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Johannes Burock

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Everything posted by Johannes Burock

  1. The next eight weeks i take part in a seminar for logistics. No family and no dog on-site. Because of the distance i also will stay several weekends from home...seems to be TDM time Hopefully after the training i will see where this stairway will lead to...:
  2. If i look at this two playlist (thanks toObsttorte and Judith) Obsttortes lets map Dark Radiant Tips i think a mixture would be VERY helpful. And at this point i mean for all possible new members or like me partial noobs The idea of Obsttortes lets map is cool but for problems and questions i cant watch all this (long) videos. In return the DR Tips (i know, its a new channel, maybe more is planned ) are just text. This two combined would be great. Each time a 10 minutes tutorial to different topics. Also the comments maybe become issue specific discussions. The real "first steps" are fine with the already good text tutorial(s) in my opinion. But things like maybe -creating new lights (model-entity-lightsource combination) or -first steps of implementing own textures or -first steps of scripting would be a good thing. Maybe we can call this things second steps in TDM/DR. I know there are several contributions in the wiki and the board but if you really have no idea of a (bit harder) topic its often a bit complicated to find an answer. Also, a tutorial video collection is much more motivating and attractive than a wild text, script or an hardly comprehensible infoboard Dont blame me if i think to big or overstrain the developers/community
  3. Thanks for your advice and the way you handle your maps. Thats the way i will go from now on. When i only used the preset textures etc. and didnt finalise a map to the release i only used the "common map setup". But the project oriented way is much easier over all although there are some more steps needed at the beginning. I also realiced that it is a good idea after some years of TDM absence to reread the starting tutorials for mapping because of new documents and improvements.
  4. Got it! Long night left in the dark, half day wasted but finally, after a frustrated "f*** TDM" shooter gaming round and some basic changing of my mapping style (project oriented or just a bunch of wild files and folders...artists ) it works. At this point a question into the community How do you create/implement own content? -Project oriented in one folder TDM/maps/mission x/ maps * texture * particle and so on -saving the map in maps, using own pk4 in mainfolder for the own content -others i cant imagine ?
  5. Thats the original content of the fm i think. how ever also with this copy and paste i cant see any light entity texture. Yeah, the texture still exists but i cant use this one as a projection image, cant i? Oh my god, i created good visuals since many years but failing on such an easy task Maybe i got carried away to early at this topic and i think in a wrong direction over all? I only want this orange hammer as a projection
  6. Yeah, that was also my first idea. I got the source from this fm folder but it dont work. I tested different ways, folderstructures (more on the original tdm pk.4 structure orientated). The structure i showed up with is now nearly the same like my little own texture collection .pk4 and this folder i can see in the media browser. Maybe there is a tricky difference from normal textures to light textures?
  7. Greetings, folks! I was never deep into the "implement own content" thing but now i am at a point i get stucked with a "must have" light texture. I wonder why it isnt ingame anymore, thought it was in it some verions ago (?) To get all on board, i talk of this one: I created a .pk4 in the tdm folder with following folders/files in it: tdm_textures_ownlights.pk4 ->materials ->window_hammer_orange_round.mtr ->textures ->lights ->window_hammer_orange_round.tga ->window_hammer_orange_round_ed.jpg The .mtr has this content (more or less ctrl c + ctrl v): textures/lights/window_hammer_orange_round{ qer_editorimage textures/lights/window_hammer_orange_round_ed{//forceHighQualitymap textures/lights/window_hammer_orange_roundcoloredzeroClamp}} I cant see the texture or the ownlights folder neigher in the light inspector nor in the media texture folders. Excuse me if this is a real "primitive" problem but how i said i never did much own content
  8. This scrennshot is for me an insta "cradle" reminder
  9. Im not that hard into Steam that i realised the section to upvote possible steam games Good one, upvoted!
  10. Glad so many of you like the shot. Thats a motivating new beginning and not working for the trash can
  11. After my long absence from bridgeport, TDM and DR (and some nice salute after my first post, thanks for that) i want to give you a short summary what i have done the last and what im going to do the next days. In former times i created a campaign over about 5 missions in close collaboration with SevenUpMan. I have some of the maps on a good status, some are only beginnings/ patchworks. Also i have plenty of maps which are more or less a study or a test. Also some of them got much bigger than i originally wanted them to get. Before i will dive back into my older campaign i want to create a prequel/ mission 0.5 which will bring the storystone to roll. In the course of that i will recycle some of my older studies/maps. Here is a (by far not finished) sneaky view on the first "target". Please keep in mind that im a bit rusty after three (?) years of abstinence Hope this time i have some more endurance to reach more result!
  12. Dang. After my revival of my mapping activities one week ago i can read such good news today. Even an ability to scale models! Great! Nice to see that the TDM/DR community is still developing (while i "rusted" some years of inactivity)
  13. Looks good. Maybe some dust or glare effect will pimp it up even more (?) Only thing i for me dont like: the lamp looks wrong for me. Its to primitive for that kind of room i think.
  14. Now thats some points, thx for that. I really thought long about the problem of the beams in the half-timbered houses. The 100% 90° version lookes to perfect. The version with to slanted beams clearly looks to unrealistic if i compare it with medieval buildings. Many of the old half-timbered houses are really well build. Because of that i used a mixed version. Some of the beams are a bit band and slanted, some are not. The part of another house on the left is still and old version with 100% brushes, that will be changed too. And yes, i only use DR for all my stuff and screenshots until now. I for me dont like the way blender etc. works. This way is ok for CAD programs at work but DR is more the old >>game maker<< style (if aomeone know it). I used this program when i was a chield - good old times . The light is a tough thing. In my opinion its a really warm and also a bit mystic shade. In the past there were many answers who liked it too, so i often do ctrl+c / ctrl+v for that. Others dont like it because it is not that realistic, so you do . Performance problems are a very often responded point in association with my screenshots Again, thanks for the opinion
  15. Times have changed in the forumcommunity last two years? I mean ,,Holy shit´´ is a truely a statement. Where are the real opinions, some good points? Deal out some criticism? Artistical points?....dont know... Its hard after two years to have two good evenings with DR, come out with a, in my eyes, really lovely screenshot and than the community is a bit "dead" Dont misunderstand me, i only want a bit more feedback, positiv or negativ, especially after my long break of two years
  16. I AM BACK! http://www.bilder-upload.eu/show.php?file=019e20-1434833332.jpg And as a direct picture with a bit less resolution:
  17. I will if im REALLY sure i will never end this projects.
  18. A old screen but suitable to the last ones from moonbo:
  19. Jetzt mal so ne Frage: kann man seine Stimme in der Abstimmung ändern ? Habe im schnellen Klick im Arbeitsrausch erstmal falsch gevotet Sollte eigentlich Neehaven werden Edit: Aber so steht Tels nicht allein auf verlorenem Posten^^
  20. Iss' misch doch Worscht, macht wassa dänkt! (Das war ein Insider für 7up) Also ich denke Neuhaven klingt in einem gesprochenen Intro deutlich besser (jedenfalls in meiner Vorstellung) Neehaven liest sich aber stimmiger. In Anbetracht der wenigen gesprochenen Intros und 0 davon auf Deutsch ist Neehaven mMn die bessere Wahl.
  21. if there are only a few webs to do im going this way: creating the web (normally as an bulky square if they are hanging from the ceiling). Than create a func_pendulum and two func_rotate. bind the func_pendulum on the func_rotate to have a rotating pendulum. Now bind the second func_rotate on the func_pendulum to prevent the web rotating itself. and now binding the web on the second func_rotate. Now you have a "more direction" cobwebpendulum. It is relative inefficient but looks very well and for a few webs its really ok.
  22. let me say it in this way: 1. not so much freetime and 2. the whole project is bigger than you think ...no more comment
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