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Dragofer

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Posts posted by Dragofer

  1. One thing I'm noticing is I get a lot of "WARNING: backwards triangle in input!" when I dmap. Could that be part of the issue?

    In my first mapping efforts I also made a brush lattice like that too and that also gave a lot of backward triangle errors. They're normal and harmless, but suddenly getting this many implies that the architecture is too taxing. Brushes are normally for walls, floors and trims, while fine details are covered by models. My brush lattice caused dmap to crash - I don't know if it could tank performance, but it's not so healthy for the map.

     

    You can still do a lot with brushes though. For your lattice, I'd look at this:

    - Brushes going in one direction could be slightly thicker so that they can be pierced by those going in the other direction without z-fighting or needing to carve them up at every intersection.

     

    Caulking unseen surfaces is in my opinion only really worth doing on objects you're going to clone a lot of times in your map. Even better is caulk and convert them into an .ase model because then the object is only "created" once.

  2. Some of the best reading experiences I can remember in a Thief mission were the collections of ghost tales, especially then when they raise the possibility that one of the apparitions could still be in the part of town where *you* are creeping in the dark right now. They can make for tense scenes even if the mission isn't a horror mission, and they can be great fun to write if you like that kind of creative writing.

     

    For inspiration I offer American Folklore, americanfolklore.net/folklore/2010/07/presumed_drowned.html, set to one of my favourites so far ;) . One thing I realised after looking at folktales from here and elsewhere is that their tellers haven't been exposed to 20th and 21st century storytelling, which sometimes results in jarring endings. In one tale, a man is tempted by a fairy to run off into the woods, but he's stopped just in time by a woman from the village. The end. Still, more than one tale really has that campfire feel.

     

     

    Those are nicely fitting textures there. And the vaulted ceilings...

  3. You can turn fog off using location scripts to turn the fog light out. There might be non-scripting methods to do the same thing.

     

    Thanks, looking through the forums Obsttorte has made a scriptobject that changes fog density depending on location. It's quite good already especially when you can build your map so that the transitions are subtle, and it can be used in other situations too. But is there a way to have the fog just not render in a location?

     

     

    Fog can do what visportals do and hide stuff in the distance just like a closed visportal.

     

    Does this need to be set up? I'd check if this happens automatically later on.

     

     

    Theres one trick from hammer I remember. Essentially you have a brush that is transparent, but after a certain point it becomes less and less transparent until it's filled in and stops rendering what's behind it. Good for windows, not sure if you could do that here.

     

    That could be done using the LOD system to swap the skin of the window to less and less transparent glass as you get further away. It's a good idea, I don't remember seeing this being done in a DarkMod mission.

  4. Very nice, Dragofer!

     

    Is that a custom chair and a light, I spy in the first image? :ph34r:

     

    If they are, I know the perfect places for them in the scene seen ( ;) ) in my above post - would you kindly consider PM-ing them to me at some point?

     

    Both images look great, but perhaps you might consider a different wall texture for the first image?

     

    For my own part, I've always used it as a trim texture (as in the first image at http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-244 ) and a stone texture could give the room a really different aesthetic.

     

    Just my opinion, though - keep up the excellent work!

    Thanks and sure, everyone is free to use my patch creations if they like :) There are 2 custom chairs, and both the hanging and standing gaslights are in the first shot. The gaslights aren't technically implemented yet though. The glass texture (colorme) looks like it's selflit (see standing light on the right) in the dark, so I'd like to change it to the one of the existing gaslight. Stims/particles and frobbing need to be set up too. Plenty of work to do, for now it's a placeholder.

     

    Now that you say it, the vertical boards look quite broad. Stone is a good idea, but that's off-limits in this place, especially this high up ;)

    • Like 2
  5. Its a known issue that even with SteveL's help we weren't able to nail down. I only got rid of it by change sound cards, (went back to my old Xfi from my SBz)

     

    Its hoped this will be fixed for 2.04.

     

    If I remember right from a long while ago I got sound popping in the ambients after trying out the _z versions. Going back to non_z ambients got rid of the problem. I'm doubting that it could be that simple though.

  6. It seems that one of the ambients in the core Dark Mod files, haunted_something_is_wrong_here.ogg isn't declared in a soundshader, so that it doesn't show up in DarkRadiant. I've written one and attached it here:

     

     

     

     

    haunted_something_is_wrong_here
    {
    editor_displayFolder ambient/ambience

    description "Made by Schatten"
    looping
    sound/ambient/ambience/haunted_something_is_wrong_here.ogg

    }

     

    haunted_something_is_wrong_here_z
    {
    editor_displayFolder ambient/ambience_zoned

    description "Made by Schatten"
    global
    omnidirectional
    looping
    leadin sound/ambient/ambience/silence.ogg
    sound/ambient/ambience/haunted_something_is_wrong_here.ogg

    }

     

     

     

    It's quite a good subtle tension ambient - if you would like to use this shader, remove the .txt extension and put it into your darkmod/sounds folder. (You might need to change your Windows folder settings to not hide common file extensions if you haven't already.)

    haunted_something_is_wrong_here.sndshd.txt

    • Like 3
  7. Thanks for your comments DeusXIncognita, you make many points that I think are fair to make. The main things that are probably responsible for most of your observations are:

    - the ship needed to be bigger.

    - that I learned about the technical elements like AI pathfinding and clipping after the interior was finished

    - and that a story needs a handful more explanation to be completely satisfying

     

    I'm glad you had enjoyed it in spite of all though, and that you mentioned my book of eccentric travel accounts :)

     

    The cutscene was too dark

     

     

    What happens is that the wraith of the book has animated the skeleton in the captain's cabin and causes the ship to run aground where it needs you by eliminating anyone who could interfere. You wake up uneasy at night just in time to see the skeleton standing with green-glowing eyes in the moonlit doorway before moving on to purge the rest of the ship. There's not much light, but maybe still check your brightness settings?

     

     

     

    Now, for the sequel in dreary Newfoundland, there's no more fumbling with dynamic team changes, unexplained mysteries and that kind of stuff. Simply sneaking and exploring. So far it counts 8000 brushes.

    • Like 2
  8. So I got around to finishing this mission, after several quality sittings. I'll share my thoughts here:

     

    - Starting with the best part, the gameplay, which was flawless. It had a feel like one of the great mansion missions by the old masters, like Ominous Bequest or Saturnine's, and that's great to see over in TDM. Like those, there is the broad range of scenes even though they're all under the same roof, from the moody cellar to the mossy balcony at the end of a long sneaking sequence, which give the sense of exploring a domain beneath the eyes of the guards.

     

    One of my favourite parts were the attic, vents and rafters. Instead of being a featureless alternative route between A, B and C, they were a big gameplay plus because using them gave very good vantage points and ways to move undetected inside rooms.

     

    So in this mission I was motivated to sit waiting in a corner and carefully track all the guards' movements, never using the blackjack and going iron-man (saves sometimes get corrupted). Very tense, good one.

     

    - On the matter of appearance, some of the patch models did stick out to me as being made of patches, such as the toilet lids. However, those are just outliers outweighed by i.e. the impressive yellow pillars and the custom kitchen. What matters more, anyway, are the views in this mission - from up on the rafters down on the captain's split room, or down the stone tower which made the guards going up and down past the windows appear almost like toy soldiers (to me).

     

    One of my favourite areas, again, was the attic. It looked like it was straight under the roof, and the beams looked disorganised and convincing even though they were only made of basic 4-sided brushes. This, together with the level of detail and lighting, brought the appearance to near perfect level.

     

    What could be missing towards the perfect level of St. Alban's Cathedral or Rocksbourg is absolute coherence. In Talbot's there was mainly a theme of lilac and dark brown tones, but then some rooms like the kitchen were mainly yellow or posh white and brown (Talbot's antechamber), and could have belonged to a different mansion. While when I think of Rocksbourg or the Cathedral, they are blackened with thick grime or made of heavy dark blue stone and windows everywhere.

     

    - The idea of the mission was excellent, the "show your skills" objectives are simply pristine for engaging and above all original gameplay. However, what it is missing in my opinion are more sidearms in the story for other characters or events.

     

    "In the North does this very well:

    - there is the story of Trumble and his daughter which makes him likeable even though he's a guard captain

    - interacting with this: the master eyeing Trumble's daughter

    - the possibility to interact with Trumble's story

    - the woman who grieves for the ill servant (outstanding storytelling and show of emotion right at the start)

    - the past history of the building, as a monastery

     

    Talbot's already has some of these, but with a tad more side characters, crosslinks and side events this mansion could be just as bustling and densely lived in as Grayman's castle.

     

    Now this is of course just a wishlist - the story with its refreshingly unusual objectives already offers an excellent level of tension and intrigue.

     

     

    - All in all I gave this mission Near Perfect, Near Perfect and Excellent, which is quite a good score :)

  9. Thanks! I'm glad to hear you like these.

     

    inside DR?

     

    Using DR is a bit of a habit - by now I'm familiar with the editor, unlike Blender. There are a lot of vertices to drag around, but it works eventually and it's much less technically involved, skipping things like unwrapping and exporting, and you can use the same controls you've practised in map-building already. Maybe this explains the latest trend in using DR this way.

     

    Sometimes I wonder if there are differences between a patch (.ase) "model" and one in Blender, like performance, but then again in a patch ship it's much easier to turn off/on shadows and clipmodels or for someone else to make changes.

     

    hopefully you'll put it to good use in your own mission?

     

    Certainly, the sloop will be the only reliable connection between a settlement in Newfoundland and an outlying locale, and the tallship brings an unwelcome visitor. What fun mapping is :P

    • Like 1
  10. @Moonbo. Thanks for the feedback. The column in the spiral staircase was not meant to be final, and I need to think creatively about how I want it to look eventually. Any suggestions would be most welcome. By the way, your work is incredible and really acts as an inspiration for me to up my game! :)

     

    Below is a picture from the area I am now working on. I am considering changing the wooden support beams to metal girders, which I think will make for a nice contrast.

     

    Incidentally, if anyone is feeling up to it, I would really like to have a custom gas light model created for this room, which - if made - I hope will be included in 'core' TDM. If you are interested in assisting me, please PM me.

     

     

     

     

    bhme9yqhccugngt6g.jpg

     

     

     

    That's quite a good bookcase you've made, especially with how it uses the lighting to show details. If anything, I'd change the grey areas at the bottom to the same wood texture so that it has a completely consistent style like the real solid wooden furniture from the past.

  11. There is the Deep Web, TIME article: http://time.com/630/the-secret-web-where-drugs-porn-and-murder-live-online/, which (how I remember it) is a system of going anonymously and encrypted through many different servers and is actually so secure that even the NSA hasn't cracked it yet. Criminals can run and purchase from wholesale Amazon-like bazaars for drugs and guns for years without getting caught. Perhaps the last method for those really concerned about their privacy online?

     

    Edit: It's name is actually the Deep Web, not the Dark Web

  12. This way of texturing in Blender sounds like a lot of hassle. In DarkRadiant, let's say there's a cylindrical patch shaped like a vase - those cylinders are like long sheets that have been bent into circles. You can apply a texture and adjust it with the surface inspector, for example with "fit" to get rid of a seam.

     

    If wanted you could use the texture tool to choose which parts of the texture are used where, which is a form of UV-mapping (cylindrical? Brush-to-patch pastes would be planar). In the end you could quickly texture the vase this way in DR. Aren't there similar tools in Blender?

  13. Very nice looking ship. Just dont make it too tight because I remember some problems in 1st officer room in your carrack. As a suggestion ship could have steam powered winches for sails and anchor like 19th century schooners. Since you cant really put many sailors on ship this would be perfect excuse for smaller crew.

    The problems of using a tight space are very familiar to me, I lost count of the number of times I wanted to extend the carack :P After my last experience this one will be more user-friendly. The rooms will use the whole width this time, and with the different hull this new ship has almost the same interior length and width as my old one despite being much smaller. At this point I'll also say that it takes almost the same time to build a smaller ship (exterior) as a larger ship.

    Looks really good, the only crit I would have is the lack of hammers on the altar (assuming this is for TDM of course).

    That was meant as a church of God, but with a few tweaks and extra patches the cross can turn into a Builder hammer.

    Man That is awesome. Absolutely well made so far and very impressive.

     

    There is a pop about 141.00 in the exterior sound effect stream I think sort of broke the otherwise engrossing sound environment. I could just imagine creeping on and looking over my shoulder as the crack of a rope struck a mast.

    Thanks for your opinion :) - yeah, you can hear a car and someone speaking at some points in the recordings, so my plan is to take a clean 20 second piece and loop it.

     

    That's quite stormy weather you're imagining there, my impression is that most of the sound the ropes make is the clattering in the wind and when the mooring ropes rub along the hull and make a creaking noise. But there's a decent ambient for very stormy seas too:

    wind - http://freesound.org/people/deku/sounds/115332/

    sea - http://freesound.org/people/kangaroovindaloo/sounds/246515/

  14. Moonbo - my favourite shot has to be the second one, with that cold blue light and what looks like a pirate treasure chest. As if no human had been there ever since the chest was put there, a long time ago.

     

    As for critique, I'm not so sure about those triangle-forming windows centre-left and centre-right in shots 3 and 4. I keep thinking that there should be a roof there, otherwise it could look a bit thinly supported.

  15. Yes, you would only need a decent UV map in place for simple texturing like apllying a generic material to it, say a clay surface, or stone surface.

    Thanks, your words on making a unique texture for a model make good sense (basically anything inside the "others" folder of the texture browser). What I don't understand though, as someone who never got into modelling programs, is why one doesn't select the model and right-click -> "apply texture" with generic materials and trims like in DR, as the next-best solution if someone sends in a plain mesh with no UV map.

     

    I remember Springheel saying it's best to have fewer textures loaded per model. The problem with using just one generic material could be that you don't get much detail in, but some of them come with inbuilt trims (like rtable02) and maybe an occasional model that has both a generic and a trim texture on it will be fine. This reminds me that most of this technical stuff, like vertex painting and bumpmaps, is beyond me... especially that engine development thread

  16. How can I retain the faces of the two resulting brushes at the clipped plane? When I use the clipper tool, and even with Shift+LMB, the faces are lost, like this:

     

    attachicon.gifproblem1.png attachicon.gifproblem2.png

     

    Is there a way to create them anew?

     

    You might need to change your settings under "clipper" to uncheck the option "Clipper tool uses caulk texture". It looks to me like your clipper uses caulk for cut surfaces and your editor is set to hide (filter) anything textured with caulk.

    • Like 1
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