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Everything posted by NeonsStyle
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So, what are you working on right now?
NeonsStyle replied to Springheel's topic in TDM Editors Guild
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 -
So, what are you working on right now?
NeonsStyle replied to Springheel's topic in TDM Editors Guild
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. -
So, what are you working on right now?
NeonsStyle replied to Springheel's topic in TDM Editors Guild
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. -
So, what are you working on right now?
NeonsStyle replied to Springheel's topic in TDM Editors Guild
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.- 9202 replies
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So, what are you working on right now?
NeonsStyle replied to Springheel's topic in TDM Editors Guild
Why thank you Sir. My paintings are the same. My videos too lol. I love vibrant colour. Though in TDM it's toned down a lot, but it's still nice to use. -
Thanks guys. Model scale worked great and it's so easy now, it misaligned the textures a bit, so I'll see how it goes in game if it's noticeable. . Thanks for the extra info Dragofer. Will look into it.
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Fixed: It was wrong format of Author in darkmod.txt in my fm I think. I deleted it and it sorted it.
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It's before it gets to the main menu. You never even see it. It crashes during the grey screen.
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Hey, I noticed in the mission list my mission didn't have my author name in it, so I edited the darkmod.txt file in my mission folder and added it, and now the game crashes to desktop every single time. I figured corrupt save file, so deleted that, no help. I redownloaded my mission from the forum, and still it crashes. Anyone know why? How do I fix it? Thanks Neon
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Long time ago, but if it's still an issue, I'd show it to Bikerdude. He fixed it, and the fix is a bit complicated. I'm still not sure how he did it. Though the colour is still very wrong. It's blue when it should be green even though it uses the green_thick_murk. Puzzled by that still. Question: On my Venice map, there is an icon of Venice which is a must include, as it's visible just about everywhere. It's the tower on the Piazzo St Marco as seen below. It's too big to put in the map itself, so I figured I'd use the skybox and make a small scale one, however every time I do, it's still too big. The current size of it is 10 x 10 x 64 and it's still massive in the distant sky. Is there a way to get this the right size without having to rebuild it over and over? I've done that now 3 times, and each time wastes a lot of time. Neon
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Briarwood Manor Issue - What's causing this?
NeonsStyle replied to NeonsStyle's topic in TDM Editors Guild
Very late, mostly because this isn't the threat I look for mission problems. The key you were after is given to you by the Steward when you complete the Private diary objective. You can't kill the Steward as he is a mission critical character. You need him to complete your primary objective. -
So, what are you working on right now?
NeonsStyle replied to Springheel's topic in TDM Editors Guild
So this is WIP on my Venice map. For the level, I took a small part of Venice, and picked a couple of iconic places. This is one of them. Campo Santa Maria Formosa. In reality it's white, but it didn't look as good, it's also larger; but we have to think about performance on an already performance hungry map. It also has some Cafe's around it that won't fit with TDM. I was wondering if anyone has any models, textures, banners with lion symbol in them? The lion is the symbol of Venice and we have a few of these, but I really don't want to overuse the few we have, so I'd like some variation if anyone has a link to some. Thanks for the image info. Appreciate it. Neon- 9202 replies
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GMT +10 with Daylight saving
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So, what are you working on right now?
NeonsStyle replied to Springheel's topic in TDM Editors Guild
I was going to show you my latest WIP, but this damn thing won't let me post any images from google drive or from imgur. It just says: You are not allowed to use that image extension on this community. Why this is I have no idea. It's been like this now for months and it's really pissing me off. So could someone please tell me, what format is acceptable? What image servers are you using that the forum will show? Frustrated! B-( Neon -
So, what are you working on right now?
NeonsStyle replied to Springheel's topic in TDM Editors Guild
Spring, is that a new roof module on the last image? They look like very nice roof tiles -
I hope you all have a great and safe New Years Eve and wish you all a happy and prosperous New Year. Cheers Neon
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I used to do some programming. First place to start is to learn how to make an algorithm. This is a very detailed set of english instructions on how to do each step of the thing you want to do. Once you get that done, the coding is pretty simple once you know the syntax. This is something I need to get into as well as it's been way too long since I've done any programming.
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Gorgeous, and one amazing building at 6:25 https://www.youtube.com/watch?v=oVUHwIuGE8g
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Surely there must be people here with spare PC bits they don't need any more? I just tossed all my old parts. Maybe we could drum up enough for him to build a PC. I have a 15 inch monitor I don't need I'd be willing to send somewhere.
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Fan Mission: Volta II - Cauldron of the Gods by Kingsal (11/30/17) V2.3
NeonsStyle replied to kingsal's topic in Fan Missions
Awesome mission. Really loved this and it had so many feels from the old Thief games. One problem though which happened quite a lot. Getting stuck on a clipped brush. Usually it floor brushes that had been clipped to look like cave floor, with assorted angles on them. The problem was the angle line. I can't tell you how many times I got stuck on the floor angle change line. Other than that, gorgeous mission. -
Hey, I'm looking for a texture with normals and material file for this circular cobblestone. Anyone have anything like it? It's a central part of the level and sort of a feature piece so I really need it. Nothing we have really works as a circle. I'm also looking for a delapidated alpha jetty/wharf as well which will go around this, and extend out into different areas.
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Thanks for the feedback. I'm thinking you're playing a very early version of the map, as the the BSP cut was fixed, and I've never heard of sky issues. No one else has mentioned that, and I certainly don't see it So I'm thinking it might be something relating either to your install, or version of the map. The outside performance is of course poor, however it's made for medium and high end systems. On my i7 I get a solid 60 fps outside witha minimum of 30 fps. So I was quite happy with the performance. However others have complained about it too as you noted. The linear nature you talk about also makes me think you're on a very early version of the map. The linear issues were resolved on 1.2 Latest version is 1.7 Thanks for your feedback, alway nice to hear what people really think. Neon
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I'd kill for some of those muraled textures with bump maps.