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Gast

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Posts posted by Gast

  1. Something I am a little unsure of is making the smoke intro fade in later so you can't see the point of origin for the smoke... I think the smoke looks fine but someone has raised that as an issue. If no one else complains I will leave it as is so speak up now if you want that changed (the video will fade in later so you can't see where the smoke is coming from). I liked the fact that you see it start from left to right and fill up the screen myself.

     

    Thank you for your work. Maybe don't bother with the smoke especially since the effect was intentional :smile:

  2. Hey, this thread is a good idea !

     

    I've just tried to import a simple .ASE file in Dark Radiant with 3ds max 2017 and it works as you described for 3ds max 2013 64 bits. Just change the *BITMAP line and you're good.

     

    ASE files can also be exported from older blender versions. I tried to make these plugins work with 2.70 but it failed so you might want to install an older version of blender dedicated to .ASE exports.

    Plugins and supported versions -> http://www.katsbits.com/tools/#ase

  3. 1.2 is here! Still in beta though. It apparently fixes a lot the problems on Nvidia Gpus but I see no difference at all on my AMD R9. It's playable but frames are still unstable. Also I see no difference in peformance cost between the graphic presets. I can be in very low or very high, I'm always having this 30-ish fps count, it's annoying.

     

    http://kotaku.com/new-dishonored-2-pc-patch-is-a-step-in-the-right-direct-1789237888

  4.  

    Is this possible to see TheDarkMod in the next gen? :ph34r:

     

     

    Well, Skyrim's engine isn't really next-gen. The game does not feature PBR materials, global illumination or advanced shaders that are the current tech standards in game engines.

    Porting any game or mod to this already a bit outdated engine would be a really strange choice.

    • Like 1
  5. What an impressive debut !

     

    The sense of mise-en-scene displayed in the mission is simply great. You managed to make a killer looking level out of relatively low poly assets, thanks to the brilliant use of lights. Gameplay is good, even surprising at times. The loading screen and briefing video are looking very professional. I feel like you're setting up new standards for the Dark Mod.

  6. Hi Spadey, happy to hear such a collection of tunes, your work is very inspired. On the technical side, several tracks are suffering from a buzzing and little artefacts (for exemple in the right channel of Sinking Claw). Apart from that, good job, I would listen to that while reading or working indeed. What tools do you use?

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