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Wellingtoncrab

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Everything posted by Wellingtoncrab

  1. Revision 3 is a small one with color corrected inventory icons, moveables added for the ingots and a testmap for viewing the assets in different lighting conditions "currency_test.map"
  2. Revision 2 of the currency pack is available in the main post.
  3. **Update** As of 2.11 beta 3 these are available in the core mod *** ======================= Older Info: Currency Pack Gets Polished Even More: REVISION 3 HERE -Shader adjustments to the diffuse and specular - still does better with some light to play with -Fallback reflections provided by material specific cubemaps -Non-cubemap options available via packed in skin variant (or just stick with the original pack) -Color corrected inventory icons -Added moveable ingots -includes the sequel to "Iris" titled "currency_test.map" Example of cubemap reflections doing heavy lifting at lower light levels: REVISION 2 REVISION 1 Currencies of the Empire CC0 Loot Pack - Initial Release -Includes 13 new item definitions representing all kinds of loose change for packing couch cushions throughout The Empire -"Loot Lore" in the editor description field, but hey it's TDM and these are basically public domain so do what you like! -Lowest of low tri counts with the highest of high resolution materials. 4 mats for 13 assets !!!
  4. @Daft Mugi interestingly those meshes are not core - at least they weren’t at the point Iris/HP came out. They are made by epifire - not sure what about 2.11 would break them.
  5. My first attempt a starting something from scratch in blender and baking normal maps - took me a lot longer than it felt like it should but now there some new ingots for the currency pack:
  6. Thanks! Dishonored is definitely a influence for these. So far everything is being done in substance designer using a base material I made. All of the height information is generated directly in the material (no high poly baking/no photo conversion) and comes from combining alpha elements sourced from the public domain (https://publicdomainvectors.org/, https://www.rawpixel.com/category/53/public-domain, etc), generators within substance designer, or alpha textures I just made myself which substance designer can bevel and extrude.
  7. Different denominations of Imperial currency on a single material. Some ways to go finishing the pack, but when it’s done it will be made available for all mappers to use and the assets will be CC0:
  8. I am just talking about rotating a single object. Say you want to rotate an object like a chair 45 degrees so it faces into a room from a corner. No problem - switch to the rotation mode grab the x axis and rotate the chair. Say you then decide the chair should lean straight back into the corner against the wall. If you hadn’t already rotated the chair you’d just grab the z or y axis and lean it backwards - but since you already have rotated it these operations will be done relative to the world axis not the orientation of the chair and it becomes quite fiddly. I have little experience in it and it’s been many years, but I remember in the unity scene builder the rotation tool can be changed between what I think was called “world space” and “local space” to handle this exact type of object manipulation.
  9. Thanks for all the development that’s gone into DR! Not sure how feasible it is but one thing I have found a little finicky is rotating meshes to a specific orientation when you need to do it across multiple axis using the the rotate tool. Not sure if this is the correct way to explain it but would it be possible to allow the rotate tool to toggle between rotating an object relative to the world axes and relative to the object itself?
  10. I am having this exact issue as well. I have to restart DR periodically to keep the copy/paste shader function working properly.
  11. @MirceaKitsuneSorry I admittedly cannot follow your statement. You do not need to modify an existing material to make a new material definition and all you need to apply it to an existing model is a skin definition. So there is no need to be concerned about altering the look of existing materials or trying to color match them (which would be as you mention very difficult using colorization given all the color variances in a typical texture) when you can just make a brand new material definition and skin definition for this without touching core definitions at all. That is material not texture so once you set it up I don’t see why a mapper would need to interact with an image editor, they would pick your new skin which references the new material and greyscale maps you have created and then will tweak the _color spawnarg just you are describing. Look at the light models in core which support the _color spawnarg - these usually have separate skins which denote they support custom _color or not. Same principle applies here.
  12. Why even consider editing the existing materials to respond to the _color spawnarg? This seems totally unnecessary - just make a new material and skin definition for your colorable material and then if you want to color an ai you can select that option from the skin browser without altering the look of any core assets at all.
  13. I feel you there! I have found attempting to participate at least a very good way to get something focused and rolling even if it is somewhat undermined by the inevitable impossibility of it ever being ready in time. Which is to say participating in spirit is still participating in my book!
  14. -=CONTEST COBBLER PACK=- Need a SPOOKY street for your DRACULA or WOLFMAN? Mileage may vary but we got a variety of sepia stained sooty, grungy Pavers, Kerbs, Cobbles & More! I'll probably never finish my contest mission in time, but hopefully this helps you finish yours! DOWNLOAD
  15. Do you have the last box checked in the connection configuration? “update on change” I thinks it’s called. It will be greyed out until the .map files between DR and the game are in sync which you can do by saving the map in DR.
  16. The dithering you are seeing can be reduced quite a bit by disabling the sharpening filter in the graphics menu. You can also increase the sample size via the console but this has a performance cost. There is no removing the dithering - though I imagine as the effect is worked on and polished it will get better. I used volumetric lights extensively for fireplaces in my mission and I found it was as much a matter of selecting the right texture as changing the color and fog density to get an effect I liked, but this will always be subjective. I have had comments from players who still prefer to play with volumetric lights off. I recommend trying some of the candle/fireplace textures with “fall off” in the title, but more just to experiment. The connection feature makes changing light values in real-time, including the texture and volumetric fog density, very painless if you are not using that yet.
  17. Yeah I would say I agree with @stgatilov - while I think it does work as is you probably need less movement of the blackjack to make the indicator effective and the shorter the animation that still fulfills the intended purpose the better probably. Though the visibility issue in dark area makes sense - I haven’t really run into this personally yet so couldn’t say how much of an issue that is.
  18. @Goldwellas someone who would never use a WIP as the basis for a contest entry, I whole heartedly object. <it is of course fine with me>
  19. @Klatremusmy eternal gratitude for your help in testing and improving the mission, the time you took to put this video together and the many kind words you had for it! Many thanks!
  20. Well, now that’s it’s settled my experience with the new blackjack system in playing through all of Sir Talbot’s Collateral (where I ignored the optional restriction on knockouts) and in testing my own mission has only been good personally. I have not experienced anything like the increased failure rate @datiswousis describing, but I have been using the prompt animation which kind of signals this to you ahead of time (hard to fail when the game is telling you when you will land). It hasn’t misled me in a swing yet in the course of normal play. I will play some with this turned off however to get a better sense of the code changes on their own. Not that you need to change the forum subject again, but testing threads are often prefixed with the version in brackets [2.11] - which was at least handy for finding all the threads by the end of 2.10 testing.
  21. @Daft Mugiwhile I don't understand most of that, I do think I understand you are saying the dev build has the blackjack code as well as the animation in it - thank you!
  22. "Scripts"/"code"/"whatever" - I don't need a rehash on the "point" of the change I am just trying to follow along with these statements to figure out if I am playing with all the changes in effect or not so I know if I am testing the right thing: If you install the dev build it sounds like you are not playing with all the new blackjack behavior unless you use the custom manifest url correct? I am asking because I have noticed a difference though I am not sure if it's primarily just being assisted by the animation, because I have not downloaded a custom manifest.
  23. I have been playing the latest dev build and it includes the animation prompt so I assumed it was the new system - this was in the change notes for the dev build that it included blackjack changes - but apparently it doesn’t include the underlying scripting changes unless you point the installer at a different URL? Only way to know that is to reread this thread. The animation prompt itself has been working very well for me though even without it.
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