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Johannes Burock

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Posts posted by Johannes Burock

  1. I have battled this since day 1.

     

    I've found the only way to solve the problem is to make sure that the number of subdivisions in both the original curved patch and the extruded side patches is the same. The subdivision boundaries have to line up.

     

    So if DR shows a mismatch in subdivisions, you have to change the size of both patches until DR creates matching subdivisions. While this might result in a patch that's not the size you originally wanted, at least the gaps will be gone.

     

    Edit: I should add that the sizes of the subdivisions have to be the same. In your first picture, even though the two patches line up at the subdivision corners, the size of the middle two subdivisions is twice the size of the others.

     

    thats what i mean...

     

    u CAN reach this aim with resize (but good luck..) or do it over giving same sd´s

     

    i think without this knowledge you cant do anything with 2 patches in a combination...or even more patches...

  2. Hmph. I changed the patch dimensions (in both cases) a bit and I was able to heal the patch.

     

    However this raises a scary point:

     

    A patch that looks just fine in DR may look borked ingame. Mappers better check their work thoroughl.

     

    @Johannes:

    All the patch control points were neatly aligned to the grid.

     

    if you change dim´s clearly both of my discribed problems can be fixed..

     

    the problem wasnt that the points are on the grid or not...but the point where they are in the patch

  3. the first pick: looks like different subdivision

    second one: the guidancepoints of the patch (green points to control the tangent) are on the wrong point...let me screne...edit this in some min...

     

    EDIT:

     

    first pics:

     

    the green points on the top of the patch are middled and you can sea in the 3d prev pic that on the left side a line is missing:

     

    post-3575-130237253192_thumb.jpg

     

     

    post-3575-130237255087_thumb.jpg

     

     

    second pic:

     

    shift the two points to the left and the missing line is now there:

     

    post-3575-130237264128_thumb.jpg

     

     

    post-3575-130237265733_thumb.jpg

     

     

    thats mostly the problem of very spiky patches

     

    hope the patchworkwizzard could help...happy.gif

  4. Maybe because in the span of a few days you've complained about more than a dozen things, without offering a single positive comment?

     

    Keep in mind that what you see in TDM represents hours and hours and hours and hours of work, done by people for free in their spare time. We welcome constructive criticism, but when someone shows up complaining that the menu should be redesigned because he doesn't like scrolling, or that characters should get up from bed in 2 seconds instead of 4 (by comparison, Thief didn't even HAVE animations for getting out of bed) it's going to rub some people the wrong way.

     

    for the almighty builder, amen

  5. let me explain

     

    7upMan working on custom voice record

     

    Johannes working on mission itself

     

    there is very big difference

     

    example :

     

    Bikerdude vocals set in TDM,but he not one of TDM developers

     

     

     

     

     

     

    ok...but he is also working on the story, so he is working on the mission aswell. It is my map bur our mission or so wacko.gif

  6. And another thing, why boxes are moving so slowly? I can already look at another spot but box is slowly flying to my new orientation.

     

    And body dragging is horrible, why do the stuck in every polygon?

     

    so, why are u playing TDM anymore ??? Dont play it or join in and do something better or improve it...

  7. ahhh, my mistake...

     

    the big-town project was only a first idea...

    7upMan joined to the "team" of my fanmission (from the screenshots...) to do some story and voice work there...

     

    i or now we dont need help for ending this...but if somebody can help (because of no other project or to much freetime) it could be better or faster finished...

     

    but thanks sh for the offer...but if u want to help here as well...

  8. After some pm´s and many idears:

     

    7upMan joined the "team" for this FM (which is faster growing than i thought at the beginning )

    he is now the story- and textwriter, a beta-mapper in future and maybe he will give a voice for a character.

     

    If somebody want to spend some skills...

  9. i had a in my thinking cool idear for a future project:

     

    the mapper community can create a "town" with different parts, like in thief 3...if the level change is getting better in future it could be possible...

    somebody build a part and def some doors on the mapends (special skin f e) where u can change the district...and some body combine this parts together with the "levelchanger"

    so everyone can give a part of the city or even down under the city...caves, dungeons...and it become a "open world" one...without a aim at all, or only lokal aims in one district. If there are some new parts the old town have to be updated.

     

    So u can relax the evening on the screen and go a bit grabbing

     

    dont know what other fans (so u) think about this idea and if the levelchange in this way is possible ? But i think so it is more like a thief in this way

     

    EDIT: and this is a "level" which you cant find anywhere alse (levelidea)

  10. EDIT: nothing to find...aaaargh

    get the idea behind that...i created a new func_static with nodraw and gave this as the model to the curve and now it has a model...dont know why it hadnt such a thing from the beginning of the creation

  11. I think you have nodraw filtered out, the mover is a nodraw cube. Each spline also has a nodraw cube at it's start. If I make a new spline I get a black cube too, so it seems like you need a brush attached to the spline somehow, don't ask me why.

     

    nope, no filters on...and only ingame i can see it...by the way if it is nodraw i shouldnt see it ingame...

  12. OMG I love that texture! Can you mail it to me along with the material decl so I can add to SVN?

     

    ok, i gave the tex...if someone else want to have it, some body can upload it anywhere ? or bring it on the way to the next version ?

  13. i also think that pom is a real good thing for this...after playing around with texture making, it is in some cases really easy to create good looking ones, f e:

     

    post-3575-130141943253_thumb.jpg

     

     

    (not the pest screen at all)

     

    but normal stonewalls never looks sooo good...here and there a bit 3d but a pom should do this MUCH !!! better

  14. and the first problem:

     

    used the skript from Flanders...the idea i understand

     

    creates 5 NURBS and implemented all to the skript. Ican go into the map without a error and the skript is def. implemented (in console i read the test hallo ).

     

    But my NURBS are all only one little black cube at the startingpoint of the Nurbs, why that ?

     

     

    EDIT:

     

    And because of that (i hope) the light dont move...

     

    in the example map th light and emitter are bound on a 0 scale brush and implemented with $brush...is this not a step to much?...i bound the emitter to the light and implemented $light (or is this the prob) ?

    ok, that was mine...that 0 scale brush is a mover rolleyes.gif

     

    but never the less...the black cubes ingame are still there...how i read in the wiki it is also possible to create thw n-curve as an ent. but wqhere can i find this in the list? I created it over the butten "create a nurbs curve". Is this the problem why i cant see the cube in the editor ?

  15. That would be the worst lesson to take from those shots. If I had been thinking like that, I'd never have released anything.

     

    i also think so, like sotha i also think the graphik isnt the key (it is the thing why im doing this...creating my little world^^).

    and also i think its a goal to get bether amd bether the next time...

     

    my worry is the skripting part...

     

    and to that: i bind the emiiter rto the light and the light to a testpath with 3 points...and now its not moving...

     

    have i to give a aisource (but the skulls in the f monastry havent such a thing )?

  16. say johannes, are all those pics that you posted in this thread taken from the same map?

     

    i'm wondering how you handle the brush/patch/entity-limits - ever single m² seems to contain hundreds of them blink.gif

     

     

     

    ah, by the way, your screenshots become more and more frustrating... every time i look at them, i feel forced to select my own current map and hit the delete-button... sad.gif

     

    yes, all from the same map.

     

     

    @ all: help to the ghost lights?

  17. I made a youtube video with Sikk's POM, and just thinking about all those polys from a model makes my head explode.

     

     

    argh...looks very good..in a good dark map it could improve so much

     

    every time i look at th skyrim trailer i think come on that looks so much better. But here and there i think i can also get near to this level in my map but then the performance is the killer...thats so depressing and i have no compulsion to map the level for tdm...

  18. Some general remarks:

     

    * a foglight is a light (duh! :) and *everything* it hits is rendered one more time (for the fog). So if you have ambient + fog light + some other light => 3 times rendered, compared to ambient + some other light => 2 times rendered. That can make quite a difference. So you might want to eliminate the foglight

    * if you keep the foglight, I can give you details how to make it a "rolling 3D looking" fog. It uses the same performance, but looks better, and can save you some particles.

    * each patch (texture) that spawns particles is a certain overhead, it is better to have 1 patch that spawns 20 particles vs. 2 patches with 10 each

    * if you want more dense fog, it is better to change the texture instead of stacking them

    * Also, instead of having 3x dustfog as emitter, use one emitter and multiple particles (I am not sure, but that might need v1.05). 3 entities with 1 particle are worse than one entity with 3 particles. Even better is one particle which just is bigger and emits simply 3 times as many particle sprites.

     

    Btw, looks very nice! I really need to make more grass models :)

     

     

     

     

    the thinking in having 4 patches with fog was: 1 for the main fog and the other 3 for little parts with more dense fog...so the fog looks not so constant and so more realistic...

     

    detailos for rolling fog is interesting...what can u tell?

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