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DoubleOhZero

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DoubleOhZero last won the day on June 16 2016

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  1. Hi all. Just checking in to let you all know I am still around. Work got in the way but I expect to have a new version my map within the next week. Thanks for all the hard work Springheel!
  2. Hi all. Real life has been taking up some time recently so work has been going slow on Take Back What's Yours. I have all the doors in so far, so thanks for that lesson, Springheel. The current section I am working on is the underground pipe - I thought of making it round rather than square but patch cylinders have the solid texture face outside of them, and I need the player to crawl through the middle. Is there a way to 'flip' the patch to have the solid face inside? I also thought of having water in the pipe that the player can splash in - I thought I would intersect the patch with a water textured brush by a small am put so there is a bit of water in the pipe. But then the water must pour into the pipe at the other end in a trickle - How could I achieve flowing water? Thanks in advance for the advice!
  3. Thanks for the input everyone! The wall textures are all placeholders. The next step is to finish the major geometry of the house (I might remove the ceiling and change the roof pitch as per Neonstyle), then roughly furnish the interior and the basement. Next I will start landscaping outside with patches to simulate terrain, then place bush and tree models. I might end up extending a back route along the side of the house for another entrance through an upper window. The next major bit is to construct a round sewer pipe rather than the boxy square one - can I use patch cylinders for this? Then the final texture placement, lighting placement. Then AI! Are patches solid? Or do you have to put playerclip behind them? Thanks again!
  4. Thanks for the feedback. I used a bright light because it made it easier to see when I was working with geometry. I'll tone it down when I start finalising models and lighting. There is to be an alternate entry via the back window, which means I will push the far garden wall back to allow access. As far as climbing on the roof is concerned, the players mantle height is absolutely ridiculously overpowered - I've had to line the walls above the spikes and the overhang with playerclip to prevent climbing. I can't figure out how to make the gables, besides making a flat wall and clipping it at a 30-degree angle. But this ends up with lots of thin slivers of brushes that turn invisible - any ideas? It fixed itself after a dmap. Strange.
  5. Progress so far: lots of placeholder textures and a bright ambient light for testing purposes Comments welcomed! https://www.dropbox.com/s/lcc9ui71sslqcdi/takeback_test.map?dl=0
  6. It was actually a light. Just for some reason unseeable. Thanks all. New problem: this is all I see when I get in game, the texture on the screen varies depending where I place the player_start http://imgur.com/5uu7mqz
  7. Thanks for the input, Destined. I have pulled those models into the main room and still the pointfile points from mid-void to mid-void.
  8. When doing dmap, I get a leaked error, and then it generates a pointfile with two points, both in the void. As far as I can tell, there are no objects there?
  9. Map progress - spoilers in the pictures. http://imgur.com/a/iQb9Z Everything is brushwork because I can't find modules that have the materials I want etc. Also brushes seem more natural to me, because you can make them almost any shape and size you want. I know the point of this tutorial is to use the modular prefabs that we were given to download but I've done a fair bit of playing around with this technique and it seems to work really well. Unless I am misunderstanding the advantages of using the prefab modules and the disadvantages of brushes for all the geometry? Feedback welcomed!
  10. Thanks all, the paths were set wrong. Working now!
  11. All I see when I import prefabs is this: http://imgur.com/9Sz2grh Its like all the textures are hidden? Edit: Other prefabs have geometry but it is covered with 'shader not found'
  12. =========================================================== "Taking Back What's Yours" A heist carefully planned for month goes awry when a competing professional thief beats our hero to the prize: an ancient sceptre. Incensed, our hero sets out to take back the loot, and tracks its location through the dark alleys of the City to the home of a humble scribe, whose scribal business is a useful front for laundering stolen goods. All our hero needs to do is break in, grab the sceptre and vanish into the night - after raiding the scribe's coffers, naturally. The player begins in the narrow alley-garden of a craftsman's suburban home, before making his way into the house via the front door or a hidden back entrance. After a exploring the first floor and finding whatever loot is there, the player must make their way into the cellar and finish the raid by grabbing the sceptre before escaping. =========================================================== I have set out to create a very limited FM with only a few rooms. The idea is to have a small but high-detail environment with a compelling plot, which sets the stage for a potential sequel (assuming I have time to devote to later projects). I have spent a while working on this concept, but I am sure there are things that can be improved, or that I have over looked. Your comments are most welcome. Floor plans and overview in the imgur album. Please excuse the staircase, but drawing 90-degree stairs in isometric is not easy! Be aware that all files contain spoilers as well. http://imgur.com/gallery/Wnayn
  13. Hello, 00.. are you new here? What is your favorite Dark Mod mission? cheers

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