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Bienie

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Everything posted by Bienie

  1. Ok thanks for the tips, I can look into it. The brushwork isn't sloppy per se, but I guess it could be simplified. I was also thinking that it could have something to do with the surrounding visleafs... It's basically an elevated tunnel that kind of "shortcuts" the larger leafs around them. It's hard to explain in words... Maybe these DR screens will illustrate better! Does that give anyone any other ideas? I'm definitely going to take a closer look and maybe rebuild the whole interior visleaf.
  2. Thanks demagogue! That solved it, there was caulk on the bottom of the thing, can't believe I missed it. It's strange that the visportal still works, but blocks AAS regions. Speaking of visportals I have another issue with one that makes me scratch my head. I have a window that leads to a small corridor with another window on the other end. One window works fine but the other one is being incredibly stubborn. Earlier the visportal didn't show up at all, until I figured out there was a tiny leak in the ceiling. Now it shows up, kind of... but it's very odd. When the window opens so does the visportal, but there's only skybox behind it, until I pass through it and the street shows up as normal. When I look back then I can see right through everything. Basically if I've understood correctly it refuses to draw both "rooms" at once. What can I do about that? See pics below for reference. I can add that there is a street that wraps around the building and has a large visportal in the middle, if that could have an impact...
  3. Hi again guys, having another problem in my map now with AAS regions. The wiki entry on AAS is pretty much a joke so I guess I have to hope some more experienced mappers have had similar issues. So in my mansion there's these double doors in certain corridors that are there to block line of sight both for atmospheric and performance reasons. On the ground floor these doors work great but on the second floor they are blocking the AAS regions so my AI won't walk through them (see pics). Furthermore, I have figured out that it's a problem with the vis portals and not the doors themselves. Is there a way to override dmapped AAS regions or is there an easier way to fix it? There are no leaks in the portal and there's no hidden monsterclip or anything like that.
  4. This mission was so good! You are quickly becoming my favorite mapper, and I'm taking a lot of inspiration from you on my own map. Being able to explore other areas of the map not directly related to the story is brilliant and the eye candy of the streets was right up my alley, if you'll pardon the pun! The only thing that could make it better in my opinion would be a few more readables to add backbone to the setting and atmosphere. I'm also a bit confused about the name of our protagonist. Is this the same Corbin as in A Score to Settle & A Reputation to Uphold? If so, where in the time line do the missions fit? I only had one bug. Eagerly awaiting AC3!!!
  5. I finished the mission the other night, and I can definitely second that you were able to stylistically stay -very- true to the latter half of The Dark Project, to a degree I've never seen before in an FM. It was like the Maw of Chaos, the Lost City and Strange Bedfellows had a baby in TDM! This is however a double edged sword, going too far into Thief territory naturally takes you further away from TDM territory. Making a mission of this size does mean that detail naturally has to take a hit, which is otherwise one of my favorite things about TDM. That being said most parts of the map did feel organic and "lived in" which is no small feat!
  6. While I agree with Razörfist on the topics of stealth games, music and movies I absolutely abhor his political views. I listened/half-watched the stream in the background at work earlier today and I have to say that mixing a gaming stream with heavy doses of political rhetoric really diminishes the former and is entirely cringeworthy, regardless of where in the political spectrum you lie. I'm not sure this is the kind of attention TDM needs...
  7. Thanks for the input. I wasn't thinking of going all in with the special effects. There are still a lot of unfamiliar terms to me lol. The player is not meant to see them super close up. Also I guess oil wasn't really what I meant I guess. I basically wanted to recreate this in TDM: But since I cannot for the life of me figure how to get the damn thing from being fullbright ingame and there is scant information surrounding that process anyway I may just have to scrap the idea. Maybe I can try to make some custom "skins" for paintings instead to add a fresh touch. Hopefully that process will be easier! Otherwise oh well, can't do everything first time around mapping. The public domain idea is actually good for that. Tons and tons of medieval art to choose from
  8. I'm getting one step closer to solving this now... The image shows up ok in TDM when I switched from blend diffusemap to blend blend, but now I'm getting the glow in the dark effect instead. Maybe I need to use both filters somehow? What lines of text am I missing / what variables should I be experimenting with? textures/darkmod/decals/panel_couple_music { qer_editorimage textures/darkmod/decals/panel_couple_music_ed DECAL_MACRO { blend blend map textures/darkmod/decals/panel_couple_music alphaTest 0.5 } }
  9. Thank you, I finally got the decal to load in TDM! Only one problem though... It loads as pitch black I don't know if it's an Alpha Channel problem... I can't understand this error I'm getting in GIMP, and Google yielded nothing. I tried without layer mask, only alpha channel, only layer mask and with both, all yield the same result as above. It's not a material file problem right? This is what it looks like now: textures/darkmod/decals/panel_couple_music { qer_editorimage textures/darkmod/decals/panel_couple_music_ed DECAL_MACRO { blend diffusemap map textures/darkmod/decals/panel_couple_music alphaTest 0.5 } }
  10. Thanks guys, it's a bit hard for me to follow since I don't have a really good understanding of the terms you are using, so let me explain what I want the final product to be. There are these oil paintings on wood background that I have photographed. They are basically late medieval / renaissance motifs that I think would look great on the wooden panel modules that Springheel made. I guess that means that I want to make a decal, because the image is cut out so it needs to have transparent parts. I have no need for partial transparency (I don't think, but maybe I should experiment and get some wood grain showing through). I haven't been able to see the material definitions of the stock decals, I couldn't find them in the base texture.pk4 file TDM folder. I did however look at some custom material files and TGAs in some FMs and thought I could make it work that way, but I guess none of them were quite the same as what I want to accomplish. Looking at your example there Vanished it seems my main problem might be that I don't have the "map" set. Maybe I also need some kind of blend then so it won't glow in the dark. Here's a picture from how it looks atm in DR:
  11. Thanks for the information, however I am running in to problems getting my decal to load in game. It loads in the editor just fine, but ingame it's just transparent. I saved the image as TGA with an alpha channel, and wrote a material definition file. Although there is no information on the wiki pertaining to decals specifically. It only talks about textures with their normal maps, bump maps and speculars which I hope I am right in assuming don't apply to decals. Logically all I would have to do is point the game toward the image file, right? My material file nonetheless seems kind of short, or? All of the files are in their correct folders and there are no typos in the mtr file. What am I missing?
  12. I've now gotten to a point where most of my geometry in my map is complete. -phew-... but now comes the "tricky" parts, so I will probably start having questions for those more seasoned. The first thing I want to ask is how to add a custom decal to my map. It's basically a "painting" directly on wood with many transparent parts. Anyway, I have made it in GIMP and the transparent parts are black. I saved it as jpg and tried putting it into my project files in the correct folder, but it's not showing up in DR. Am I missing a step? Do I need to give it the full treatment like a custom texture? Is there a special file format? Secondly a matter of artistic integrity... How do we feel about copy-pasting from other FMs? Not whole sections of course, more like patch-objects, light ray effects and those kind of things. Credit always? Ask first? Or just treat it as GPL? Thanks
  13. Nice to see a bunch of missions nearing completion, and that Springheel's module sets are getting good use! Goldwell: is this Accountant 1 going to replace the old one with a similar story line? Looks fantastic from the screenshot, makes me want to help you beta test! I'm working on my own mission based on the Springheel module set. Still a lot to be done but I have a few areas that are almost ready.
  14. First, deep respect to you for working on a full VR conversion for the Dark Mod. That is exactly what I've been dreaming about since I purchased my Rift CV-1. I don't really have any programming knowledge but if I can help in any other way I'd be more than happy to! Not sure if I could figure out how to compile your current version and give it a go, but I would very much like that. I think if we eventually can have a roomscale-ready version it would not only take the dark mod experience to a whole other level but also bring in a lot of the VR-crowd.
  15. I could go for some beta testing to get a little break from mapping
  16. Just played this through this weekend and I have to say that it is a very impressive achievement! There were a lot of plot twists, really solid story and great atmosphere.Was stumped on a couple of things through the mission but at least it was only optional things. I think I will replay the mission in the near future and try to complete it without spoilers ^^ So the things that I thought were a bit hard to figure out: Final thoughts:
  17. Yeah that old card was not optimal for sure, like I said no issue anywhere else even in very detailed maps though laggy. This new one definitely gives me superior frame rates. Could have quite possibly been a low end hardware issue.
  18. MoBo: Gigabyte F2A85-D3H CPU: AMD A10-5800K GPU: NVIDIA GeForce GTX 750 Ti (though I believe the playthrough was before I upgraded from my ancient ATI Radeon 4800) RAM: 8 GB DDR3 (800Mhz) Display: 1680x1050 Operating system: Windows 7 64 bit Home Premium Disk: 120 GB Samsung SSD
  19. Was a while ago I played this campaign now but it really did shine quite brightly in my book, especially the second mission. I just thought I'd mention a bug I ran into, since you mentioned a potential bugfix update Biker. In the third mission the servants quarters area would instantly hang TDM on my machine as soon as a vis portal opened into that area, so even if the door opened into the hallway and I couldn't see into the room it still crashed. I also tried from the basement but as soon as that door opened it crashed TDM as well. Very weird, that's never happened in any other mission and it seems nobody else in the comments has run in to the issue. I was still able to complete the mission with a bit of trial and error (keeping the visportal closed by making sure I kept my distance with a buffer of another visportal). Just thought I'd mention it if you know what could be causing it.
  20. The Dark Project had a certain magic that I haven't seen in any games since. Thanks for trying to explain it in mapping terms! I hope I can recapture that in some form in mission/s of my own!
  21. Really great mission! It's beautifully constructed and dripping of atmosphere. There was a palpable sense of dread through the whole mission. The only thing I thought could have been done differently was Still, a solid 4/5 from me!
  22. Congratulations on the release! Sometimes you just have to take your time and the end product is all the better for it. Looking forward to playing this one!
  23. It was a pleasure beta testing this map, I will definitely give the released version a go in the coming few days! Congratulations on getting this massive achievement released
  24. I too am very happy with DR in its current state. Working in it is a breeze for the most part, the thing about rotating prefabs gets my jimmies rustled sometimes, along with the occasional crash while browsing said prefabs, but it's certainly livable. Focus should probably be on bug hunting in the game client instead for the time being.
  25. Some really good suggestions here! I too feel like we should have exploration in to the pagan life. A forest mission might do well, or even a city mission in a "pagan slum" or something similar. Down in the Bonehoard was one of my absolute favorite original missions in the Thief games, and I would love to have something of a similar scope in TDM. A place ridden with traps and the remains of other explorers, with a deeply occult overtone. Mages and magic!! Not like the Mages Guild in Thief Gold, more along the lines of Rocksbourg: Ink and Dust, that would be sick, and the potential for making cool custom content is much greater in TDM which is great! Not sure about crazy settings like outer space and airships, but maybe a submarine mission would be on the cusp of what could be believably steampunk. I think that could have very good atmosphere, knowing that you are 10,000 leagues under the sea and there is no escape. Lastly, of course one can never have too many city missions. I feel we need more highly explorable ones... ones which permit partial rooftop exploration as well! These are the hardest to build of course, but so worth it if you ask me!
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