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Everything posted by nbohr1more
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Not that Blackheart Manor or Dram are anything to disparage, I'm just saying that the TDM team's work seems to be perceived less to players than the mappers' work. Dram being an outlier case as he is also a Team Member.
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There needs to be more content and a story. More noise. I was planning on doing Team member profile stories and discussing the work that went into the release. Unless more comprehensible detail is provided, the changes listed look like tweaks and technical mumbo-jumbo to players and they wont get excited about the features until a mission uses them (for which they will likely attribute to the mission author rather than the TDM team ). All the sweat and tears, and I'm sorry to say that Dram's Blackheart Manor would probably elicit more fervor from the audience than some of these back-breaking miracles like adding 3 AI types in a short mod update release...
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YES! The "What are you working on?" thread is about to become nice and competitive
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LOL Biker, unless he's solved his auto-grimer idea I think you or Fidcal would be better candidates for griming things up
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You also need to change your Aspect Ratio. If you have done so and it still is not working create a text file named autoexec.cfg (make sure that your folder view is set to show extensions so that the file isn't really autoexec.cfg.txt ). Then place these cvars into the file: seta r_aspectRatio "1" seta r_mode "-1" seta r_customHeight "1920" seta r_customWidth "1080"
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Quick sloppy answer: If I recall correctly, Mad's Mountain was built in Blender. That's why you don't see much in the map in DR. The conventional method is to use patches ...(and if you want to get fancy export the patch work to Blender for vertex blend painting). Check out the caves in NHAT 2, and Caduceus of St Alban for other examples.
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Tracker 1201 is where the Fast Ambient Light and Readables were first reported as an issue: http://bugs.angua.at/view.php?id=1201
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I can't praise this enough! Everything is smooth as glass, features have been added, no existing features have been broken, and it was released quickly as well. If only my employer could release version updates this smoothly... BTW... How goes the OSX build? (I think that will be a big boon to promotion too...)
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Ha ha! It looks like our contest mappers will be able to use the new Object LOD and SEED system in their missions after all. I have posted the release article at Moddb but more will follow (not yet authorized): http://www.moddb.com/mods/the-dark-mod/news/the-dark-mod-version-104-is-out
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So, what are you working on right now?
nbohr1more replied to Springheel's topic in TDM Editors Guild
Looks good. A nice rustic lodge. Some early contest footage, eh? -
Try "alphatest parm3" in the material definition
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My first request: I'm not sure if there is already an easy way to do this but it would be cool if there were a feature that let you position an envshot or camshot script event to more precisely collect cube map images for reflections (etc). Thanks.
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I think that a "Feature Proposal" thread would be good to have around to let mappers express their DarkRadiant desires without making Bugtracker a mad-house of random requests. (My apologies for the Normal Map sculpting feature request ...) I'm not sure Greebo will read anything here but he might get a couple of chuckles at least...
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Related Workaround: http://forums.thedarkmod.com/topic/11917-skybox-bug/
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You may need to kill CCC (Catalyst Control Center) before trying this change (or make the change in Safemode)? Several Doom3world folk have reported success with this method...? As far as profile creation goes, I'm afraid that I'm a bit behind the times. Here are the current Rage3d.com topics that address this: http://www.rage3d.com/board/showthread.php?t=33961798 http://www.rage3d.com/board/showthread.php?t=33963638
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## If it is you could still change it by editing your profiles.xml found at "\Users\'YourUserName'\AppData\Local\ATI\ACE\Profiles.xml" ## Under the heading <Aspect name="Radeon3D"> needs to be an entry :- ## Code: <Feature name="CatalystAI"> <Property name="CatalystAI" value="Disable" /> </Feature> Have you tried either creating an Application Profile or the above workaround...?
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This is some holy grail stuff here Flanders. It would be cool if Blender were not needed to achieve this but if you can post a Youtube of one run-through that would be wicked-awesome. SSAO can be done but would bog things down too much performance-wise. When Doom 3 goes GPL it will probably be added. (The real Holy Grail would be baking AO into the Enhanced Ambient somehow... I wouldn't care about map load time if someone had a working solution either )
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Maybe it's all the new normal map detail that's been added? Are any of the improved v1.04 normal maps also higher resolution?
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Bikerdude hit a compiling limit well below the 32bit 2GB boundary (approx 700MB?) so the patch may even help 32bit OS's but a safer bet would be to setup dual-boot and try to compile the map in Ubuntu\Linux ... What are your entity counts? (Maybe this would be a place where SEED might be helpful too?) (Edit: 700 wasn't the actual map size, it was the memory used during compile...)
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Wow ocn! If someone asked me what mood that the words "The Dark Mod" evoke, that would be pretty much it! THIS NEEDS TO BE RELEASED!
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Why do undead never get up naturally after being "killed"
nbohr1more replied to i30817's topic in The Dark Mod
While I'm not sold on invincible un-dead either, it might be a cool to give one and extra life for effect. Rather than solve the Ragdoll problem, what about a theatrical approach: 1) Spawn a bunch of random func_forcefields under the ragdoll to make it jitter 2) Spawn some (blend) Fog near the body 3) Spawn a transparent version of the un-dead right on top to the ragdoll and have it cycle an "awaken" animation 4) Make the ragdoll fade out and the transparent AI fade in 5) (optional) lightning flashes... (I'm sure that is all kinda tricky stuff so don't take that comment as a request or anything... If a scripting and animation expert wants to try it I won't object... ) -
Would idMultiModelAF help with "bound children" issues as well (presuming this is referring to "bind")? (Or am I lost in the woods again? ) Edit: Yep, I'm in the woods... I think the concept is: "How do you propagate the bind relationship to all the spawned items that have been combined into one model?" I did think, however, that idMultiModelAF could be used to issue two or more combined SEED models in one shot. So that would meet the criteria of combining more low-poly LOD stuff when it is farther away. Kinda like combining combined SEED's....
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Don't be too hasty ocn. In the Vertical Contest, Bikerdude helped Fieldmedic with his mission. I suspect that whatever you've got going on can be mended and if you can't do it, perhaps it another mapper will help. Or perhaps Fidcal will take your work and complete it (if he hasn't grown weary of that activity...)? I will check the video out on my next (brief) allowance of "at home" internet time.
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Holy... Awesome Tels!
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As I have stated before, there will be no way for anybody to tell how much lead time anybody had to get their map going so it is up to each mappers own conscience to adhere to the time restriction. With other contests, the end date has been extended to allow late entrants. More missions is the goal here. If you need to start now and you don't want to violate the rules, just do as STiFU suggested and stop mapping early. As long as the time worked equals approximately 3 months then you're fine.