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ungoliant

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Everything posted by ungoliant

  1. 2300 alerts!! perhaps you are not as good as we've been giving you credit for, lol
  2. I think both ways can be accommodated. A new "theme" tree could be added that points to the exact same source material as the existing textures, but groups like-themed textures together. for example, all red-brick, all grime, all foliage, and then the stuff like "abandoned factory" type themes
  3. is the rust used for the gears in the other shot anywhere in this package?? I can definitely think of some uses for that.
  4. making it look good without a crap ton of work is a whole other thing.
  5. and i would like to point out: WE NEED MORE ROCKS!!! with like 20 skins each. like, really good rocks that don't have small/medium/large varieties of the same thing that are just blown up huge without any texture re-scaling.
  6. this is going to end well... one thing I want to point out: I don't think Dema was taking a pot-shot at your code at all. I think the "gimmick" is the infinite ammo cheat itself, not the way you implemented or wrote it. Invulnerability: gimmick. Noclip: gimmick. infinite ammo: gimmick. I don't believe anyone was telling you that your work was inferior quality or noobish or anything of the sort.
  7. I think if you don't want to include normal/spec it is better to just leave it blank and use diffuse.
  8. wouldn't hurt to take a look at the material shader used either.
  9. did you ... ... get caught with your pants down?
  10. I realize an illustrative image might shed some light on what i'm talking about, so here: these are all newly created decals. note both the physical vertex layout differences, and the texture orientations. these patches are at strange angles, good luck rotating them for a quick fix, lol. (note: i am only bringing this up for discussion of the problem and possible fixes for that problem, I don't need work-around advice, I'm sure I could whip something up)\ edit: right, so to tie this in to the wishlist thing again: I wish there was a way I could arbitrarily orient these decals BEFORE their actual creation.
  11. how the crap do you add a storyboard to an FM that has a brightness/contrast calibration room??? personal vote: no briefing other than calibration / game mechanics / hotkey advice.
  12. Agree, that would be cool. Guard struck with arrow in the shoulder is noticeably disoriented, doesn't instantly spot the player, starts searching for the player in the wrong direction.
  13. new decal orientation and its corresponding texture orientation is borderline on insane. with selecting 2 new adjacent decals, adding subdivision levels of the same type (horiz or vert), one adds subdivisions up and down, the other goes left and right, even if you are adjusting BOTH in vertical subdivisions or something. Texture orientations are rediculously flipped or rotated in random ways by default that can't be fixed by just pasting texures, but must be oriented correctly first... and god forbid you did something wrong and hit "natural" to try to unstretch something in the surface inspector it resets the whole orientation back to its default.... I wish there was a way, out of any of the arbitrary vertex position assignments given in a new square patch, you could say "rotate vertex alignment 90 degrees". rotate is not exactly the right word, but if you've ever tried to add vertical subdivisions and it splits horizontally, you know what i'm talking about. For the texture orientation, i wish that selecting "natural" or "fixed" would do so in a way that applies your current rotation or axis flipping when it readjusts, instead of resetting to its default from when it was created. If you could do that, it would be super ridiculous easy to copy texture coords from one patch to another, even if they are vastly different shapes/sizes, then hit natural on the target patch, and now the target patch texture is correctly flipped/rotated to match the source patch, with a natural scaling. This doesn't guarantee alignment with the source patch, but it would reduce like 90% of the work.
  14. It's definitely hard to quantify in concrete terms. I get busted, lost, or killed in T2 a lot, but I can stomp all over TDM FM's like nobodys business. There's a lot of visual, audio, and general gameplay mechanics that are vastly different. All the rest is just engine limitations vs intellectual property limitations.
  15. no its a roof, i'm rebuilding some towers in my first map project from 2-3 years ago to align more closely with the tutorial video series i made. (the first ones were very poorly constructed)
  16. I have no idea whats going on, but it appears that using a clipper tool on anything that results in a vertex off-grid messes up the resulting faces somehow. this is a direct result of using clipper tool, and displaying the new faces. edges and vertices look to be in proper places, but in face select mode, I get this.... I don't know if it will create problems, but it sure as hell doesn't look safe.
  17. oh, and one last thing, I think the direct TMA references to are a little bit too blatant.
  18. Finally got around to finishing this one up. First playthrough: On the second round, I decided to ignore the parts I didn't like first time, and get through the mission. Glad I did. I wish most of the misson was The overall objectives concept was good, I just wish it was compacted into a smaller area. A solid start for a first FM, its clear your interested in experimenting with different objectives, inventory items, indoor and large outdoor areas, and not just trying to put something together that compiles properly and is completable. As you got some solid experience now, I think you'll be able to refine your mapping technique into something awesome next time round
  19. from what i've read, its more like people are breaking existing projects back out that would never see the light of day due to limitations, to finally complete them. or updating existing FM's with new features. but yea, theres going to be a 1.19 contest, so who knows.
  20. A classic from a few years ago This one I just found today, pretty damn fantastic
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