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DeTeEff

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Everything posted by DeTeEff

  1. Lately I have started to play some of the more recent missions and some of these have lots of "own"/unique textures. Is it okay to use these assets (from released FMs) in one's own FMs? I'm referring to models/textures and sound etc, of course not chunks of the mission geometry or blatant plagiarism of readables etc. I guess some people have designed or bought assets for themselves but is it okay to use these textures/models as long as there is no explicit note in a readme etc, that opposes such "borrowing"?
  2. Ahh, thanks for the answers, boys! I now have managed to both import models in DarkRadiant and export models from Blender so I'm a bit on the road. I tried to add a copper vase and lo and behold, I succeeded, I even managed to add the correct material definition and changing it in the model file via a text editor. Yay! Now I have a small vase consisting of more polys and triangles and white lines than there are stomach acid in my belly... I thought this would be fairly easy but I guess I'll have to learn some basic Blender to be able to convert these models to lower polycounts so they are more ugly than their original quality but not so ugly they look bashed to pieces, in game... I have high hopes even an old and brittle man like me can follow Blender tutorials and be able to perform these easy tasks, and perhaps I'll get the hang of creating some basic loot and junk myself
  3. I guess this is basic stuff for you talented model-boys but now I've trudged for several hours without results and from what I have read in several forums/threads, it's even not that trivial. Therefore I dare to start a thread... I've download some models from the web but these come in some new and fancy format; (FBX, USD etc) not exactly the old and brittle format that we use in TDM So to import these into DarkRadiant I need to convert these to lwo or ASE, right? How do people go about this? I have tried to: - install Blender 5.0 and added an ASE-exporter plugin. Blender actually puts out an ASE-file but as I try to open it in DR, the model is only showed as that checkerboard error-box. Do I need to tinker with the model in a text editor first? I read something about changing something about a BITMAP-line... - use an ancient version (7.0) version of Lightwave but that program cannot even open the files (Not surprising)...
  4. I've started working on a new mission and today I thought it would be cool to merge it with something I worked on back in 2018...It was back when I thought it was cool to work in "spread out your project like old marmalade on every wall in your house" so it took some time to fix broken assets and optimize file names and material files and those things...But it feels nice to hopefully be able to implement all that effort I put down back then. It will be "något i hästväg" as we say in Sweden :)

    1. The Black Arrow

      The Black Arrow

      Yoohoo! Always nice to play your ambitious Fan Missions, So I can't wait to try your upcoming mission.

      I just hope that the Swedish quote you said is not literal, or else we're gonna have a horse of a mission :D

  5. Yes, I guess I'll have to adjust the texture on the model. But even so, it would be nice to have a way to adjust the scale via the skin file... Maybe something that could be implemented?
  6. Is it possible to adjust the scale of a texture in the skin file? When I try to make a skin, the result is too big (the stones are too big/the scale is to large).
  7. The best thing about not mapping more than like every other year is the awesome feeling to see how far TDM has gotten in all appartments. I can just create some parallaxing cobblestones and walk to and fro and just let the jaw drop :D

    1. The Black Arrow

      The Black Arrow

      True, new shading added to such an old engine and game is always very impressive, I'd love to see what else TDM has in mind, like Volumetrics and maybe a better material system that's either PBR or at least GGX.

    2. datiswous

      datiswous

      I would like to see better looking models and animations. I think the animations are coming.

  8. Thank you all for contributing and for playing! And a special thanks to Kingsal!
  9. Glad you seem to like it I wouldn't consider Thief to be the easiest though. As assassin and saboteur you'll be able to move among the guests without problems, as long as you don't do anything illegal. But the thief is always considered hostile to everyone.
  10. Glad you like it. Haha, yes a lot of players seem to like the ability to lock in people Hopefully you won't need to KO too many people when playing as assassin/saboteur as you may walk among people as an infiltrator.
  11. Regarding the alarm But I see now that Knüppelmann referred to the general alertedness of the guards after seeing that something's been stolen.
  12. I may perhaps fix in a future patch that not all guards fetch lanterns. It has come to my attention that many players found it too challenging with all 5 roaming about with lanterns which I respect.
  13. The lantern carrying guards should be the same for all difficulties/contracts but the path changing system is a bit wonky so sometimes they don't fetch lanterns.
  14. Thank you so much for the kind words. It's funny that you are among the first to mention the music/ambience. Yes, in hindsight maybe I should have reduced the amount of AI on this ship. But to be totally honest, the mission got scewed in the favour of the infiltrator difficulties and the thief got the short end of the stick. Most time was spent on the poisoning mechanic and different paths. The lantern guards may have been involved in a bit of unkilled darlings (because of the amount of time I spent on their individual path nodes and overall patrol adjustments). If the mission gets an update I may very well remove the lantern behaviour on 2-3 guards, when playing as thief. The lantern fetching only happens after the lights have been killed (there are no fuses for the third floor btw).
  15. Haha. Yes, I'm the old Fieldmedic with only strange missions where I try to push the boundaries beyond playability... Glad you liked it! Yes, the painting will be missed and therefore trigger the guards to start searching for a thief. I thought about making more loot noticeable but as you experienced, there is a lot of ruckus. It wasn't what I wanted but I thought it would be strange/silly if nobody had realised that the painting was missing... Yes, I went for replayability so the story may be a bit lacking. I hope at least there are some fun and quirky things to find in the readables. /Mr Moose
  16. Reinstalled and now it seems to work. I hope it'll stay that way. Thanks for the help anywy
  17. There in fact is a "prybar'ish" tool nearby.
  18. Thanks for also looking into it, @stgatilov I haven't had time to reinstall yet.
  19. I will interpret this critique on the ship on a more fluffy level, more than actual critisism on the level design, am I right? Yes, when you get the layout strait, it's not that hard to navigate the mission. The AI in TDM is quite advanced but it is difficult (if even impossible) to steer the AI anyway you want via scripts etc. I'm aware that the player magically get a bow if picking up arrows. Therefore I added a bow at the place where you obtain the arrows.
  20. I'm thinking about moving all fms/custom folders and delete the whole game and reinstall...
  21. https://drive.google.com/file/d/1Ydg0YLb7Kzo6wy0ePq4zTaWK78Rxuu6O/view?usp=sharing
  22. This is definitely a fine map, epsecially for a/pair of begginner(s)! One should not compare with one's own work, but if I should compare this to my first mission in TDM, wow, this little mission is really good! Game play 3 I know the station was shut down, but there should at least be one or two AI present, for gameplay reasons. There is a new layer of work with adding AI (monster clipping for one) so I guess their abscence was because of time restraints. Other than that, there was not much to critizise. I loved the sneaking up on the ropes and good use of verticality. Story 3 Nothing special. The clues made sense. Short, descriptive briefing. Visual 4 Apart from some misaligned textures I found nothing distracting. I did find the areas after the pipecrawling a bit strange. It felt like outside, but there was some kind of roof? Was that whole area meant to be the interior of the station?
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