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_Atti_

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Posts posted by _Atti_

  1. Hey! ,and welcome!:)

     

    Well, Darkmod almost have a model for every desire but all we add through models add variety to the world and possibilities which will hopefully lead to even more inspired maps :) So welcome.

    I think working on marketstalls is a good thing to do, as these would be used widespead in street maps.

    What i think current models lack is that marketstalls could be specialized. Market stalls for fruits'n'vegetables, meatstuff, clothing, beer, or various tools could differ in structure/design.

  2. Right now, it's built from one quarter section mirrorred around to make uv mapping easier, once i've done this and applied the mirror modifiers i will be able to add some little deformations to beams here and there.

     

    Nurbs: i can't use them, especially not in blender, didnt really delve into them yet. However i think in this case it wouldnt be useful because of polycount issues, maybe for the high-poly, but i'd rather sculpt it if something.

  3. I was doodling around, and came up with these railed/sledged structures..

    I dont know what they're called in english, here it's called 'Hombar' and were used for storaging purposes mainly and were often built on sledges/rails so they could move it around.

     

    I thought about coming up with some design for pagans/nomads who would often need to haul their stocks and housing..with planks and boards they can be made into markets.storages,homes,workshops.

    post-73-0-74669900-1320785682_thumb.jpg

    post-73-0-14772800-1320785689_thumb.jpg

  4. more OT:

     

    there's no way not going to get the whole damn world to change social networks *again*

     

    If you have registered yourself in just one google service, you're allready halfway in to G+...Who would have thought Firefox will get blended down by Chrome back a few years..

     

    My theory is however that we'll not change social networks again in future but that we'll have some unified avatar-system which will allow access to various services and groups..Just as it's possible at a lot of places to register using FB accounts or whatever.

  5. It has been a while since i sat down with Darkmod on the playing side, so i went to browse for some smaller, heist-like mission..Yeah i know it's halloween but i just wasn't in the mood for a fright :)

     

    So this was choosen, and however i havent yet got to the end, i am dropping by to say that this is really good, satisfiying moments of finding cleverly placed loot, sneaking by naturally blending patrols and climbing on stuff that i thought i should be able to climb on..all in all, its fun,grats! :)

  6. Thanks, but yes as i stated just down one line further.. i tried it, and didnt work, ( it did use the profile correctly as an fps indicator also appeared, even tried it with the global settings set to disabled).

     

    Hm , now it works fine! Looks like it needed a reboot or whatever..:) Finally... its been too long since i could play this with bloom on.

  7. I got problems too..

    I cant get the damned catalyst turned off.. i tried radeon pro and other tricks with no luck.

     

    I read back in this topic that the problem should go whenever doom3.exe is not doom3.. so i thought.. is there an easy way to change the tdmlauncher so it uses doom3ati.exe or whatever so that it works with a renamed .exe?

  8. Well, Shadowhide got the truth with those clipbrushes if nothing else. These must be the legacy of console controlling.

    They could have marked those removeable for the pc however :/ It surely is disappointing when i want to jump over a table while rushing towards enemies with a shotgun.. but i hit an invisible wall of fail.

  9. Whatever glitches it came out with, that megatexture tech is great! Every screen is like custom painted art, no seams, no repetition. It makes the environment of the game feel like nothing before..even with its tightness it feels so much more infinite because of the detail..

     

    I wish there wasnt the long baking time so this could be modded..It must have been a joy to decorate these environments with this vast amount of details and no restriction. (only geometric restriction).

     

    All in all, this rocks. Only thing to blame here is the market situation..

  10. Thanks, Mesh was not split into objects (only by material and unwelding).

     

    I also had to add //base/ before the material , if this was not present it only worked in the editor.

     

    Thanks again! Saved many hours of further fooling around with it unsuccessfully:)

  11. I am doing a bit of resizing work for Floood, and i am using the ASE exporter in blender 5.6.

    I already did a successful export before, but never a multi material.

     

    The setup is: One mesh, several materials. Materials named according to how they appear in the material file. Textures assigned.

    I corrected the path by editing the .ASE.

    DR only sees one material and it applies it all over the whole model

     

    I tried comparing with other multi-mat .ASE but cant find whats wrong.

     

    *MATERIAL_LIST {

    *MATERIAL_COUNT 2

    *MATERIAL 0 {

    *MATERIAL_NAME "What should be defined here?" I entered the materialname

    *MATERIAL_CLASS "Standard"

    *MATERIAL_AMBIENT 0.0000 0.0000 0.0000

    *MATERIAL_DIFFUSE 1.0000 1.0000 1.0000

    *MATERIAL_SPECULAR 1.0000 1.0000 1.0000

    .....

    ..

    *MAP_DIFFUSE {

    *MAP_NAME "Texture.001"

    *MAP_CLASS "Bitmap"

    *MAP_SUBNO 1

    *MAP_AMOUNT 1.0000

    *BITMAP "And here?" I entered the path to texture

     

    And finally at the end of .ASE :

     

    *PROP_MOTIONBLUR 0

    *PROP_CASTSHADOW 1

    *PROP_RECVSHADOW 1

    *MATERIAL_REF 0 <----- DR recognizes the material set here as it seems..

    If i set it 0 it all uses the first if '1' then the second material all over.

     

    thanks in advance for the enlightening:)

  12. back to this thought again :

     

    "Remember, the haunts needs that light to see you. It would be silly for it to make its own life difficult."

     

    Thinking from the other side.. A haunt is not a guard, its life is not about catching thieves in the dark.

    His life is a curse. Also most Ai spot you from further..and dont forget that an AI with a designed weakness is a not a bad ai..

     

    Imagine that you could use the haunts slightly darker surroundings for your advantage..but for that to happen you would need to get close to it..which is a difficulty on its own..think about how Amnesia forced you to fear for a bit of safety..

     

     

    "You haven't had a mage search for you yet, have you. ;)"

     

    Yeah but hopefully one day they will..or an elemental spirit or something like that. :)

  13. "Remember, the haunts needs that light to see you. It would be silly for it to make its own life difficult."

     

    True, then back to original thought of lights getting pale..(if a light turns colder in color that doesnt affect visibility afaik..)

     

    or it could make flames flicker..but that could be kept for ghosts, like how superstition holds in RL that when candles flicker a ghost is around..

  14. some of my fantasies about AI, i guess most of them are not even possible but well:

     

    Arrest(not prison or anything, just end game without violence):

    Ai could be set to allow arrests: Not all would kill a thief on site,with so much thievery,conspiracy etc in this world, they atleast would like to get out some information...

    how i imagine: If the player is caught and has no weapon in hand, Ai could just point their sword at the player and shout 'surrender yourself'..then a button could be pressed and the mission would end without the so annoying moment of swords and hammers bashing you to death everyone screaming 'Hyyahhh' 'Whhhhahhh'

    While you just stand there thinking 'come on ...i give up..'

     

    If however the player would draw a weapon they would become aggressive.and the show would go on..

     

    Magicians and haunts:

    Would be cool if lights turned pale or dimmed when a haunt is around..Also would be great if mages could increase the radius of lights for their search instead of poking around in the darkness..

     

    personality:

    Some Ai could be frightened by what might be happening in the shadows..slowly backing towards well lit areas and scouting from there being anxious..Some would be brave rushing ahead..

    Some would be tricky..acting like he didnt notice anything just putting his hand on his sword, and close nearby doors..

    It would also be good if they could utilise multiple paths.. so if they patrol by default from the kitchen to a valuable artifact.. they would switch to another path that only carefully guards the valuable artifact after for example another guard informs him about a possible intruder.

  15. Point taken, as said was just a late night thought.

     

    To be honest, a pretty imagination of how cool it would be if more people turned their head this way..

    The fact just saddened me that i saw that night that the original 2005 trailer only has around 2200 views on YT. While every other b*llshit worth-nothing scam of all types get all the exposition..

  16. I only meant some harmless pictures and videos:)

     

    Like this T4 picture

    I meant something like putting this in a torrent like 'new screen of T4' then have a folder next to it "more pics" where there's TDM with the shots having the website printed on them clearly stating what they are :)

     

    April-jokes do this kind of things,and this would even turn out pleasant to some..

    I don't think it would lead to any piraty stabbin :ph34r:

     

    It was just a 'late-night half-joking' thought however:)

  17. Really not on Topic but it's just a quick thought so i drop it here:

     

    As of now thief4 marketing has not yet come to motion..i thought about how it could provide us with a bit of advertisement to sprinkle some open tracker torrent sites with 'leaked trailer' 'leaked screenshots' and alike that would really contain Darkmod trailers and pictures...:D Yes its unethical but for once it could be for good :)

  18. "Also, if looked at in the model viewer, well, that isn't the real time lighting engine and things often look wrong there. So make sure to look at them in a properly lit environment."

     

    Checked the models you did in-game, put them in a map with lights..

     

    Got to admit, they look right in there. No errors, all perfect. Seems like it was just the editor view that messed them up..

    To be honest all this time i was refraining from using those models in my half-finished maps because i thought they look that way.

     

    Well I was wrong.

     

    I removed the list.

     

    "In fact I'd say that's a required step for any model changes. It can be a pain to go back and redo work, and if that's done just to appease one persons opinion on what is not right then we could just as well scrap TDM and start from scratch."

     

    No need to worry that much..

    I was on team a lot of years ago,I am clear that things dont just go into the core-mod without approval, And a backup that its an improvement.

    Also please note that i didnt demand/required any work of anyone here.

  19. I've gone through all the models now and took notes of which ones have faults.

    Those that has no notes next to them have smoothing problems.

     

    Note that this is just my opinion and makes none of those models any less worthy of being there :)

    Looking through it all, i am quite amazed how wide a range of assets the team produced over the years.Its getting near the asset-base of morrowind(Y). ;)

     

    I'll post the list here so if someone with the right tool in the right mood comes around improvement could be done.

     

    Meanwhile i am doing a table model variation we dont have yet (curved metal legs/structure).

     

    EDIT: My mistake, i judged models smoothing based on their apperance in the editor. See below.

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