Jump to content
The Dark Mod Forums

Goblin of Akenash

Member
  • Posts

    10
  • Joined

  • Last visited

  • Days Won

    1

Goblin of Akenash last won the day on February 20

Goblin of Akenash had the most liked content!

Reputation

32 Good

About Goblin of Akenash

Contact Methods

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

Profile Information

  • 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

Recent Profile Visitors

3572 profile views
  1. My mapping discord if anyone is interested, its more of a general modding thing rather than just for TDM 

    https://discord.gg/T4Jt4DdmUb
    join.gif.7402f3f0cdf8340ff0263601f885ddaf.gif
     

  2. 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
  3. 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

  4. @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
  5. 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)

  6. 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.
  7. 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!
  8. 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. :)

  9. 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)....
  10. theres not an alarm entity but what it could be is the noise the metal part of the scroll thing makes when you step on it and that your fully lit up when standing outside through the window and depending on how long you stand there the longer the npcs will notice you and become alerted, you can manipulate the paths the npcs are on to align with each-other if you do it long enough for them to stare at you and not alert them, everythings a bit clunky in the map but im glad you enjoyed it! Thank you! I didn't know visportals were handled that and I can totally implement them next time i'm free, thanks for the advice and the tutorial (also thanks for watching the video!) You do bring up a good point when it comes to signage and the location of the leg, I imagine a mummified leg of the ruler that essentially created the new world would be more important than a hooka and a bass guitar and would be placed accordingly and have lot's of signage aswell, truthfully the leg was never supposed to be there as it was a saddle that was broken in game but worked in the editor at first, when I started downsizing I had to gut where I could and couldn't add new areas so eventually the saddle got the boot (in more ways than one), thanks for the feedback! I think for my next map I'll avoid "dropdowns"/"one-ways" they are super common in left4dead2/Half-life1 map design due to the linearity and I'm not sure that kind of design works in a game like TDM where each map should behave almost like a counterstrike map where you can get to each section through atleast 1 other section.
  11. Beta testing sounds really cool to do, and this project would’ve benefited from it, but I didn’t know it was an option when I started and the way I allocated my time and energy makes adding a beta test now pretty hard since i'll be in a semi-hiatus for the next few weeks but next time i make a FM ill make sure to set up the map to where I can have a greybox beta test phase, that being said I'll probably add an update to this map when i get around to it again Thanks for playing the FM and watching the video! I'll definitely do deeper research into TDM level design, the art style and other rarer aspects of TDM.
  12. Update Changelog: Story: Thanks: Screenshots: Update Video (4:3 standard definition): Downloads: https://goblinsecrets.github.io/FM.html
×
×
  • Create New...