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Johannes Burock

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Posts posted by Johannes Burock

  1. 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 :D
    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 :huh:) 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 :blush:

  2. The way I do it is project oriented, but rather than saving all the stuff in TDM/maps/xyz (an approach that won't work anyway because /maps/ itself is hardcoded to be a sub-folder of the TDM root) I save it in TDM/fms/my_fm_name_folder/. You do not have to pack any assets in .pk4s - that can be saved for when you're shipping the mission - the game does just fine in recognizing folders in the /fm sub-directory as Fan Missions with their own folder structure.

     

    So in your case you could put your custom content is TDM/fms/my_fm/materials/custom.mtr and TDM/fms/my_fm/textures/darkmod/lights/custom_light.tga, and the map of course in TDM/fms/my_fm/maps/my_map.map. Then you can choose the FM from the mission selector in-game and run it that way. Oh, but before I forget! In order to be able to do that your project folder has to have a darkmod.txt and startingmap.txt files. Just copy paste those from another pk4 and change the contents to fit your info and map name, they're pretty self explanatory.

     

    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.

  3. Got it! :laugh:
    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 :rolleyes::blush: ) 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
    ?

  4. its

     

    lights/window_hammer_orange_round

    {

    {

    forceHighQuality

    map textures/lights/window_hammer_orange_round

    colored

    zeroClamp

    }

    }

     

    Thats the original content of the fm i think. how ever also with this copy and paste i cant see any light entity texture.

     

    That's textures/darkmod/glass/stained_glass_hammers_two_sided, and it is still present. Maybe you have overseen it?

     

    Yeah, the texture still exists but i cant use this one as a projection image, cant i? :mellow:

     

     

    Oh my god, i created good visuals since many years but failing on such an easy task :unsure:

    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 :ph34r:

  5. I Beleive that texture was used for a projection light in flakebridge monastery, if you open that nap you can see how it was done.

    Up the spiral staircase, illuminating the statues.

    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?

  6. 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:

    post-3575-0-80221600-1487674940.jpg

    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
    {
    //forceHighQuality
    map textures/lights/window_hammer_orange_round
    colored
    zeroClamp
    }
    }

     

    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 :wacko::unsure:

  7. Ok, here's my opinion. It's well above Darkmod's average. It would have been even better if right angles were broken, but for that you would need 3d editor (it looks like you're making all of it in radiant). Light is too red/pink in my opinion. I'm worried about performance. Those carved brackets need simplified shadow mesh. Over all I think it's great.

     

    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 :wub: .

     

    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 :ph34r: .

     

    Performance problems are a very often responded point in association with my screenshots :D

     

    Again, thanks for the opinion :excl:

     

     

  8. 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 :huh::unsure::blink:

    • Like 1
  9. Jetzt mal so ne Frage: kann man seine Stimme in der Abstimmung ändern ? Habe im schnellen Klick im Arbeitsrausch erstmal falsch gevotet :blush: Sollte eigentlich Neehaven werden

     

    Edit: Aber so steht Tels nicht allein auf verlorenem Posten^^

  10. Alter, das war ein Scherz. Ein alberner, spätpubertärer (ja, ich gebe es zu) Scherz, der beim besten Willen nicht ernst gemeint war. :P

     

    Ich würde vorschlagen, dass wir basisdemokratisch abstimmen: Ich bin bei "Newport" für "Neehaven". Für mich passt das ins Bild und ist eine gute Ergänzung für Brückhaven.

     

    Ich bitte um Zustimmung oder Gegenvorschläge. Und anschließend trinken wir einen antiautoritären Brennesseltee und tanzen unseren Namen. ;)

     

    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.

  11. 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.

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