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_Atti_

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Posts posted by _Atti_

  1. You're basically talking about something way beyond anything that's actually been done in any game to this day! I'd bet anyone who claims to have seen a dynamic fire spread in a game was in fact watching a very well scripted one!

    Alone in the dark 5 had some great firespreading system.

     

    I think the idea could work when specialized for an fm, but in general i think such system is beyond thief experience.

  2. (sorry for separate post, more on previous page)

     

    models/lights/extinguisable/chandelier_6candles

     

    Comes only with flames attached, so really its non-extinguisable because even if the separate light goes out those flames remain.

    If above mentioned could work i will need to create a no-attached-flames version of this. (or maybe there is one i just didn't find)

  3. On the brick texture front, I would have a play with that some more, as in the 1st screen shot its too 'clean' and in the second its the wrong scale (you might have it set to 0.5, should be 0.35 I believe.

     

    Mortem ( and the questions for anyone knowing): Thanks, well if i could make a separate model containing only flame, handplace it on the chandalier's candles, would i be able to set them to dissappear when the fake extinguisable light goes out? somehow join them with the light in that way? If yes than i think i am going to make one.

     

    Biker:Thanks for the feedback, well the scale is like that all-level around i dont believe i will change it. I found it good in this scale also, especially because of the bigger outside surfaces, where smaller would be too much repeating. About being clean , well decals will come:) But there's a lot of work still before those.

  4. Posting some progress. Mostly because i have a question about those those two type of chandaliers:)

     

    The one with three candles does come in a version where it has flames and light but is that light editable somehow?

    I used the no-flames one however. Is it possible to put non-light flames on it and somehow attach it to a separate light?

     

    Same question with that other chandalier, it has all its flames but the light has to be put there separately. Is there a way to put there some non-light candle flames and somehow connect it to the light so when it goes out the flames would follow?

     

    Btw: If not i think separate animated selflit candleflames that don't act like lights would be useful for example:

    It could be used for making a huge bunch of candles close to each other.. they could be connected to an extinguisable fake light, so piles of candles could be used without the performance hit. Or for complex chandeliers with lots of flames..

    post-73-127361118232_thumb.jpg

    post-73-127361118758_thumb.jpg

  5. I am already doing the many patch's to a func_static app reach where applicable and it helper significantly, but the same approach had the opposit effect when i tried it on a bay window full of worldbrush's.

     

    So converting several brushes to a single funcstatic a wrong thing to do performance wise then?

  6. I am Attila, from hungary. Been gaming since c64, started modding for morrowind around 2001-2, middle earth mod (memod) which sadly ended in fear of license holders shutting it down. I've been doing modeling ,mostly lowpoly static objects.Also been on the Tdm team(at the time when the lightgem finally started to flicker in the dark:D) for a time until university kicked in, i had to move away 400 km(may not seem much but its hungary) from my hometown.I study architecture, and have been playing around with darkradiant since the tdm1.0 is out,made a bunch of got-nowhere maps.Guess making a map isnt just architecture at all:)

     

    In hobbies i am a bit like ungoliant, started on various things that never really got anywhere, skateboarding, playing guitar. Also some are just stagnating,like modeling,drawing.

  7. Only press the swing button when it feels right, when your furthest back from your target. When you finally jump from the rope, look at the right direction, if you need mantling when getting there, dont let the jump button go while in the air.

     

    Its a bit hard but you can also add momentum by swinging not only in your target direction but to opposite side as well. Push, turn,push,turn,push.. it work, you can even jump from rope to rope.

     

    Find a nice wooden ceiling and practice. Maybe it just frustrates you that you'll fall in the water and has to climb all the way out to try again and that takes your attention from how it works.

  8. that looks great! I think even if you'll have problems you could separate the mansion front/side/back/otherside by some additional mapping, using high hedges, garden walls, whatever.

     

    If something could be optimised at the moment i think its the rack like thing the vine climbs on. With a custom normaled texture/ maybe alphamapped.. it could look just as great.

  9. Revisiting the originals, i think all TDM needs for the total replace are:

     

    - better soundeffects ,especially for enemy footstep.

    - ambient tracks need even more gentle humming, noises, pulsating.. fire up the original score and hear what makes you shiver.

    - fog / view distance, some maps look unbelievable because of this, its too clear to see its within an invisible box.

     

    what i cant beleive darkmod will ever achieve is how artistically fantastic things can look in that engine.. doom3 is just too clear for that. Original games create a believable other-world in the mind much more easily because of this.

  10. Really nice map so far, only played for an hour or so.

     

     

    My first glance on the spiders out in the garden from an open window was terrifying to me:D

    The working bath was a surprise, just as the real flowing water in the cannals.

     

    The parts i disliked so far are few, guess these are because of the great size of the map resulted in some things arent that detailed.. to name them specifically:

    -the terribly huuuge stained window outside..that thing requires some heavy fantasy to exist in one piece:)

    -the big block texture on the servants level(if i remember correctly). It outgiants everything, its contasty and seems well too accurate and legoish.

     

     

    Something came to my attention that is not related to this particular FM. Its that guard footstep sounds needs some variaty, when there isnt just one guard around its not rare that they sound like they are fighting getting stuck or something because of repeating soundeffects following each.

  11. I've done my models in max for darkmod back there, and then used lightwave to get them into doom3. I dont think there is a direct way for it. But it was a long time ago maybe things have changed. I think blender is good for the same transition thing too.

  12. Fidcal:

    This all assumes that the player cannot get up there right?

     

    No, the player can go up. Its the roof level up there.I will probably change the rays to a more moonlightish colour cause its like it was daylight out there.

    I also thought if there was an another level above with electric lights for example the switch could be linked with these floor gap lights as well as the bulbs, so players could see from a level below when the lights are out upstairs.( switched on/off by guards etc.)

     

    Dram:

    That's really nice Atti, just one minor commentary - the torch outside is too white and bright. Try moving the light radius away from the wall, but move the light center back to the torch, that should give it a much more pleasant appearance.

     

    Thanks, well those are just temporary lights so i get the idea of how it will look lighted, i think i will remove all of them when i start putting in guard routes and objectives.

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