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ddaazzaa

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Everything posted by ddaazzaa

  1. I never accounted for blocking the door. It's not an issue on a first playthrough though. If I release an update I'll look at doing something with that. I might also look at tweaking starting inventory. Did anyone have an issue with with the briefing text moving from the first page to the second? It works fine for me but someone else did have an issue where the text didn't switch to the second page.
  2. Type of mission: Mansion/Estate/Horror Story: Lord Blackgrove recently purchased a rare expensive artifact. The whole family has now disappeared leaving the manor empty. Time to check out the manor and see if the artifact can be found. Build time: My first map ever, 300 hours (5 months). Credits: Kingsal - Breaker script for light switches and elevator Dragofer - Ambience Track 'Intent' Springheel and Sotha - Video Tutorials (those videos really helped) Feedback and testing: Cambridge Spy, Dragofer, nbohr1more, Acolytesix, wesp5, Shadow, Zerg Rush, AluminumHaste, prjames The whole community. Download (1.03): https://drive.google.com/file/d/1wZc_nqHoX7kQvzfg08EpoRy2hyuH7mw3/view?usp=sharing Edit: Version 1.02 provides large performance improvements in the outdoor areas. Be sure to set TDM Object Details (LOD) to Normal (or lower) to take advantage of some of the optimizations. Edit: Version 1.03 further improves performance around hedges thanks to HMart's alternative hedge model. I’ve had a mission like this in mind for years. My main influences and inspirations are: Deus Ex - Chateau DuClare (https://youtu.be/9QLT_l8aH78) Clive Barker’s Undying - Main Mansion (https://youtu.be/t8PyXhCQB3Q?t=90) Thief Deadly Shadows - Shalebridge Cradle (Almost everyone should be very familiar with this one) (https://youtu.be/Rw4YZuRUgXA) In case anyone gets stuck and needs help, I’ve listed some questions and answers below that will hopefully help. FAQ
  3. I have created a thread in the beta testing forums for those who want to check it out. https://forums.thedarkmod.com/index.php?/topic/20742-blackgrove-manor-work-in-progress/
  4. Performance was one of my concerns before even starting to make the map. However the performance is better than what I was expecting but I do have a 3700X and GTX 1080Ti . Performance is one of the things I'm wanting feedback on, particularly those with low-mid range cards. Most of the outdoor light sources are noshadows 1
  5. It’s my first FM I’ve ever created for any game. I’ve essentially finished the map but I’d like to have some feedback. I’m still open to changing things depending on feedback, so it hasn’t officially hit the beta stage yet. The mission is quite different than the standard thief/dark mod mission (more story driven and atmospheric) so I’ve got no idea how well it will be received. Due to the nature of the mission it will have lower replayability so keep that in mind if you wanted to test it before its official release. When there’s a few people interested I will post it in the beta testing forum. Thanks. Type of mission: Mansion/Estate/Horror Some screenshots attached.
  6. A couple of quick questions. Is it possible to add a sound file to play over the initial text mission briefing? Does anyone have an editable (with layers) version of the loading screens from the 2 official missions? (new job and st lucia)? Thanks.
  7. Kingsal helped me out on the circuit breaker light/elevator script.
  8. I've seen those water source textures and but there's only a couple of different colors. Not hugely customizable from what I can see. So basically I could make it a custom map specfic texture and create a material file without blend add. I suppose I should refer to the wiki "How to add Textures to The Dark Mod". I had a quick look into that and it looks like it's a complex solution. It's probably my lack of understanding exactly how it works. I'll have a further look when I have more time. I didn't realise that changing the water color would be quite complicated. I was referring to the "export selected as model" within dark radiant. You can select multiple static entities and create a single model you can then insert that model back into the map and delete all the individual entities. Thanks guys for the suggestions I'll see what I can get done, ultimately none of these things are mission breaking and I can leave as is and/or work around it. Once I'm ready to release a 'pre-alpha', whatever questions/problems remain, others might be able to check the map and see if the are able help.
  9. I’m creating my first FM for any game ever. I’ve got the bulk of the mission completed and have a handful of things to left to add and tweak. I have a few questions which might have simple solutions. 1. I’ve created a manor/mansion and it starts with all of the lights off. I have a circuit breaker that restores power and therefore most of the lights will turn on. I know this can be done by setting the lights “start_off” to 1 and connecting all of the lights to the switch. I have started to create a nested solution. Every light in a section of the manor is connected to a hidden switch, that switch is then linked to the main circuit breaker switch. This means only a handful of switches are linked to the main circuit breaker rather than every light in the whole manor. With the lights setup this way, it means I can’t have any light switches around otherwise you could turn the lights on with having the main power switched on. Is there a more efficient/better way of setting this up? 2. This also leads to another problem, I have an electric elevator that is operated by a button but I only want it to operate when the circuit breaker (power) is on. 3. I have also noticed some models have a weird brightness to them. Check the examples below. I have tested creating a patch with the same texture and the brightness stays the same. Is there a way of darkening the texture on a patch or some other method of making all of the stained glass windows the same? 4. Is there a way of darkening transparent glass? All of the transparent glass I have tested has a glow when in the dark with only ambient light. See pic attached. can I change the colour of the glass? 5. Is there a way of darkening or changing the colour of water? I have changed the surface texture to dark water but it’s not dark enough. I also want to be able to change the colour. I see it mentioned that you can change the color keyword but I have no idea how to do that. 6. Is there any benefit to export multiple entities to create a single model? That model can then be added and all of the entities deleted. I know a downside would be that tweaking individual entities can’t be done if they are a single model. Thanks Sorry if some of these questions have been answered in the wiki/faq or in this forum somewhere.
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