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Bob Necro

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Everything posted by Bob Necro

  1. Had to abandon the old bearded guy; the texture is mirrored, so I couldn't add any significant detail without it looking jarringly symmetrical. Here's one based on Average Jack instead: Also has a bearded version.
  2. A very specific usage scenario comes to mind, a crowbar would be a perfect addition to Gerald Foxley's "bumbling amateur" arsenal.
  3. Srsly? These are the (AI) tile footsteps I got from the archive up there. https://soundcloud.com/bob-necro-soundworks/serioustoni-tile The player footsteps are as dry as the six first ones.
  4. It should be noted that the tile footstep soundfiles themselves don't have reverb applied to them, apart from the two last ones (of 8) which have a slight ambient echo to them. However, they're also rather different from the preceding six - maybe just replace them with pitched versions of two of the earlier footsteps? Also, I'm surprised no one else has mentioned the wood footsteps - they're luvly!
  5. Didn't post this in "Things that could be improved" because I don't know if this is an universal problem or just something at my end, and I don't have another computer to test this out on. It has, however, been this way for as long as I've had Dark Mod. When I've got ambient light set to simple, THIS sort of thing happens: It's not mission specific either. The vast majority, if not all, decals are rendered in simple transparency instead of in additive or other intended way, and there's some lighting anomalies as well, as can be seen on the wench there. In some cases, engraved text on plaques won't show up in simple rendering, which takes it from mere aesthetic fugliness to an actual gameplay issue. It's a shame, because not only does simple rendering provide a handy performance boost, I actually prefer the look of it where it works correctly. Any ideas about what to do about this?
  6. At the portcullis at the power station, all objectives including optional ones finished, mission won't end. Something's fucky. Also, trippy: I've heard of remote locking systems, but this is ridiculous.
  7. Oh, this is no "either-or" operation. Variety is the name of the game. Here's the textures for all three: https://drive.google.com/file/d/0BzHmWZvs_ns1WEJQR1dILTk0RGs/view?usp=sharing
  8. A fresher specimen, albeit one that came to a grisly end. Should make some non-mummified versions for the gents as well, I guess. Any thoughts which model I should concentrate on?
  9. Took a small break from the corpsemongering to fix up the replacement_sykes face texture. The goatee and eyebrows now look more like hair than greasepaint. https://goo.gl/photos/mCW8BnWH5g9xVwfh7 Also touched up the eyes a bit.
  10. Managed to find a happy medium for the gloss on the hands. In other news, grody.
  11. I'm struggling a bit with the hands, though. I want to have necrosis of the extremities on the fingers like on the nose and ears, complete with that gross glossiness, but the specular isn't really cooperating. Is there any setting to control the size of the specular highlight without turning down the shine so that it is the same kind of small bright highlight as on the nose, or am I stuck with what I've got?
  12. Mucking about with a little sumthn' sumthn'
  13. Did some hex editing. Works now. EDIT: Finished. Get the old hands and matte black dress here: https://drive.google.com/file/d/0BzHmWZvs_ns1dFZmQi1UZnVESm8/view?usp=sharing
  14. Must... resist... making a gerontophilia joke. It's the angle. Certainly nothing that could be caused by the textures.
  15. Aaaand released: https://goo.gl/photos/f57TQ3s3ybxQR784A Here's a shot of the jagged female hand, and a male guard hand with functioning normal map for reference.
  16. That gives me an idea. Should maybe make an austere black dress texture for the noblewoman model... Been working on a literal shrivelled old maid. Not too shabby, considering the lack of actual polygon deformations, if I do say so myself. Also, while working on the hands I noticed that both the noblewoman and maid models don't have normal maps applied to their hands. Someone should check the material files, methinks.
  17. Further refining. https://goo.gl/photos/Byy8kPmibayGK8oJ8 Took into account your suggestions, also added neck wrinkles.
  18. There's only so much one can do without actual modeling, of course. But I modified the normal map, check out if it behaves better this way. https://goo.gl/photos/XJVCy8TfCNfXKWSk6 I'll see about hands and chest (which I didn't touch at all earlier). EDIT: Did some further editing on the normal map and added diffuse with grey eybrows. Here's a couple of ingame shots. https://goo.gl/photos/PVjP516GEQjPETKa9 Google Photo apparanetly no longer allows hotlinking.
  19. Cool, everything appears to be implemented properly. The package also includes my female Moor textures.
  20. I made an elderly noblewoman and a middle aged wench. Rummage around in my Necrobobicon thread. I'm available to make more skins based on requests.
  21. Here's a tileable mask for that pattern: http://goo.gl/photos/h6aGng78Z17YEU2u5
  22. Appearance: 3 Some very atmospheric stuff here and there! Some kind of bland stuff as well, but that's to be expected considering the time constraints. Seing the huge shadow of the little key floating in the distance was a particularily cool touch. Nice briefing as well. Gameplay: 2 Not a whole lot of stuff to do, and the patrol patterns of the AI:s felt wonky. An antagonist suddenly and unintuitively changing direction and discovering you due to pathfinding issues is one of my pet peeves. Halloween: 2 Some nice groundwork there, given the short construction time. Would love to see you expand on this once the competition is over.
  23. And the bronze goes to... Elaboration on scores: Appearance: 2 It's another Dark Mod mansion. Also, Gameplay: 3 Works well, but nothing to write home about. Halloween: 3 Bog standard mansion, but with quite a nice 'n' nasty tweest. I especially liked All in all, quite a nice testamnent for what can be created in short time.
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