-
Posts
1041 -
Joined
-
Last visited
-
Days Won
7
Posts posted by _Atti_
-
-
Just wanted to drop a thanks for recommending:) Recently i've won a coupon on a contest i could spend on books. So this thread jammed in mind. Went into the store, and lifted the one copy they had of it.
Didnt regret it, very memorable, nice balance of heavy themes and lighthearted fun:)
I expected it to be closer to thief but its really a dark mod of it
-
Hm, i thought about it, just wasnt really into gory human parts I'll try crossing off the list those brains next however.
Thanks for the comments:)
-
head reminds me of grim fandango:) Texture comes along nicely, really good job:)
-
https://www.dropbox.com/s/te1wi266kez1m27/lambleg.JPG
https://www.dropbox.com/s/faw43xuobul4j5a/shot00006.jpg
Did the lamb from the list. 62 tris. I've skinned it roasted, i guess that's more useful for a start than raw.
Also an ingame shot, its just an old testmap from this computer so it doesnt really fit and the lighting is strange:D but it shows it works. ( The bottom part of the table is still a 'no-show. )
- 4
-
Aesthetic wise, i think i know what you mean. Thief leaves a lot more to the creative mind of the watcher, while in doom you got to use the best textures aligning and high end geometry otherwise you are deemed to spot all the errors and blankness,
In other words, Its a lot harder to create the illusion of an atmosperic scene in Doom than in Thief..
As for the system requirements, i dont agree that it present any kind of barrier.
Its kinda cheap nowadays to update pc so that it runs Doom3 decently.
Not to mention it gets almost necessary as replacement of older deteriorating rams/processors are a lot more expensive than buying new few years old types..That inevitably leads to motherboard change which than leads to the need of a whole change of components anyway.,
There are in fact i think more problem with running Thief properly nowadays than Doom3.
-
Use a scale of 43 in the Ase exporter.
This will get you the right size in doom3. In blender assume the default 1 blender unit is 1 meter scale.
(I did the piece of meat from the list some days ago, just waiting for moving ingame, just mentioning so its not duplicated:) )
-
Everyone should involve him/herself in this mod as much as he/she enjoys it.
There should be no pressure on anyone, especially the seasoned devs. TDM's dev team achieved all the goals that was set.
It was never meant as a towering piece of gaming, but a solid foundation for one.
I think people really should move on(from whining), and let the era of brave builds begin. There is so much untackled opportunity in there.
Maybe it's not TDM that was born for popularity in itself. It's name screams to creators that 'Hey, you build whatever, its up to you!'
It's 'The dark mod'. Not 'Chronicles of Bridgeport', or 'Farrel the Masterthief'.
I dont believe an 'official TDM' campaign will bring a fortune of modders to this scene. In fact i think TDM is very succesful in bringing in modders in itself. Radiant and D3 modding however friendly it looks to us, is not for the faint of heart, yet there are authors many, and even more people trying their hands.
Players and fanbase. What every author craves for somewhere deep, could be won however. But it needs not be the 'official campaign'. It could be the Sly project, or whatever It needs not even be set in the base TDM world the wiki suggests.
Polished, inspired and most importantly brave levels built by individuals or teams are the important steps towards something interesting.
Projects should take over most of development beyond 1.8. In Thief times if some people came up with brilliant new gameplay or something it couldn't be implemented back into the main thing. In TDM, it's possible that if a project does for example a mission with crossbows, to be implemented in the main mod so it can be used optionally in other FMs. All it needs is an approval from a handful of mod directors and it's in. Same goes for assets.
- 1
-
Great work, looks a lot better than the original.
-
https://www.dropbox....orianset_fix.7z
Here it is. I've fooled around a bit more as the table_ornament still does not seem to work here. Even as its on the same map as the cushion and the other ornament. So something is definately wrong with either the material. I cant find out what's wrong.
I dont think it's a problem with the model as any other shader pops up just fine on those planes.
Materials: (moment) edit: https://www.dropbox....rianset_mat.txt
Cushion material updated with 'twosided' as it was just a plane so it could be seen through from the bottom
-
I've united those maps (both on model and images,tweaked a little bit), so tomorrow hopefully it will export painless, and i can test/pack it:)
-
Can the normal map use a different Uv layout than the diffuse?
I thought it would be good idea to make it that way so that ornaments can be swapped/skinned easily, and could be used on multiple pieces of furniture, or maybe even on brushes.
Wouldnt it be better if i kept it separate but reduced size to 128 or 256 ? maybe normals 128 diffuse 256?
Mirroring needs a cut in the mesh but yeah it might be a good idea.
Thanks for the look and directions
-
If were at topic. Anyone knows if it's possible to import .ASE-s in blender that have been exported from Darkradiant without losing the UV?
Anyone did it?
I got the great bed from Biker, but only the 2.43 Importer worked on it. No uv-s there unfortunately, so quite useless :/
The 2.53 importer didn't even load a model from it. Both importers worked fine with other .Ase-s retaining UVs..
-
-
.Ase is like the .bmp of pictures, it's uncompressed. That's why it's so big. .Lwo is much better, the only problem with .Lwo is that blender can't export to .lwo.
It's only better to save it as .Ase if you then optimize it in a modeling program some more i think.
-
Would someone like to convert into a proper model (rather than the basic ASE exported version) so we can included it in 1.08..
What's wrong with the .Ase? If what you mean is not the format but something with the model than i can do, but can only export to .ase as well.
It would be high time to include an .lwo export function in blender
Some nice stuff here btw, the quality standard really got high:)
-
-
http://www.filedropp...victoriantable2
spent another half hour trying to root out the problem with no luck
Well.. until somehow it gets figured out here is a version that uses the same generic wood texture on that part. This works.
-
Problem is almost certainly not with the model.
I've redirected the table ornament material to use the same material as the chair and it worked..so i guess its either something with the mtr or the textures.
-
http://www.filedropp.../atvictorianset
Here are the files.
textures are 512x512. converted to .DDS . (except of course normal maps)
models are in .ASE
Material file , and a problem also included. For some reason the ornament part of the table is not working, Shader not found.
I couldnt figure out why..It was made the same way as everything else, and everything else works.
When i assigned an other material to it, it worked. But if i just changed the material file to point to other textures it didn't..
I wouldnt hate importing stuff to D3, but every damn time..some smallish problem appears , and the hours just fly by
-
They are currently in blender.
Textures are .png and .tga.
They are in 1024*1024 currently, so will need to scale down a bit for ingame.
I've saved the ornaments in Inkscape too, vector format, so those or elements of those could be reused.
-
Thanks for the comments, will export these then if i come around a comp with Radiant.
Made a table that goes with the chair. Ornaments are on different Map so they may be replaced with the same texture as the rest of the object uses or some other symbol. Cushion also on different map, so also skinnable.
Table is 763 tris. Didnt want those curves to be too jagged.
- 4
-
It still is the best cthulhu experience on Pc. Its only flaw is that it's shooter part is buggy like hell. Not a thief like game however.
It's more akin to Point and click adventures with a horror Fps flavour.
-
I recommend Hitman Blood Money too. It's best at the 'planning and executing' phase of stealthing..You observe, plan your moves, time your actions, and hopefully grin, as you successfully pull it.
It has:
- Huge diverse mission based levels.
- Multiple self invented paths. Not the Deusx:HR choose from the four tubes type.
- Disguises
- Relies on player inventiveness
- Level-based obstacles. ( elimininate someone in a crowd. Targets having a routine, rather than a 'patrol-line'.
- Level-based opportunities for a kill, accidents to be forged.
- Murder.. But only the target needs to be eliminated,
it does not have:
- medieval times
- hiding in shadows
- readables..apart from the briefings, and end-mission newspaper in which you get some details on the happennings.And a good description of your previous mission as it would appear in the papers.
-
Steam: Greenlight
in The Dark Mod
Posted · Edited by _Atti_
On name change:
I dont have a problem with the name of the mod/game as The Dark Mod, it's cool, even though it has meta-game meaning, easily confused with Team DM, or light adjustment tweaks
What i think would be wise to adjust to however in future, is to not call maps FM-s..There is no original commercial thing here, TDM is all for community. It should be just 'TDM mission'. Calling something a fan mission for a mod is getting too much of a second hand feel. TDM is a fan thing already.