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MirceaKitsune

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Everything posted by MirceaKitsune

  1. I'm glad if this is finally happening now. Considering TDM 2.05 is bound to have a lot of new assets I hear, so pets might definitely be a great thing to add while at it Are you planning on working with the wolf model I linked as well? I think it looks great and fits TDM like a glove. I'm currently working on a map, but I was thinking of generating the shadow mesh and a few texture variations.
  2. Yeah... that's what I was thinking: You can probably attach a guard to a horse with the sit animation, but it's going to look quite wrong and destroy any realism For now my next question is on a more technical aspect: I noticed that on occasion, dmap screws up portal creation. What seems to happen is that if you align a bunch of portals in a way the engine doesn't like, even if they're properly defined and close off all areas... dmap will sometimes not compute them correctly, and you get the sky rendering over invisible surfaces which block off areas you're looking at. Can I understand what causes this rare occurrence better, and what the best way is to avoid vis portal errors?
  3. A mission using the anthro characters is currently underway.
  4. For dogs I agree... we'll want them to act somewhere in between a rat and a guard I think, giving them the ability to have alert levels and to attack (maybe spider AI is a good starting point?). For cats I think it should be fine, since they should never attack the player and will mostly roam around and sleep... perhaps just a bit smarter than the rat, so they know how to run away if the player hits them?
  5. I had a question for some time: We already have a horse AI, which mappers typically place in stables. Is it possible to have guards riding on horses as well? Even by using less official methods and tricks, like say attaching a guard NPC to a horse and having the horse patrol an area... though I imagine the guard would have issues attacking the player if he's spotted.
  6. I couldn't find a working ase exporter for the latest version of Blender either. Use lwo for static meshes instead, that worked perfectly for me! In this case however, I'm hoping we want cats to roam around and such... so a skeletal md5 with animations are probably what you should go with. In the case of the cat, who won't attack the player or raise any alarms, I believe an AI based on the rat can do the trick.
  7. As far as I'm aware, every game engine prefers tris over quads, and the exporter will probably triangulate all faces anyway. Also that pose looks really good to me!
  8. This is a pretty okay and fun mission. It had good parts and bad parts: My biggest critique would be that the overall feel and environment didn't seem as appealing, and there were several collision issues (invisible walls). I did however enjoy the good story with the additional voices and comments during objectives, and my favorite part was the tavern area with the guy singing there.
  9. Aha... found it! The Copy Shader / Paste Shader options solve it just fine. Thank you
  10. Not yet, sorry. But I analyzed the walk cycle carefully during testing, and the digitigrade legs bend amazingly well with movement.
  11. I will keep that in mind as well. For now I have a problem that has been pestering me for some time: Whenever I cap a cylinder, the texture stretches around two ends of the circular surface. No settings I can find in the Surface menu offer any solution! I need to fix this in order to have circular islands for roads and the like. Any thoughts?
  12. The legs work perfectly fine: I remember I had to adjust the vertex weights a few times, but they turned out very well and natural looking! I believe the tail is weighted to the spine bone and the ears to the head. I didn't add any new bones or animations, all characters use the builtin skeleton and its animations only. It should also be noted that I got the face rig working too, so blinking and lip-syncing also work great. But the tail doesn't have use for new bones anyway, since it's actually an attached lwo. The characters are made out of 4 parts: The body (md5), the head (md5), the tail (lwo, attached to the body), and optionally hair (lwo, attached to the head). This was both to make it easier to mix species using universal bodies, and also because I'll make the head and tail work with existing bodies too (for guards, priests, etc).
  13. That's helpful, thanks! I must indeed keep in mind to isolate certain areas in the city via tunnels, so that I may use vis portals to keep performance acceptable. Otherwise I will be working mostly with square brushes, and it will be up to me to figure out how to add each detail and special effect.
  14. Not the kind of thing I'm normally going for. But sure... any idea that makes for an interesting mission is welcome
  15. Also, I apologize for the lack of screenshots: I didn't make a lot of good ones after normal / specular / cube maps were added. Most were posted in the "What are you working on" thread, but of course not everyone follows that. Here are a few I still have which I took during the final tests: The only things that upset me are the visible seam around the neck, as well as the hair looking weird sometimes (due to bad alpha sorting). I'm not sure if and when and how I can fix those problems, but until then the current versions will have to do. Putting that aside, I feel they turned out pretty realistic and fitting to the atmosphere!
  16. Hmmm... I didn't think about laying that out better. In a nutshell, they are intended for FM's that take place in different time lines (of natural evolution) where anthro animals have evolved alongside humans, but are otherwise in the same medieval / steampunk style. As I later add definitions using the heads and tails with existing bodies, they will be able to have any job and be part of any social class... such as guards, maids, drunks, etc. So I imagine mission layouts generally being the same: You play as a human employed to carry out given missions in urban areas (usually to steal stuff), but in some towns and houses you will encounter other intelligent races too. They'll still have loot you can steal, notes you can read, patrol an area as you hide in dark spots, etc. The main differences will be in the story: Anthros will obviously have somewhat different habits and personalities, and it's easy to imagine a world where there is some racism between them and humans. If anyone wants a good example of the general mood I visualize, the webcomic Twokinds is a nice one. Even if you're not a furry, it's probably something you will enjoy giving a read to: http://twokinds.keenspot.com/
  17. Well this is technically a newbie question. I do feel a little shy to post it, as I'm quite familiar with gtkRadiant in general (early Nexuiz / Xonotic days)... this is a technique question though. Does anyone have any good tutorials on how to create good looking towns and interiors in DarkRadiant (ideally a video)? Not to be confused with instructions on how to make brushes or place entities, which again I already know: I'm trying to understand what the most efficient way to design a city in DR is, and which brushwork techniques and design approaches and assets are best. There are so many features and aspects to be aware of that I'd rather not start mapping more before someone more experienced offers a few tips and tricks.
  18. Some things I will just suggest, others I might take time to implement on my own. It depends on how difficult it is, how much it motivates me, and how likely it is that someone else could do it more easily. Making feature complete and functional TDM characters is actually quite complex... in this case my skill with Blender and GIMP ultimately helped me, so I could produce everything needed to make this fully functional. A variety of FM's are created frequently, so I imagine someone will use this at some point, hence why I share it as an easily installable plugin. Of course I plan to make my own FM's with it too at some point.
  19. The TDM characters I made use transparent hair, as well as some of the females in vanilla TDM I believe. But it might take a bit of playing with the blend modes, namely to get around alpha sorting and brightness issues.
  20. I know I'm reviving an old thread again... please don't kill me as it's (hopefully) with good reason! I often browse Blendswap for models, and recently found something that would be perfect for a TDM pet. It's actually not a dog, rather a wolf... still I think it would fit perfectly within the TDM universe for this purpose! What do you think? http://www.blendswap.com/blends/view/24800 Frankly it has a load of advantages that make it a worthy candidate: Really good quality and visual fidelity, including fur using transparent textures.The model is very low-poly and therefore great for performance (1569 polygons).It already contains a set of animations, including idle / walking / running / crouching / sitting.Licensed under the permissive CC-BY (to Dennis Haupt).As far as I'm aware, the only additions that would be needed are sleep and attack animations, as well as a lower polygon version of the mesh for shadow casting. I'd try to integrate it myself... however I'm not experienced with exporting custom rigs and animation definitions, and I'm also burnt out after working on my own character set. If anyone wants, I can further prepare the blend file and generate the shadow mesh, and maybe make a few color variations for the fur... but I think someone else should mess with the animations and export it best.
  21. Hmmm. I see the problem, but I wonder whether this is a good or bad thing. If we're talking realism, the torch should simply run out of oxygen and go out! Then again, if we're talking full realism, the cup would catch on fire or melt before that If my opinion matters, I think torches and candles should just go out if a physical entity is kept on top of them for too long (eg: 3 seconds). Not sure about the gameplay implications though: I imagine it can't be abused since the player must be standing near a torch to turn it off with this technique... still they can pretty much put off torches by using anything they can grab in the environment! That's pretty much the same result as this bug however, so not sure what solution is best.
  22. Is the gamma affected system-wide, or only in TDM? If the gamma was permanently modified in Windows, find the gamma slider in the Display menu (somewhere in Control Panel) and simply move the slider back and forth once to reset it. I know because I've had many games do this to my system in the past, as well as permanently changing the resolution... on both Windows and Linux! This is typical after a crash, if Windows relies on the engine to tell it when to set the resolution back after a clean exist.
  23. So I know this is a rather old thread. The reason I decided to revive it is because earlier today, I posted something that's relevant to what has been last discussed. More specifically one of the first examples of a TDM mod, which explains why I suggested a mod management mechanism. You can get the character set over here. It meets what I consider the three essential criteria: It's large (about 400 MB), complex (lots of entity definitions and texture combinations) and will be further updated in the future.It's meant to be used by fan missions.It's unlikely to be accepted as part of TDM by default, mainly due to thematic reasons.Obviously this is not to suggest that such a system should exist for just one mod! It's only one example I can offer right now, in response to the "let's think of a mod system once there are mods" argument. There might be more on the way too... someone seems to be working on a Martian character for instance. For now, the installation instructions I included suggest cloning the repository and copying the directories into the FM in cause. This will work but has the problems I mentioned at the time: Every FM that includes it will become huge, whereas any update I make will have to be manually integrated by each FM in part.
  24. FYI: The anthros mod is finally available to the public! http://forums.thedarkmod.com/topic/18439-anthro-characters/
  25. I like this! I'm curious to see how it will look like in a mission
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