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Seuchensoldat

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Everything posted by Seuchensoldat

  1. Da fuq? At first I thought it was TDM, but then I saw the light gem and was like:
  2. Hey guys, thanks for the comments. Arches and straighter stone textures, yeah, I thought about that but I tried creating an really old builder church in the plague ward. Think of it as the TDM variant of the haunted cathedral of the first thief game. I don't think that every builder cathedral should have the characteristic gothic look (haha, I'm still not able to create those patch arches, which may be another reason there are no fancy gothic archways ). Maybe I will try some other stone textures but I must say that I like the way this texture looks. It has this Thief 1 feel to it.
  3. Great shots of the training mission, biker! Playing around with some church architecture. Blocky as always. <3
  4. Seuchensoldat

    Music

    I listen mostly to thrash / black / death / heavy / doom metal but I'm also a big fan of good old 70's classic rock. Martial industrial / neo folk are fantastic genres, too! Aaaaand I love soundtracks and ambient songs. Traces of classic and progressive songs can be found in my song list, too. There are too many bands to list them all up but some stuff is rather extreme while other bands are really quiet. I play guitar, bass guitar and drums and I'm active in one black metal band and in one band called "Staub" which makes some kind of gothic metal / rock. www.reverbnation.com/staub I'm the fucked up bass guy in this one.
  5. Thank you, that helped a lot. Now TDM plays a lot smoother with a single graphics card, though missions like No Honour among Thieves Part 3 are still a little bit sloppy. With the commands provided in one of the above posts I am able to play TDM without flickering in SLI mode, I wonder if there is some permanent solution for the SLI flickering issue as those two commands can actually fix it..? BTW: It's now a totally new experience for me! As I always had lags in TDM I thought that the Doom 3 engine wasn't such a good choice for the project but now? Woah, guys, you are blowing my mind!
  6. @Biker, I sent you a pm. Hope that everything worked fine!
  7. Thank you! Yeah, that place should be easy to sneak through because it's the starting point of the mission. Similiar to Fiasco at Fauchard Street. The guard in there is just a placeholder because I don't want to mess up the dimensions of the mission.
  8. I do have Aida64 to monitor my temperatures, nice program. How do I get a full system report however? There are different benchmarks and tests, which one would be the required one? Edit: It seems that Doom 3 in general has problems with HDR mods and SLI mode. This fucked up because I still don't know why a single graphics card provides so "low" fps for me...
  9. Somehow this is strange I know. I'm using the latest beta driver from nVidia and can run every game with almost full fps. I have even tried older driver versions but somehow Doom 3 / The Dark Mod always had some problems. Well, with only one card active I get no smooth fps and almost constant mouse lag. This happened even before I bought the second card... It's god damn awful. -.-
  10. I could always need a helping hand especially since I have a lot of things to learn when it comes to patches... :/
  11. I'm sorry to revive this old thread but I have the same problem. I'm running a nVidia Geforce 580 GTX SLI system and as soon as I enable SLI AND post processing via the dark mod graphics menu I get this annoying flickering issue but constant 60 fps. If I disable post processing the flicker will stop but the graphics are not as good as they are supposed to be. Without SLI I can enable post processing and can play the Dark Mod without flickering but somehow laggy fps. In some areas I have 60 fps while in other areas I have 30 fps and some lags. Is there any possibility to fix this issue permanently? Thank you!
  12. Well, here is the promised screenshot I wanted to post a week ago. It is heavy WIP and there are almost no details yet. But you can get a first glimse at my little WIP mission. Simple architecture somehow inspired by Melan's and Springheel's work, but still a little blocky. But as I said before there are a lot of details missing. The street is not finished because I think I'm the slowest mapper ever but I wanted to show you something anyways.
  13. Looking damn good. It's great that there are people which write those tutorials. I will definitely try this one out!
  14. Hey folks, still didn't post screens of my work but it will happen soon. Today I'm having a little problem with a swinging lamp. The lamp swings fine, it plays a creaking sound and the light I bound to the lamp swings fine, too. But I want the lamp to have a nice little glare (like in Fiasco at Fauchard Street) so I bound a func_emitter with the tdm_glare_lamp_01.prt particle to it. It moves with the lamp but somehow it spins around like crazy and flickers sometimes. Is there a better way to get a moving particle or is this simplay not possible? Thank you. Edit: Ah, come on... Somehow I'm a bit confused today. I just realized I posted in the wrong thread... Sorry. -.-
  15. Great news. I'm excited to see the new doors. I think I'll post a screen of what I'm currently working on later that day. Want to know how to improve that buildings.
  16. Having so much fun enjoying the missions and messing around with Dark Radiant... Thank you, Broken Glass!

  17. Great work! Those doors look great and the handles are amazing. One thing though: You should add a piece of supporting wood to one side of the two doors on the right as already pointed out by Tels. Then they will be perfect!
  18. http://www.youtube.com/watch?v=kdEPnGUPc5s&feature=relmfu Incredible band. R.I.P. Chuck!
  19. Thank you very much! "Thicken selected patches" did not come to my mind. It works simply great!
  20. Hey guys! Messing around with Dark Radiant again I'm curious how to create good looking cornerstones. Is there any tutorial or advice available on this topic? Every time I'm trying to create realistic looking cornerstones I'm totally messing the patchwork.. Thank you!
  21. So here is a new screen of the same scene I posted some pages before. Some things changed because I wasn't too happy with the old building you could see on the left. Some of the buildings look familiar because I tried to create something similiar to some buildings from Dragon's Claw, Return to the City, Training Mission etc but please don't be too harsh. This is just some kind of learning process and I learn many things by looking at other maps. It's still not optimized with visportals because it's just this little street and some buildings around the corner and I change things often. Also the lights are not final. Edit: I'm sorry. I tried to get the picture uploaded using the old and the new uploader but I always get an internal server error or the upload keeps getting skipped. I uploaded it at pictureupload.de:
  22. Hey there, maybe this is somehow a too newbish question but I have problems with creating architecture which is rotated, for example some kind of building. I think my city looks boring because of all the simple cube buildings. How do you build rotated houses with perfectly aligned windows, roofs, towers etc.? Do you create it just like any other building, convert it to a func_static and then rotate it? Any advice? Thank you!
  23. Great work! Wish I could map like that. The setting could be the plague ward in the northern part of bridgeport.
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