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NeonsStyle

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Everything posted by NeonsStyle

  1. Pardon my technical noobish ignorance. How would that be useful to a mapper? I may have a nice aesthetic sense, but I am severely lacking in the more technical aspects of TDM, something i hope to improve over time.
  2. Welcome back! I see nothing wrong with creating a new thread, and since there isn't a Health or I'm back thread; then it's fine Judith.
  3. It's just a thought at the moment. I have to build an objective and I'm looking at different options for design, and I was toying with this idea. Epi would definitely be able to do it, but I think he's a bit tied down at the moment, and it was more a passing thought than a committed plan. I will probably try something else. BTW I was talking about the orange and creme sections not all the arches.
  4. Noob question lol. Cuts in brushes degrade performance right? I'm thinking a Moorish building in spain, like those ones with the Moorish stripes. My guess is that would be a hit on performance due to the extra tris right? ie
  5. The shepards crook could be made from a thin dense patch cylinder, then exported as an ASE model. The Caduceus might be able to be done the same way if you can't get someone to make it as a model. It won't be as refined, but it's better than nothing. Here's a shepards crook made from patches converted to func_static. Just export it as ASE model in script menu n use it as a model, at least until you can get a model made. shepards_crook.zip.txt
  6. Thanks Dragofer. Appreciate it. Will look over it later on and see if has any nice ideas for another map I've been fiddling with.
  7. Does anyone have a copy of Wreckers Reach? I tried downloading it from the Campaign.7z, but it downloads, but fails to save on my disk everytime, even though there's 1Tb free. I tried a few times, n gave up. What I'm really looking for is a quarter circle of that delapidated pier model we have. We only seem to have straight sections.
  8. I'm thinking more in terms of GTA Stories using the Rockstar editor which lets you make fully cinematic films. I've been looking for a good script for awhile.
  9. Isn't that a tad modern though for the game Judith? Or are you just talking about the door?
  10. How is this done Obsttorte? I know how to use those movers, but not how to mix them.
  11. The objective popped up, but since I didn't have the readable, I had no idea how to do it, or what had to be done. Reload fixed it. I might've jumped off the awning into the conversation trigger, that might've done it. The lock though was wierd. Not seen that before. Either way, nice mission.
  12. Hey Epi, Swimming will be up to the player, however you won't ever have to get in the water if you don't want to. I plan for it, in places to be vertical as well as horizontal movement. So that's how shadows will play in, though I'm not at that point yet. I plan on have 2 to 3 routes to get to where you're going, and one of those will be dangerous and challenging. I may give a 3rd option via sewers or something too. Re Shadows, in reality, Venice is quite dark at night with lots of very dark shadows, however, if I did that, it'd hide a lot of what you'd like to see, so at ground level, I plan to use shadows to let you have places to hide, but still have the dangerous areas that are well lit. It'll be your choice to take the safer, but harder (stealth wise) route on ground level, or a more dangerous approach I don't want to go into yet as I don't know if I can do it justice. @Dragofer: Interiors is something I'm thinking about now. It's very challenging as it should be Venetian, which is quite distinctive. I'm guessing I'm going to have to learn how to make texture maps so I can use some suitable textures. As for colour, yeh I think you're right. Mostly it's because I'm Australian, and the light here is very intense and vibrant and shadows especially are full of complimentary colour. Besides, who doesn't like colour. lol It's getting to that point now, I'm sure you've all experienced, when you start to get excited by the options, challenges and finding creative solutions.
  13. That's the sort of thing I'm thinking about. Sliding wrought iron gate n it'd be perfect. It reminds me of the one in Layers of Fear. Any idea when that will be done? I think I could use something like that in my mission. However I bet you'd rather use it first in your own level. That's what I'd do lol
  14. Is it possible in TDM to carry the player in a boat and have it both move and rock/pitch like a boat? I know you can do all those things individually, but not sure if you can mix them all together. I'm thinking this corridor idea could be on a Gondola, but the boat movement would have to be convincing for it to be of any use. It's because Epifire is making a beautiful Gondola for me, and I'd really like to use it in that way, other than just a static model.
  15. That's a dead link Spring. This is why we really need a central place to store all these things. It's understandable people need to clear out their cloud storage, but it's a real shame when we lose stuff. If we had a central place where it was all stored, it'd be there for everyone for as long as the mods alive.
  16. LOL Not to the youtube channel, but to the reddit horror stories.
  17. Do you have a link to these stories? I definitely want to do a horror themed map at some point.
  18. Very cool. Something that'd be awesome to have in game would be a steam punk elevator. The one where you slide the wrought iron work door open, then the elevator door open and closed before the elevator will move.
  19. Thanks for the reply. At the moment I don't foresee any moveables, but that might change. I'm still building, and havn't even got into gameplay yet, or decided too much on how the player is going to move other than generally speaking. I think I'll try your last idea, and see if that helps, otherwise I'll do the convert facades to models and LOD them. If that doesn't work, I'll try the portal idea with your gate idea. Venice is rife with little corridors like that, so it would fit in well. What you're saying with that is you'd end up with 3 map regions. Map A portals to Corridor which portals to Map B with lead in and out on Map A & B Yes?
  20. Congratulations on your release. Will play it in a bit [Edit] Nice mission. I just finished it, and it was a lot of fun. Nicely detailed, and enjoyed it quite a bit. I did find a couple of problems. The first time I found Farley, he wouldn't talk to me, and I never got the instructions. In that same load, picking the guy with the safes door, I was interupted by a guard, and the door couldn't be picked again after that, so I had to reload. That fixed both problems. Nice small, mission. Thanks heaps.
  21. So I'm attempting to reduce the DC's for my current mission cause they are currently too high. My map is currently two halves joined by a corridor. They used to be separated, but I joined them. Now I want to separate them again, and have the player (unknowingly) walk through an invisible portal to move between map sections. I know this can be done, as Dragofer did it in Down by the Riverside. So I need to know, exactly how to do it? Obviously there will be a lead in and lead out corridor, but don't know how to use the portal, or even where to find it.
  22. So those buildings in the final image. There's about 4 or 5 of those. They are all essentially the same building aside from a colour change in the shader for the texture. The texture is the plaster texture for all of them, but just changed the colour. So will they all be different draws, or will all the colours be considered the same dc? I did pay attention to all the criticisms of performance in Briarwood Manor, and want to improve it on this map, but still I won't pander to low end PC's. I'm an artist, and I never downgrade my work. lol
  23. So you are saying take these facades, and export them as ASE and it'll cut the draws??? @Epi, My map currently has two halves joined at a corridor, so I'll separate them again and find out how to join them through a portal. I think Dragofers River does a nice job of that.
  24. Thanks Goldwell, that means a lot coming from you . Currently it's not visportaled properly. It's very heavy at 7200 draw cells however I plan to cut it back. I wanted to build out what I wanted, then pair back to get an acceptable draw cell. I want to keep it under 4000, If I have too; to get it down to 4k, I can dump the old work part of the town which is about half the drawcells. Another way to improve it would be to eliminate the sections beyond the arched bridges in the old quarter, and have the canal connect to a T section instead that the player can't get to. I think it's better to think big, then cut back for performance than limit yourself during the build. I may be wrong though lol One question though, would separating sections into their own separate enclosed map in the same map, and have the player portal between improve performance for this? I only have one other section to build, and that will open the map up more, and hopefully include some elevation changes. The idea is, if I can do it; to include a good parkour section as an alternative route. Epi is making a couple of models for me which I think you will all just adore. A stunning Gondola (mine are prefabs), and a nice park bench that will suit the area.
  25. If you liked that you'd probably like these too The first part is near where the player starts in the old worker part of the town.The others are the more posh part of town along with a shot of a couple of the facades which will all be available as prefabs once the maps finished. The nice thing is the colours of the coloured posh buildings is set in a material file rather than by texture. So you can have them any colour you want The maps still got a long way to go, I'm still building it out, and atm there's no interiors done yet.
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