possibly the largest pack of ambient musics and nature sounds, all of them high quality.
Gigagooga's Ambients 2 - this pack puts more weight on shorter swells/hits/pads to be layered on top of a subtle ambient.
Gigagooga's Ambients 3
Yandros' ambient loop
Sephy's Ambients - a large collection of ambient pieces, including many shorter ones which will be valuable for anyone wanting to try a layered ambience approach like in the Thief OMs and Full Moon Fever.
Internet databases
www.freesound.org - some of the better composers in my opinion are ERH and BrandonNyte.
www.purple-planet.com - a large selection of all kinds of ambient and musical soundtracks to be used freely.
www.darkwinter.com - an internet label that publishes a lot of dark ambient music under a Creative Commons license.
www.endlessascent.com - sister website of Darkwinter for non-dark ambients.
Youtube
Asatru Dark - also has very nice reference images for outdoor stone memorials, statue arrangements etc.
#4 Void by Raffaele du Marteau &
#6 Dreaming of Nowhere by Raffaele du Marteau - possibly the most forlorn pieces I've found on the internet.
Alacazam - a prolific Creative Commons ambients composer .
Cryo Chamber - for-profit label for dark ambient music with a large selection on offer. Going by their Youtube comments they're fine with people using their soundtracks for games etc., although you'd probably need to buy the soundtracks first.
Dark Ambient Mixed Session - as much ambient as something to have in the background while mapping.- 10
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Alright, this looks clearly in favour of the frob + insensitive to water approach. Possibly with the exception of moveable glass lamps in case the player decides to throw one into water.
Other glass lamps don't shatter when they get hit so I think these shouldn't shatter either, to keep gameplay consistent.
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The wind howls..
(Zombie's rocks are great for lots of things, including arctic landscapes)
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For example:
These lamps have oil flames encased all around in glass except for small openings in the top. My question to TDM players is:
Would you expect a water arrow that hits the glass to douse the flame inside? Would you aim for the top? Or would you try to hit something above the lamp so that the water can fall down into the opening?
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The situation
The way the ASE exporter works now is that the model's origin is either in the middle or at the map's centre. So if you wanted to have the origin in a specific spot you'd have to move the model to the map's centre and align it on all 3 axis, every time the model is exported.
Suggested solutions
> I'd appreciate the functionality to type in the origin directly. This way the user can move the func_static's origin where it's needed, and then copy-paste the origin spawnarg into the exporter window. I think this would be the easiest option to implement and already on its own would be enough to make exporting ase much easier to handle.
> Another option could be that the exporter finds and uses the origin of the selection. This would be convenient for simple objects, although it would be less straightforward if there are multiple parts in the selection. In that case it might need to go for the most recently selected part.
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Thanks, I think that did it - I have no idea how all the lights vanished... There are four of them blasting out but no show in the game... Think something's screwey here.
It's happened to me as well that the map loaded in with a black screen and unable to move - as in, no footstep sounds. That was solved by going to the maps folder and deleting everything but the .map and .darkradiant files to give the compiler a fresh start.
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If you need another tester - I've never beta-tested before, but I do like climbing up and over everything I can find.
Sure, there's enough bugs for everyone and (spoilers) none of them are spiders.
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Something I've changed in my map today caused it to show nothing but a black screen after it loads. I can see my lightgem and hear sound speakers that are near the starting position, but no music, no equipment, no movement, no crouching. Things I've changed:
- Reworked the script file
- Added a few nodrawsolid brushes and trigger entities, moved some items around
- Deleted some patches
My guess is the script is to blame, but even if I delete the script it loads black.
I've seen this happen before in my test map that I used to test my scripts, there it got solved by dmapping again, but I've dmapped twice now for no gain. There's no leak. Has this happened to someone before maybe?
[solved] Figured out the dmap wasn't updating the .cm file, only the .proc file. I've deleted the outdated .cm and ran dmap again, now it works.
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Great, I'll open a group message thread tonight, just need to sort out some objective visibilities and tweak the AI.
Dragofer's Stuff
in Art Assets
Posted · Edited by Dragofer
Here's a big lamp package containing lots of new models and all those I had already made, now systematically organised - this replaces anything else I've released that had to do with lamps. Screenshots of some of the new lamps:
Album
Lamp list
Lights -> Model Lights, Static -> Oil_Lamps
oil_lamp_desk2
oil_lamp_desk3
oil_lamp_desk4
oil_lamp_desk5
oil_lamp_desk6
oil_lamp_hanging1
oil_lamp_hanging2
oil_lamp_standing1
oil_lamp_wall1
Lights -> Model Lights, Static -> Hanging
lantern_hanging1
lantern_hanging2
Lights -> Model Lights, Static -> Electric -> Indoor
electric_lamp_hanging1
Lights -> Model Lights, Static -> Electric -> Indoor
sphere_wall
sphere_wall_twin
(and variations of sphere lamps)
Specs
- All lamps except the hanging lanterns can be toggled by frobbing.
- Most are up to around 1k tris, the more complex ones have shadowmeshes.
- Covered lamps can only be extinguished by frobbing or gas.
- Bullseye lantern is a moveable.
- Gold lamps also have silver and brass skins.
- Modified particles, light entities etc. I've also replaced lamp_glass_unlit_opaque_shadowcasting with a version which doesn't glow in the dark.
- All non-oil lamps use colorme so that the glass has the same colour as the light.
- All are .lwo's, including the older ones, which saves drawcalls in multi-material models.
- Compressed package size 507kb.
Known issues
- Lamps using gaslightglass textures show up strangely in DarkRadiant because it tries to do translucency effects, but they look normal in DarkMod.
- The bullseye lantern has resisted my attempts to make better light falloff images, so it's using stock light textures at the moment.
Download
In the first post of this thread
I also made the models for these, but will need a bit of a break after digging around for this long in tdm's entity definition/material/skin/particle/lights files.