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Everything posted by Kerry000

  1. @OrbWeaverGetting the following error when installing your .ase export script (the other two import scripts installed okay). This is in Blender v2.80 and using the correct version (for 2.80) from the page you linked...
  2. It was this one: https://github.com/DarklightGames/io_export_ase But I am so switching to yours from now on!
  3. Tadaa! Thank you @peter_spy and everyone else who helped ( @HMart) This is from peter_spy's test:
  4. Understood, and thank you again. So, @peter_spysolved the problem in the interim. It was a few bad lines in the .ase (the programmer that wrote the plugin for Blender included things like "who cares" in his definitions, lol) but we have now got it all to work. I had already ensured the model was triangulated and exported with correct UV's.
  5. Okay, thank you. Sorry, I have no experience with DR. I suspect it's an issue that occurs when converting the fbx to either an ase or a lwo. We've now tried it with a lwo converted from the fbx in Lightwave, and as a ase converted from the fbx in Blender. It looks great in the editor, but then never runs in-game. The textures work (@peter_spy tried them on a different mesh), it's just the model. Something must be getting lost during the conversion from fbx
  6. Got you. Thanks again for the help. Have just decided to use ASE model, rather than .lwo, in order to simplify the whole process.
  7. @OrbWeaver, does the material name in the modeling application need to include the folder path, or just the name itself? (ie. redbrick_with_mortar versus textures/darkmod/stone/brick/redbrick_with_mortar) EDIT: Never mind, I figured it out
  8. All I want to do is import a basic, static model into the editor. The model is in .lwo format, the polygons are all triangles, the UV's are all mapped correctly. I am not a modelling noob. The textures are all square, and in .dds format. The model does not need a collision mesh or a shadow mesh. It is just a small teddy bear. The problem is that I do not know how to associate a material with this custom model in DR. And in the wiki, which is so out of date now, there is a page that specifically deals with this issue but the example images do not load! Does anyone have the exam
  9. SOLVED Thank you @nbohr1more for your help! The reason the coloured rabbit wasn't working is because the alpha channel is the same as the one for the black rabbit which only covers the black outlines, but ignores the blank spaces in between. My fault.
  10. How the .tga looks when the alpha channel is registered:
  11. I've made a new sign decal for Frost_Salamander's map (WIP), and for some reason the editor isn't registering the alpha channel when he applies the texture to the patch. The texture is a .tga file with an alpha channel. Please see the attached zip file if you want to examine it. I used the same process for an inventory icon and it worked perfectly. We can't seem to figure out how to make the editor recognize the alpha channel of the texture in order to create a decal. Please help? Hare Signs.zip
  12. Hi all. I could have sworn I once saw a teddy bear with a knitted texture and a missing eye in someone's FM. I even commented on it to the mapper. But I can't for the life of me find it anywhere. Does someone have a teddy bear model? Or is there one hidden in an obscure asset folder somewhere? Asking for a friend
  13. A new Bienie mission? Count me in! I can't wait to try it out.
  14. Wow, thank you so much for this! It's an engaging little mission with a compelling story and a nice layout. I played beta 5 last night, and I found 5230 loot and 6 out of 7 secrets. The optional objectives were all easy (I think you intended it that way?) and the house was full of hidden areas and lots of loot all over the place. It felt really intuitive in many ways, since I was rewarded in every scenario that I expected something to materialize. For example... Thank you very much for taking the time to make this FM for us fans. A small, tight, and detailed mission was e
  15. A great, scary little FM. I found 4 of 6 secrets as well as the hidden objective (Penny). Definitely a very spooky atmosphere thanks to the tense music. Nice small touches here and there ("I see you"). Thank you for taking the time to make this. One strange thing I noticed is that the end statistics say that I killed 2 enemies, even though I ghosted the mission. Is that because...
  16. I'm always happy to see another Bienie FM! Definitely something to look forward to. Can't wait for the finished product
  17. Holy sh*t Dragofer, this mission was fantastic for so many reasons: This is easily one of the best FM's I've played in a long time. Could you clarify something for me? One thing to consider: Thank you very much for this great mission. I thoroughly enjoyed it and, as a result, have got no work done today! EDIT: I found 3264 loot and all the hidden areas. A fun map to explore and hunt for treasure.
  18. Wow, Joebarnin, that was a great mission. There's a lot going on here and it was fun to explore every little nook and cranny. I found 3353 loot and 3 of 6 secrets: I was able to complete all of the optional objectives except for finding all of the loot. This was one of the harder missions to figure out how to unlock everything, but there were plenty of clues if you took the time to look. I felt kind of bad... Thank you very much for taking the time to create this FM. I know how much work you mappers put into them, and I truly appreciate it ?
  19. I really like the sound of this. I can't wait to play it once it's out of beta. Thanks for all your hard work, Dragofer.
  20. Thank you for the mission, Jack. I really enjoyed it
  21. Ah, now that you mention it... Regarding what you've said about the issues: I'm real glad to hear that you've started on CoS3! I can't wait to play it. Thanks again, and please keep up the great work. These kinds of highly detailed environments are the best
  22. Bienie, this mission is fantastic! Thank you for taking the time to create it. I've been looking forward to CoS2 ever since I played Pearls and Swine. This map is full of everything I love about Thief/Dark Mod; lots of little hideaways to explore, multiple points of entry to your objectives (I found 5 ways to enter the watch house), hidden loot all over the place, and it's all very atmospheric. The detail you've put into everything is also great and your sense of scale is spot on. I found 4351 loot and 9 secrets, as well as finishing the "ratter" challenge. I encountered just a few is
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