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Goblin of Akenash

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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. 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.
  2. 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?
  3. heres the version before I triangulated it share.zip
  4. 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?
  5. 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
  6. 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
     

  7. 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
  8. 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

  9. @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
  10. 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)

  11. Regarding .obj export in darkradiant, a 'quad export' and an 'export textures with model' option would be great, but I understand that is all complicated and time-consuming stuff since the export script is already tuned for triangles.
  12. Working on the highly anticipated update to the only-est FM of 2025 as of writing I figured since there wasn't much room for facades or alot of 3d stuff in the distance I'd use a foggy skybox and cover up the bottom of it for the most part as a fix for outdoor areas looking odd, hows it look? Screenshots!
  13. Another goblin secrets episode on the way with the new update
    Focuses are:
    supporting 100% runs on shadow playstyles
    fixing the softlock
    and a tiny visual upgrade

    californiadreamingagain.jpeg

    1. TheUnbeholden

      TheUnbeholden

      Looking forward to more updates. :)

  14. I found myself having a little more free time than I thought i would today and I decided to investigate this, sure enough I found the lock pick in dark radiant, it wasn't intentional but I think I know why it was there; The original idea for the double doors was that you'd be able to get your hands on a lock pick through the shop or from somewhere else in the map and then you would be able to get a lockpick out of the coal room incase you got in there from the chandelier and couldn't figure out how to escape due to the doors being locked and the hypothetical player not thinking about parkouring out, I eneded up replacing all instances of lockpicks with keys since I could control the player's path a little more with keys. (old screenshot of what the coal room looked like when I still had the lockpicks in there, Im pretty sure the screenshot is still from the key era though) The height of the lock pick does vaguely match where I used to have it but its possible its there from other reasons Anyways: new improvements soon(ish)....
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