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Deshtat

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Deshtat last won the day on September 3 2015

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  1. Ow, now I kinda feel guilty about this all... xD Don't get me wrong, I really like what you've done with Dark Radiant. Actually, it's impressive to see an open source engine project go that far. Thanks to your help, I've learnt a lot in only a few monthes. My main problem comes from my professional background. I come from a game art school, and all the other graduates keep going for the most up to date engines. Of course, my friends are happy with my first map on DR, but it doesn't impress my coworkers or former classmates. Several of them are already working on the next big things like Dishonored 3. Dark Radiant is awesome, but everytime I explain what I'm doing during job interviews, I get these answers : 1) "You know that Unity 5 and Unreal 4 are out, right?" (probably the most classic joke) 2) "Python?" 3) "So you can't send us an .exe file?" 4) "Well you didn't really do all these models by yourself." (for some reason, people still don't get the open source thing) This is the main reason I decided to swap. If I can't bring myself up to date with the others, I won't be able to work on something else than mobile games... Now this may not be definitive, for I don't know if I'll ever be capable of creating the main gameplay features on UE4 (looks like no one has ever bothered creating a light meter before!). And anyway, I still need the general architecture of the level ^^ So don't worry, this won't be all for nothing. Also, as Nbohr said, there is a possibility that DR will grow to become more practical for me to use. I'll upload the map if things are doing right ^^
  2. Thank you ^^ But no, I don't think I'll finish this. You can go all the way to the end of the level, with the tutorial and everything, but it still doesn't feel as good as I thought. Plus, I would like to create cutscenes for a long campaign, and I really can't deal with the old file formats. Also, I wanted to create some action scenes of the city rooves, but it would be hard to do so with the rendering limitations. I'll try to do it all over again from scratch on UE4. I'm gonna need a lot of tutorials, I think, but well... x) I've done this recently with a very basic tutorial : http://image.noelshack.com/fichiers/2015/36/1441320614-unrealtest.png Level building is really easy, but I'm more of a graphic designer than a programmer, so re-creating a Thief-like gameplay is going to be waaaaay harder than this...
  3. Hey there! I wanted to thank you all for helping me, for my first level has been (mostly) completed. Here are a few images. http://image.noelshack.com/fichiers/2015/36/1441140121-thetuto7.jpg http://image.noelshack.com/fichiers/2015/36/1441140012-thetuto11.jpg http://image.noelshack.com/fichiers/2015/36/1441140023-thetuto10.jpg http://image.noelshack.com/fichiers/2015/36/1441140046-thetuto9.jpg http://image.noelshack.com/fichiers/2015/36/1441215064-thetuto4.jpg Unfortunately, I feel the need to use a more recent engine, so I'll be leaving it as it is ^^ The project is still on, but I probably won't be using DarkRadiant anymore. I really wanted to thank you though, because I knew very little about level building when I first came here. I thought I'd never make it to the end x) I'll make sure to let you know how it's going! See you!
  4. Thanks for pointing this out! But sadly, nothing new happens... xD At this point, I'm kind of confused. Does anyone have a working exemple of this? There are many FMs, and I don't know which ones have in-game roq files playing as cutscenes. I think I'll have to grab some scripts from former missions and to change names, or something like that x)
  5. The trigger_once is working alright (the called script can print a debug message). So I tried to add your method, so my script looks like this : void thetuto_testboum() { sys.print("walk into trigger.\n"); float overlayHandle; overlayHandle = $player1.createOverlay("guis/testboum.gui", 100); //opens guis at layer 100 sys.wait(5); //length of video in seconds sys.print("exit screen.\n"); $player1.destroyOverlay( overlayHandle ); //closes guis at layer 100 } Until now, it only printed "walk into trigger", but nothing happened then. Could it be that the RoQ file is wrong? I'm going to try this with some random video file from other FMs x) EDIT : I just tried with a working RoQ file from Ulysse 2 (thanks!) , but it still doesn't play. I tried to make it play for 5 secondes, and then to print a debug message. Once I touch the trigger_once, nothing shows up, but after 5 seconds, I get the debug print in the console. Thus, the script worked, but something about the GUI must be weird.
  6. Just tried this too, but I still get nothing ^^" I have no clue where the problem is... Well, until I find out, I think I might as well start my cutscenes. Which display ratio should I use, in your opinion?
  7. I tried this, but nothing new happened. =/ By the way, my RoQ file is 1024 by 768, and it is 30 FPS. I removed the audio on it, also.
  8. Alright, I think I get this. Thanks a lot! So everything look okay, at least to me. I still can't get it to play in the game though. I created a GUI file called "testboum.gui" : windowDef Desktop { rect 0 ,0 ,1024 ,768 backcolor 0, 0, 0, 1 matcolor 0, 0, 0, 1 background "guis/assets/common/bg" windowDef VidFrame { rect 0,0,1024,768 visible 1 backcolor 1, 1, 1, 0 windowDef RoqFile { rect 0,0,1024,768 visible 1 background "video/testboom" // roq shader defined in the material file matcolor 1,1,1,1 onTime 8000 { resetCinematics; resetTime "Anim" "0"; // localsound "video/myroqtest.ogg"; sound file to accompany the video } } } } As I have no sound yet, I just removed the option temporarily. I also created a material file called "testboum.mtr" : video/testboum { qer_editorimage textures/editor/video { videoMap loop video/testboum.roq } }In the video folder, I put my RoQ file called "testboum.roq". And finally, within my level, I created a trigger_once that is supposed to call the following script : void thetuto_testboum() { $player1.createOverlay( "guis/testboum.gui", 100 ); } So, I tried this, but when I touch the trigger_once, nothing happens. It doesn't crash, and I have no error messages. I guess I messed up at some point, but I have no idea where... any ideas? Sorry to bother you with all that stuff x) I am not really the coding type...
  9. Oh man, that's so complicated x) I managed to get some .roq files, but I have no clue how this whole material thing works... Whatever I create (models, textures, videos...) for my level, they won't show up in the editor. I think I get the structure wrong, and most articles in the wiki are not so clear to me. Let's say I have a .roq file (the video) and an .mtr file (the material info). Where should I put them to make them both show up in the editor? I tried to create a /materials and a /video folder in my FM folder, but I don't get anything.
  10. Well I tried to get Avconv on Windows, but it crashes on start. I also tried to get ffmpeg, but it looks like their website is down. Would you have a link, by any chance? EDIT : Nevermind, FFMPEG is back on track ^^ I'm downloading it asap.
  11. Alright, I tried to get some "avi to roq" converters, but I can't really guess which one is the right one. I found a tutorial that linked to "Quake Video Maker", but it looks quite old. What should I use, in your opinion?
  12. Damn, that could really be a problem... x) Well, I don't really mind the stretching, as long as it doesn't crop it, or it's not too shocking. But if I have to make 4 or 5 videos with different display settings for each cutscene, the mission folder will get really heavy... I'll give it a try. Thanks! I may come back to you, since it's the first time I use GUI and materials...
  13. A small question for you people! My first level is now fully playable, and I'm starting to make some cutscenes using the .roq files technique. The problem is that I don't know if the screen display settings can change the way the player sees them. For instance : let's say I make some 16:9 videos, then I put them as materials on the in-game GUI. If a player plays the game in 4:3 display, will the videos be croped? Or, if he plays with some very dark luminosity settings, will the videos be darkened too? These might be some noob questions, but I heard that they have been problems with the spyglass GUI display before, so I'd like to be sure ^^
  14. Well, since this is a wishlist... I wish we could play videos during missions, just like we can play videos in briefings and de-breifings...! I know there are already 3D engine cutscenes, but I'm more of a 2D animator, so allowing us to play in-game videos would be really great. I'd love to play old fashionned 2D cutscenes to illustrate important events, without having to end the mission every time. Do you think this would be possible in the future?
  15. Hey there, it's me again. I have a small issue right now : there is a fight scene between two AIs in the background of my level, that is supposed to be "normal" (like a training fight, for instance). The problem is that my guards keep getting distracted by it, since it makes a lot of noise. I don't want them to care about the fight, I want them to care about the player only. Is there a way to do this? EDIT : in the end, I just used the team system again x) It probably isn't the best way, but it works better now.
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