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Posts posted by _Atti_
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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..
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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 The screens maybe outdated but they look good and they should be interesting enough to newcomers.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.
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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.
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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.
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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?
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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.
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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.
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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
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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.
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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.
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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.
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The second the fourth and fifth pic has some great unique feel to them.
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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)
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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.
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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..
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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..
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afaict using the resize tool to resize was never axis constrained. it was constrained by the angle of the edges. However, if you try to resize with more than 1 object selected, things tend to get moved weirdly if your mouse cursor deviates any amount of grid units away from the axis you are dragging on, which is why I generally use translate as my all-purpose tool.
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.
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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?
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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?
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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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i think you could hide it with a brush that fits there ,
get the model back in original place ( better to place new one and leave this as it is now ) Create a the brush, use the clipper so it looks allright as a back of the thing, select both and rotate it in position, the brush may slide away but the important thing that it will remain co-planar with the back of the model, you just need to adjust by moving the brush separately then.
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Camstudio did work for me, got to fine tune it a bit however , even the desktop showed up in a bit alienish colors, it was all correct however, doom3 were running windowed.
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You can do that with decals, It's a texture you apply to a surface, easiest way to do is to select a surface you want to place it on ( ctrl-shift click surface) then use the create decals button, load a decal from media tab to texture browser and place it on the decal (still selected) by clicking on the decal in the texture browser.
Doing decals this way is good because it lines up with the surface and you avoid Z-fighting , you can resize the plane offcourse, it will be kept planar to the original.
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Male chauvinist joke got in mind: Props/kitchen
Seasons Constest Preliminary
in Fan Missions
Posted
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..