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Goblin of Akenash

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Goblin of Akenash last won the day on May 9

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About Goblin of Akenash

  • Birthday December 21

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  • Website URL
    https://goblinsecrets.github.io/

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  • Interests
    Bsp engines, file formats, map editors
    3d art styles, 3d art asset libraries,
    Making guides in pdf,html or video form
    Open source stuff and goblin secrets

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  1. if TDM gets on gog will that mean it will use gog's installer thing?
  2. reminds me of time-splitters(2000), just this one scene though the other clips seem to have slightly different art styles in each one, its pretty odd. Perhaps it will look more seamless when its out.
  3. it seems a bit weird looking, at first i thought it was fan made before i checked the account.
  4. College started today, i had a plan to redesign footloose with new side objectives but ultimately I ran out of time other than that ive mostly been teaching someone how to 3d model and ive been working on a godot inventory manager (a simplistic one with no transition animations or anything between holding items), now that my course has started though I will probably go dark for a while.

    1. thebigh

      thebigh

      Good luck! Hope to hear from you again when you have time.

  5. It could be from the physically based rendered materials having less details on the texture itself and having more of the detail being born from shaders and model geometry but I see that kind of pastel look beyond 3d rendered things like in music videos and recent movies, and even in some Linux ui custom "rices" it all kind of reminds me of 60s era art, maybe a little saturated than the colors from then, and of course more detail oriented.
  6. I have been pointing the the path of the texture to a dds file rather than a material def, that is probably the big issue here... is a material def the same as a normal mtr file like you would make for custom world textures?
  7. heres the version before I triangulated it share.zip
  8. I went ahead and tried triangulating and changing my export options to no avail, I did switch from lwo to ase but that didn't change either, I tried doing the obj export thing but for some reason objs werent showing up in dark radiant and I didnt find much info on objs on the wiki so I did the only other trouble shooting method I could think of and imported in the utah teapot model from the university of stanford's computer graphics website and its see through aswell, not sure what this would imply though other than the source of the issue not being the models themselves maybe the way I have my exporter setup is wrong?
  9. imported a model, its see through and it isn't obvious to me why it is that way (model has been cut up for better visualization of the problem) it likely isn't vertex normal related since all of the outside is blue and the model looks fine in dark radiant, I can provide more information about the models and things if it is needed
  10. My mapping discord if anyone is interested, its more of a general modding thing rather than just for TDM 

    https://discord.gg/T4Jt4DdmUb

    link and server depricated, lack of activity
     

  11. Looks like they're continuing their history(styxtory) of using the newest version of unreal starting with ue3 I generally have little faith in trilogies as it seems the third of something is always the weirdest but I think based of the trailer blades of greed is going to be as well designed as the last 2
  12. Goblin-Secrets episode 2 is out now!

     

    1. Goblin of Akenash
    2. TheUnbeholden

      TheUnbeholden

      Cool updates! 

    3. Goblin of Akenash

      Goblin of Akenash

      @TheUnbeholdenThanks! I'm working on more animation stuff with Styx and Dishonored models I've re-rigged but its gonna be a while before I post anything because I have to work on some college application related stuff but my regularly scheduled Darkmod related videos and FMs/updates will continue shortly after this month ends!
      image.png.010d3e4c92bb19e714e6c0014bfaf0cd.png
      image.png.d3f63e4364a3835ec4c0887618bafb03.pngimage.png.8940aa11aed47268bfe421e54a1fcde2.png

  13. @nbohr1more hey theres been an update and it contains alot of new visual stuff and some fixes and a slight layout overhaul, please update the map and the FM screenshots when you get a chance Quick Goblin News: I locked off progression more so your more isolated with the leg, I made the fact that there are multiple paths more clear and making 2 progression methods forward require the key that many thought was a secret and a readable mentioning the key, I can't work on voice work for the update video until monday but until then I am working on the script
  14. Today I did a bit of an experiment! I wanted to see if I could get a dark radiant map into garry's mod, the quickest and dirtiest and not-workiest method is "OBJ2VMF" which converts .obj models into VMF files for hammer to then compile, the way its supposed to work is that you input a 6 sided cube and it turns it into a 6 brush room (not exactly ideal for this since that's not how TDM maps work, this honestly would have been a better idea with any thief game from 1 to the one from 2014 since they all work like that) so what ended up happening was that for every brush there was 6 brushes would be ontop of that almost inflating everything in the map like a balloon, map scale was also an issue that I couldn't fine-tune easily either so the scale is way off ontop of everything being inflated making the space inside the map very tiny! anyways heres the result of that and it looks almost nothing like footloose (plus I did add a bunch of random props in gmod for funsies and better visibility since the process involved replacing all the textures with dev ones that look very flat when in full-bright)

    https://streamable.com/ctmh58

    (streamable link will expire in 2 days but I'll have a spoken word version of this post along side the video and other fun images relating to the bsp inflation effect in the next "Goblin Secrets" video next month)

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