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SeriousToni

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Posts posted by SeriousToni

  1. 13 hours ago, OrbWeaver said:

    I don't think any declaration names can start with numbers; I doubt this is something specific to skins. This is similar to the rule in most programming languages where you can have a variable called "a1" but not "1a".

    However you can organise skins into virtual folders using forward slashes, and individual folder elements can start with numbers. The example in the D3 documentation is "skins/models/weapons/3rox".

    Are you supposed to know that rule beforehand as an artist? ;)

  2. 2 hours ago, Uncertain Title said:

     

    AHA, you're indeed correct! Changing the skin names so they start with "a1"' did the trick! 

     

     

    This was actually a successful experiment I was trying out!

    The wiki goes into some detail about making "general skins" that can affect all models.

    image.png.31646101d6bef4f927da8fcdc3ab7093.png

     

    My hope was that, if I made two models using the same skins, then I could just write a single skin file that would change all of them!

     

    For example, since "Straight Frame" and "V-Frame" models both use plaster_01 as their main background...

    image.png.1872d31cc3e0d32ebe4cbf5bb1ad4b35.png

    ...all I have to do is make a general skin to change that specific plaster texture...

    image.png.199d3bbb2711fece132c124af2c59e93.png

    ...and then any of the "V-Frame" and "Straight Frame" models can have different backgrounds!

    image.png.f1384f758db6cfe673e76ebd387ca5be.png

     

    It's not a perfect system, as some skins just don't contrast well with the wooden beams, but I should still be able to get a LOT more out of my models now!

    If you have suggestions to make it more clear and easy on the wiki please let us know!

    • Like 1
  3. 10 hours ago, taffernicus said:

    yeah the empty room took me by surprise  at the end of the game(i managed to turn off the music tho). so who was jamming to the music? 

    i managed to hop into the window of the empty room by stacking a crate. My attempt to do the long jump from the starting apartment didn't fare well...

     

    Yeah there should have been an invisible wall brush to prevent this.

    Or even better in terms of UX, a little secret inside the room.

  4. 9 hours ago, datiswous said:

    Minor criticism: I hope you include some backgrounds in the briefing next time. Only text is a bit of a boring read and it shouldn't have to be too difficult to include some background screenshots for example, but maybe it was intended to stay a mistery or you ran out of time.

    Don't take me wrong but I personally think it's fine to use the standard intro text template for such a small map.

    • Like 1
  5. 1 hour ago, STRUNK said:

    Well, it looks very good!
    I tried generating some textures with AI, and it look quite good but the free model(s) lost the option to generate images and I'm too cheap to pay for it : P

    Yeah it's not an easy to go option, more like an inspiration. There's always lots of artifacts and inconsistencies which take so much time to fix that it is nearly the same time to create images as painting them by yourself if you have an eye for detail.

    I tried it for creating textures too and it worked pretty well (I think it was dalle 2 back in the day last year). Most difficult part was making it seamless. I think the time it took for rerolling prompts was nearly the same as searching for stock textures though. But the results were as least as good as stock textures. A thing I couldn't say about artwork. There's no coherent style or consistent features for story actors. I would say you didn't miss anything of value. We'll see what the future holds.

  6. 1 hour ago, kingsal said:

    The room is suppose to be inaccessible, I think you got up somewhere I didn't intent for players to get to:(

    Light hint: 

      Hide contents

     Just head back down to street level and explore the area just after the electric bridge, where your neighbor's house is.  


    Stong hint:

      Hide contents

    Go back down from where you are. After the electric bridge while facing the large metal gate, , make a right, go past the tree,  then take a left and get behind your neighbors building. Turn off all the electric boxes. There are four. 

     

    I got up from the stone wall in front of the window. There are a few higher brushes that made me able to jump and mantle into the window.

    Thanks for your hints! Nice mission BTW

  7. I am quiet confused.

    Spoiler

    I took my gear and sneak past the city watch, used the elevator, got up to the window where the music comes. But the room is empty, only a statue and a globe. I can't get the music off.

    So far I liked the city area with its verticals and the home of the protagonist.

     

  8. On 4/5/2024 at 11:08 PM, STRUNK said:

    Nice menu : P
    The intro is grandious!! Who draw these?

     

    It seems to be ai generated if I'm not mistaking. Sometimes the people have six fingers, sometimes the eyes are strange, sometimes the text is gibberish. But if it is done well I guess it's a comfortable way to enhance your mission intros.

    Very nice little mission BTW I really enjoyed it! Loved the rat secret.

  9. 13 hours ago, Petike the Taffer said:

    Okay, you fellow taffers.

    I'm not promising anything amazing, but I'll give it a try. 🙂

    I'd prefer to leave the Corbin-focused missions to Springheel and the rest of the main Corbin FM authors.

    I'll use the contest as an excuse to work on that FM I was preparing for my Partners in Crime series.

    @SpringheelSpeaking of Springheel - I wonder if he will manage to join the contest. I pretty much liked his first map back in the day. I am curious to see what he could do now with all his cool model asset modules.

  10. 11 hours ago, nbohr1more said:

    Looks like the new link is private? ( needs and invite )

    Really? Aww man I have to find some upload service that doesn't require registration or doesn't delete my files after one year. Any recommendations are welcome 😑

  11. 15 hours ago, uyvie said:

    I thought it would be convenient to collect in one place a list of all mods\addons\improvements created by the community for TDM.

    After surfing the entire forum I collected the following list of mods, and I present to you their list below.
    I will be glad if you correct me and provide any other links to mods that I may have missed.
     

    Graphic mods

     

    ModPacks

     

    Gameplay mods

     

    Textures

    Sounds

    The alternative footstep sound download url is not working. This one is correct (1st post)

     

    • Like 1
  12. 7 hours ago, chakkman said:

     

    That said I can't and won't comment on the decisions made. I'm sure there were good reasons for them, and, I really don't know the people involved in this mod as people who would recklessly exclude someone.

    Yeah, that's also true.

    But maybe, after all these years... 😢

    • Like 2
  13. 12 hours ago, datiswous said:

    I think it would be best if he returns, but as a regular forum user with a new account. A fresh new start.

    Yes, I would like to meet this outlander again here too. He's done so much in general for the mod and personally helped me a lot to improve Sneak and Destroy. I hope people will have mercy on him.

    • Like 1
  14. 5 hours ago, datiswous said:

    I'm not sure if that's true. I think it's his own choice (at least that's what he said to me on discord). Although you're a teammember yourself, so maybe you know best what the status is. But when he's so involved with TDM it's a little strange. He's active on the wiki, he's active on the bugtracker, he has active contact with teammembers and mappers on discord, working on different missions.

     

    He asked for this several times in the past but in the end he was banned by decision of the team members.

     

    • Like 2
  15. 23 hours ago, datiswous said:

    Btw. https://www.thiefguild.com/ has outdated links for mission downloads (Sneak and Destroy got outdated with this update, for example). I think all missions there should link to the mission page here https://www.thedarkmod.com/missions/ for the download.

    That is not the way the mission page structure on thief guild works. A download link must link to the direct FM package. A link to the missions page has another separated box on the page. You'd have to contact the admin of thief guild to update the links or debate on the general structure for future prove updating of each mission.

    • Like 1
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