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_Atti_

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Everything posted by _Atti_

  1. I am a huge fan of Morrowind but the video you linked is really ugly for my taste. That HDR is surely overdone there, and some of the texture replacements just don't fit. Another problem is that while a huge view distance sounds nice, MW was not designed to have it..So if you increase it too much things just loose their "weight" , their massiveness..it also ruins the feeling of exploration.. But it's maybe just me.. but i also think that morrowind is meant to played with the original heads..however ugly they are, they are allways better to me than those 'better heads' all roundy, modelish faces. MGE is a great tool, it would be nice if it would come with some presets that are fine-tuned already.
  2. How about making a 2d decal doorhandle to be used in situations like this? wouldnt look as dumb as no handle, but could be separated from working doors from a reasonable distance.
  3. Jedi Knight 2? Only first third of the game is FPS only , latter parts are tps/fps but i remember it as a good action-filled game with lots of variety and nice puzzles. btw: Halo gets better later, i liked it for its great AI, and i guess because of the nice shiny specularmaps:D
  4. By fantasy i really only meant some creativity..especially since TDM is half fantasy it could take in a bit more than snow/fallen leaves/ birds singing on the rooftops when talking about seasons. Like in the real world its not just winter/spring/summer/autumn carved in stone but has a lot more colour to it. Another idea based on the above concept: Bridgeport industrial area's springtime means not sunshine and happiness, but acidic rains and poisionous heavy fogs,among these conditions nature's remaining forces fight for its yearly resurrection.Alchemists of bridgeport sets out to gather the rare short-living ingreadients this time of the year,which means a scavenge amongst the eldest of the city's ruins and sewers, some are trying with indoor/underground fields...meanwhile the natural areas are still in their slowly melting late-winter days, pagans making huge bonfires that are sometimes visible at nights from the city's towers to celebrate the coming warm. So basically i think if its handled not like a snow/fallen leaves contest but as how it could happen in this strange dark world, how it effects the life of people around , it could get real interesting and valueable .
  5. Some ideas: Seasons should appear in missions not only as visuals and weather, but as the game-worlds reaction to it. Seasonal activities indoor/outdoor should happen all around, possible reference to seasonal customs of various people should appear. So all in all, the mission should be a good reference of how the mapper feels about a certain season of the year going on in the world. I think it shouldn't even be resticted to the four casual seasons! This is half a fantasy world... There could be like :A valley where there is a short season in the middle of winter when all the snow melts for a week and the world gets springlike before collapsing into another harsh winter that curses people with flooded areas freezing..So in XY pagan towns they build obstructions for the flood and have praying sessions every night under the willows of the riverbank to ask for help from their gods..
  6. I like procedural generated stuff. There was a showcase of Subversion (from Introversion) about how their procedural sampler worked. It was very simple and enjoyable that should produce a nice variety. Thi4f however should really concentrate on keeping the viewpoint of the game either inside or outside, if not i fear no genius sound system will repair that immersion breaking..
  7. I think it's a nice presentation of the mod. The screens maybe outdated but they look good and they should be interesting enough to newcomers. I dont think mentioning hitman along with thief is a bad idea either, hitman can be played silently just as much as thief can be played violently. Yes 47-s objectives are murders but its just a change of profession, gameplay wise, i think the whole open-level storytelling design that counts, so in fact i hope there will be some hitman-ish fms later on.
  8. hm i can see how UWV could make a mess but i think in the case of these object a revamp may not be that much of a bad idea. I wouldnt be that much into uwving by the way.. but for example that pot had it quite inefficient and i think it showed, especially on these generic skins.
  9. I dont resize it, move the model's origin, or anything, i just edit the uwv, so textures look nicer and cleaner on the model, and plan on adjusting the original skins to fit/make new ones for it. Changing the smoothing isnt changing previous map either, it just corrects the ugly smoothing. Maybe it's just me but i think as they are now , its a bit out of the league compared to the quality of all-around tdm assets.
  10. oh, i see now, the short peppers are 394x394, well scaling those down to 256 would be good i guess? also there are 256*512 those are fine if i get it, right?
  11. Sent it, I plan on doing vases and pots now, the symboled one is more like just a test. I edited tdm_emptypot's Uwv and corrected smoothing groups and plan on remaking its original skins improwed on the new map. Then i plan to do this with the remaining vases and pots as i think it would improve maps look a lot.
  12. Will do soon (10-20min). I just noticed that some of the .dds i kept is in highres only.I am Scaling those down now and sending soon after.
  13. 1.03 Changelist doesnt mention these models/skins added, i guess it slipped out of view by time. So if you still need these i could send them to however needs it for the pack. I sent it back then to Springheel however so maybe he did include them ,or just forgot about it. So the models/skins are: Onion skin for the orig. garlic model Blue curtain skin for orig purplish curtain Pepper long / short version model / skins in varying colour bacon model with texture nail models ,various size and forms +screw skins.
  14. My map was missing brushes too. One of my big roof-part dissappeared, i noticed it right after booting radiant , felt like an incompatibility during load, but then i thought i just deleted it accidentally, because i then reloaded the map twice or trice and it was there.. But today just as i fired up DR and loaded my map the same exact brush was gone again.. loaded again: still missing loaded for a third time: it's there and fine..( EDIT: i did quit DR for the second load so thats why it was still missing) EDIT: Yes, the above post systematics of the error is true, it happens only on first load, if reloaded without exiting DR its fine. the brush is a wordspawn brush and its quite complexly clipped., its textured with stone and rooftilings, no special texture. It's a top piece of a tower.
  15. I think the thing is that, Thief1,2 had simple geometry, lowres textures, the mind of the player puts in the detail, the grime.. there isnt any really..we just think there is. Getting this illusion in TDM is a lot of hard work, because with highlevel geometry and big resolutions come with more detail the mapper must show the player for his imagination to start working and fill it all with more detail/grime, and what starts the player's imagination is immersion. I think the same effect is in works here why high-res texture packs for old games suck, and ruin the whole thing.
  16. _Atti_

    Deus Ex 3

    still i dont get it how this is pre-dx stuff.. I always thought Dx2,3,4 should have been 3 branching stories based on the 3 different ending of the first game. Invisible war just mashed all the three endings making our final choice from the first game absolutely unimportant.
  17. The second the fourth and fifth pic has some great unique feel to them.
  18. yes the prefabs are in a pk4 you got to extract it first to use them from the editor. ( but you dont need to include for release in your .pk4, players will have them in their own prefafs.pk4)
  19. why not? i think monster-clipping is the way to go..ramps for slope parts, and stairlike monsterclip brushes for steep parts. big blocks for unpassable parts. But i am not sure about that but i seem to remember it should be done like that.
  20. _Atti_

    Wikileaks

    If we lived in a normal world, i think everyone would react to these leaks like .. " Really?!, where is that guy..release all those documents you have, that was outrageous what you've uncovered so we got to know the rest of it..." instead it's just silence and humhum about putting him to jail..
  21. I didnt finish but i really really like how it looks and feels! I think this is one those maps that doesnt seem to leak any amateurishness, its simple yet unique architecture/lighting is charming, textures are a fine choice. I would recommend this to people getting friendly with TDM, even with the undead..
  22. I didnt mean that the resize tool was axis constrained while resizing but when moving objects around in it. You could : create a brush (resize mode) resize it grab it by an axis and move it(constraint to it) resize it again move it constraint without switching modes, and not have to look at that ugly cianide square in the middle , just the axis with its small convienient arrows. I know shift+move still does it but i find it really unpredictable and unprecise.
  23. I was trying to do a test-pack of the fm i am working on, but for some reason the briefing doesnt show up, nor the background of mission load works, it just loads the default empty ones.. I checked it a few times repacking reloading getting into the xdata and gui files, but i cant seem to find the problem, Any idea where should i look more carefully? do i need to create an entity or do something in radiant i dont know of?
  24. Now it's working here too, strange, must have been something with the server or my connection (maybe thats why previous download was way faster than now, i did check the size of earlier file and it was same ) well let's start it up. Edit: Wow, this is just WOW! from the last version i used (1.4.0) this is a VAST improvement, i dont know what you did with this but its like 3 times faster, it's far more representative of what will be ingame, even the lineworks look clearer. Hope it wont crash The only thing i miss is the Axis constrains in default mode (resize). It only appears in translate, I think it was convenient to have it there so brushes could be rapidly moved,resized,doubled,moved etc precisely. Is there a way to turn it back on?
  25. it doesn't want to install here, Says it's corrupted..(64bit) downloaded several times, no luck. Maybe it's something here however. edit: rebooted, downloaded again still not installing for me:/
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