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geegee

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Everything posted by geegee

  1. or "The adventures of Thomas: Lucy's quest" This isn't a short mission - it takes awhile to play through - and for a first run I'd like beta testers to play without cheats (no godmode flythrough, please!), so gameplay issues are put to the fore. I'd also like this beta test to be "closed" - so I'll start a thread in the beta forum but PM links to testers, if there are any takers .
  2. @datiswous and the other kind souls willing to help, I apologize for being out of the loop for the past while. Dragofer saw my FM and offered some advice which I've been following. Like some earlier advice from Cabalistic (which I followed, and finished - and it was a shitload of work), Dragofer's suggestions were global and required very extensive global changes to my map. Those changes are 90+% done - with corresponding global improvements. A very good learning experience indeed! That's what's been taking up my time. I've also been implementing volumetric lighting throughout - this lighting improvement is fantastic! I want my FM to go straight to beta after this, and this should be soon. I simply haven't got it in me to do more global fixes.
  3. My timing was off on this one. Work on beta-testing is much more needed elsewhere as there are several missions for the contest alone. So I apologize.
  4. Hey, now I can use maps in my WIP with no artifacts! Thanks for all your work, stgatilov.
  5. Excellent mission from start to finish. Played on expert mode and had a hell of a time finding the last two artifacts. Finally got them by repeating to myself: both Grayman and Jack Farmer can be sneaky as hell hiding stuff. The whole team of mappers and actors were pitch perfect.
  6. I like this effect. I suppose it's known that the volumetric effect is switched off when a save is reloaded? I use stencil shadows. Generally with maps I get lights flickering on/off at distances 1600/1800 units from player as well as occasional nearby artefacts. In most missions this isn't a problem but in a few it is and in my WIP it breaks the game in too many places. The volumetric effect is easy to use and with the entity spawnarg it'll be a breeze.
  7. I thought that might be the case. I'll use your method and make R and L pairs. Thanks for the quick answer!
  8. To assign the rotation point of a func_static made into an atdm:mover_door I go into vertex mode, select the axis of rotation (the only selectable vertex) and move it to the right spot. When I export that same func_static as .ase, import the .ase and make it an atdm:mover_door everything works, except the axis of rotation isn't selectable. When exporting as .ase I check the option 'Center objects at 0,0,0 origin', and the axis of rotation is now centered at exact center of the model. If I leave this option unchecked (default) the axis of rotation is centered at 0,0,0 of the DR grid - so when I put the cursor at a point of the grid and 'create model', that's where the axis of rotation is created while the model itself is offset accordingly. In neither case is this center, or axis of rotation, selectable or moveable independently of the model. eta: A kludge is to extend the door to be exported as .ase with a nodraw brush so the center of the combo is at the axis location desired. This works but is an abominable kludge which only gets worse since for double doors kludged versions of both L and R are required. Likewise for every other axis adjustment that needs to be made.
  9. The map was designed to tell a story and I think it succeeds. The playable area is large, perhaps comparable to that of Hidden Hands: The Lost Citadel, and like HHTLC has several visually distinct areas. After converting 17 func_static light fixtures to models, and replacing about 70 func_statics in my map, the .proc file was reduced from 201MB to 188MB so a saving of 13. Zipped, the size went down from 24.6MB to 23.4MB for a saving of a measly 1.2MB. There's more that I can convert and for that I'm going to take your advice and study entity def's, and convert them into entities. I doubt these changes will have much of an impact on this map, but for my next FM it'll help produce a tighter and more optimized structure. By the way, I use nurb curves a lot in my map. Perhaps that also goes into the .proc size. eta: now down to 161MB, a cut of 40MB. This is going well and I've learned a new trick! I noticed a small drop in fps in some areas, most to shrug off but one in an area where the drop put the map into the red (it was already too close). But I slept on it and woke with a visportaling answer (which had eluded me 'till now), making for a significant increase in fps in that whole sector. Yippee!
  10. @OrbWeaver Yes, that's what I figured from the discussion. Copy/pasting around a func_static creates multiple un_precalculatable individuals whereas copying a model around creates multiple instances of what TDM pre-calculates to be one individual. So I've spent the last few editing hours creating models of the statics. I don't know how to include a light and emitter in a light fixture model, so the models are just of the func_statics, so I use a sensible iterative naming formula to create a S/R trio of the grouped model/light/emitter. Now I can copy/paste that around, deleting the old func_statics as I go. That's going to take awhile, for sure. I doubt I can whittle it down to anything like Painter's Wife size. Even if technically possible, which I doubt, Painter's Wife is a collaborative effort made by seasoned veterans combining many specialized skills. How could I possibly produce something that rivals the optimization of that? That's an impossible dream. Thanks for staying with this discussion, OrbWeaver. I appreciate it. I
  11. ah, with the *_ed.jpg files deleted, the compressed size is 445MB. Painter's Wife is 174MB. I can see several ways to reduce size now, after this discussion, so I'll see how it goes. But the comments have been negative and I doubt I can reach an outcome satisfying the TDM community, so ... it's like seeing the finish line of a marathon and WHACK, a blackjack to the back of the head
  12. Too bad - it would have saved 70MB. I think I read something about "only .tga for env files" way back when. When reading-and-doing, so following along and integrating, I tend to remember, but when I just read a tutorial and I'm not immediately doing, I tend to forget. Then it becomes a total mess and I have a cold beer.
  13. .map 61.5M .proc 200M brushes 22362 patches 16507 (<- a you were saying...) entities 9357 # of patches is no doubt because in most cases I just copy/pasted the non-.ase func_static concoctions. So I'll do as you suggest and replace all of them with the corresponding .ase models and see how that works out. And as you said, models render better with fewer glitches. Following on @Geep reply I tried compressionator v4.1. I had the thing installed but forgot what it was! v4.1 is quite easy to use to batch convert .tga->.dds, but it adds a string of capital letters to the end of the original names and no way to change that behavior, and also capitalizes .DDS. I used a batch renamer (metamorphose) to get the names I wanted. However, the newly compressed .dds (DXT1) in the env folder couldn't be found or read by TDM, and sad to say but it makes quite a difference losing all those fake window reflections. A loss of vitality. Perhaps like .dds textures, .dds env files need to be in another directory?
  14. Springheel's prefab facades, the one on the right fitted out as a tavern, as per Springheel's sign outside. My instinct when looking at this screenshot is to replace the 'lit' widows in the backmost prefab with ones more subtle, that change in intensity as the player moves around.
  15. A 200MB .proc file in maps. In models there's 159MB of TDM models scaled, 81MB made by me. I might be able to eliminate some from the 81MB batch. There's no way I'm going to learn from scratch how to use Maya or Blender. If I need a model I export an .ase from DR. I made a lot of alpha/translucent textures, for lampshades, windows, vases and so on. Since I don't know how to combine an alpha with a translucent in the same material definition I overlay the two. I might be able to save a few bytes by checking for duplicate .tga/.dds from before I learned how to refer to the same ones from multiple definitions (this IS my first FM and has there's no way I'll get rid of all the newbie messes made while learning. Like everyone, I learn as I go.)
  16. Sigh. Then I wonder why you would ask if I made the new textures etc. myself? Of course I, in the widest sense, made the new stuff myself. But that doesn't mean I used "all new textures, sounds and models". I interpreted the "all new" to mean I built a bloody TC. The few new sounds are all downloads from freesound. I didn't make them. But they aren't stock. The "new" models are mostly either resized stock or are exact copies of existing models made in DR so I could retexture and add onto them etc., plus some stuff I made into models because as simple DR func_statics they were problematic and -- I don't quite know why -- as models the problems vanished. Copying those lamp etc. models was a great way to learn how to use patches, to learn about how objects are sized and so on, and gave me an unforeseen insight into all the deep work that must have gone into figuring it out and putting it together from scratch. As I said, it has been my intention to capture an impression of the existing TDM universe. If a regular TDM player drops in and goes wtf? this isn't TDM, so what is it? Then I didn't do what I wanted to do. Anyhow, anyone wandering down Springheel Lane, past the intolerable Builders, and entering Spooks' tavern will recognize the vibe.
  17. No. A few things I did were global, like handling windows, light fixtures, transparencies esp., but hopefully the impact is subtle. If not, I did it badly. My intent has been to make an FM that dovetails in with the TDM universe. If it doesn't then I won't release it.
  18. Yes. Damn. It doesn't break down as I thought it would: dds : 159MB, 399 textures env : 108MB, 144 textures, all .tga Does anyone know of a good simple batch convertor .tga->.dds? maps : 432MB models : 242MB (I was surprised by this) (eta: scaled models are 160MB) sound : 84MB textures : 476MB. These have been near 100% culled of unused ones and seems to be entirely _ed.jpg and _local.tga files the rest : 83MB Total = 1,584MB _____________ and since I've got your attention @Dragofer, do you (or anyone reading this) happen to know whether the authors of the original core model assets are listed somewhere? I've done a lot of copying of stuff like gaslight4.lwo, standing_oil_lamp.lwo, etc, into brush/patch duplicates that I retexture and use as base, so where the hard work was already done. I'd like to credit the creators. Somehow I got the impression that you might be one of them.
  19. After the tedium of mind-numbingly endless playthroughs I "finished" my work in progress and am studying up on how to package it. The packagings, loading screens and briefings etc. of some of the new missions are daunting in their artistry. I'm not going to try for that! Problems with the FM in its current state: 1. Low fps in some places will cause premature hair loss and possible heart attacks in high-fps junkies. 2. The FM currently weighs in at approx. 1.70 GB. I can whittle that down some, but not much. 3. The FM requires TDM v2.10 to load. 9350 entities.
  20. Yes, the outline on 3 doesn't handle alpha meshes well. I like both 1 and 2 with a slight preference for 2. I've been working/playtesting my WIP intensively with outlines 1 or 2 on. IMO both are an improvement over the no-outline version and neither are more immersion breaking than with no-outline. I'll also be happy to see the last of that mandatory frob-highlight script that I have to write into every material just in case I use it on a frobable.
  21. This portcullis is made with brushes only, no patches. You can see that the instance on the left where I made the brushes into an atdm:mover_door_sliding has broken geometry with seams in the spikes. The instance on the right follows AluminumHaste's advice to export as an ASE model, then import the model and change the properties from func_static to atdm:mover_door_sliding, then adding in all the required spawnargs (in my case: transparent /1 (since there's a visportal there), frobable /1, locked /1, translate /0 0 -176, used by whatever_key, snd_open /silence, snd_closed /silence, snd_move /door_metal01_move, ...). The geometry is clean on the model.
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