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ERH+

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Everything posted by ERH+

  1. That is an player POV animation of laying on bed. So model have camera bound on head's place.
  2. So I've done a camera trolley for player laying down on bed - with help from this topic : http://forums.thedarkmod.com/topic/13059-func-animate/ And the problem is that model make 180 degrees turn but after this came back to start orientation (instead of continuing animations with new alignment), and same thing with idle laying that starts on ground level instead of sit-2-sleep level. How can I fix it? My models .def are: entityDef atdm:ambient_shipcrew_acting { "editor_displayFolder" "AI/ambient" "spawnclass" "idAnimated" "model" "tdm_ai_townsfolk_commoner" "skin" "commoner/well_dressed_reddish" "start_anim" "idle" } with args: "anim1" "idle_turn_180_lft" "anim2" "sit_down" "anim3" "sit_2_sleep_rgt" "anim4" "sleep_idle_rgt" "anim5" "sleep_2_sit_rgt" "anim6" "sit_up" "anim7" "idle" "blend_in" "10" "loop_last_anim" "1" "num_anims" "7" "auto_advance" "1"
  3. I also noticed it recently but thought that normal map behave this way when texture is stretched. But shadows in some textures always worked in odd ways, even on TDM models.
  4. First map folders are dated April 2014. Its kind of sad that I can't finally put together all of pieces. I think I just like to tinker instead of making a whole thing. @MirceaKitsune that is exactly not what this map is . It takes place mostly on submarine and on sea bottom. @Anderson I was aiming for T3 blue shadows a'la edge of night.
  5. Another instalment of "things to do instead of finishing this @%#& map" : "Ok so I need a small minimalistic street sector; only few meters of wall with door and light, everything else can be engulfed in blackness. Player should make literally 3 steps and off we go." *3 days later* "Uuuuuups. WTF brain, seriously? Why? Can we finish main things first? -NO." *sigh*
  6. So according to one of movies above arrows should just bounce from medium armoured generic guard. Full plate should make them fully immune and chainmail should give lowest damage and maybe cripple leg or arm. Almost like zombie.
  7. https://www.youtube.com/watch?v=3O-6QJT-LD8 So lets say you can bend 4-5 links per minute, for a good measure it could be 250 per hour, 4 hours of constant work per day gives you 1000 links... and chainmail long shirt with long sleeves have 30k links. After 30 days of hard work you have butted maille and start putting every link on hook, align gap upwards and drop a metal droplet - 30k times. It took me 5 months to make 31,5k butted link maille so I think I wont bother with soldering .
  8. So here are some more armour bouncing: https://www.youtube.com/watch?v=Ej3qjUzUzQg https://www.youtube.com/watch?v=xw3lcgIAwLk
  9. http://www.ancient-origins.net/ancient-places-europe/rats-exploding-toilet-seats-and-demons-deep-hazards-roman-sewers-004611 "every night a giant octopus swam into the sewer from the sea and proceeded up through the house drain in the toilet to eat all the pickled fish stored in his well-stocked pantry." "public latrines were notorious for terrifying customers when flames exploded from their seat openings. These were caused by gas explosions of hydrogen sulphide (H2S) and methane (CH4) that were rank as well as frightening." "there was the perceived threat of demons that the Romans believed inhabited these black holes leading to the mysterious underbelly of the city. One late Roman writer tells a particularly exciting story about such a demon. A certain Dexianos was sitting on the privy in the middle of the night, the text tells us, when a demon raised itself in front of him with savage ferocity. (...) We don’t tend to put religious shrines in our toilets, but we find them again and again in both public and private toilets in the Roman world." I wonder if inhaling these fumes could cause hallucinations. They even had sewer goddess: https://en.wikipedia.org/wiki/Shrine_of_Venus_Cloacina Explosions, demons, octopuses... sound like material for a movie to me!
  10. But I'm guessing this last one is staged - photo exposure back in these days took a time and they all had to stand still like that, right?
  11. So maybe we need "insert hand texture here" customisation shortcut? So player will grow curious why he stretch tentacles when he draw a bow?
  12. https://youtu.be/cZc6cr6G2E4?t=90 I wonder what could came out from adding some Warhammer 40k sf gothic to TDM steampunk gothic environment.
  13. And I'm still waiting for EmDrive to be confirmed as scam or being fully tested. https://en.wikipedia.org/wiki/RF_resonant_cavity_thruster http://www.ibtimes.co.uk/emdrive-finnish-physicist-says-controversial-space-propulsion-device-does-have-exhaust-1565673
  14. But it is like you would describe Earth 1km below sea level - and Demagogue is talking about a floating raft. There are still a lot of atmosphere above and "sea level" will be indistinguishable above and below, but probably winds will be so strong that raft could keep tumbling for long periods of time. Also by "balloons" you may consider just living quarters with human friendly pressure - you can make a tank from thick and heavy steel and it will still float if the empty space inside is big. Another downfall could be weak magnetosphere of Venus, and its a common knowledge that radiation is most harmful thing that humans encounter up there. Also I see lack of any hydrogen compounds in atmosphere so synthesising water will be a big problem.
  15. No I'm not, I only found it easy to mimic / be inspired by real world machines - to the point it is losing steampunk-ish style I'm aiming.
  16. Oh so my ship batteries are not too accurate, they look more like lead-acid car battery inside.
  17. There is Space Engineers http://www.spaceengineersgame.com/ or Kerbal Space Program https://kerbalspaceprogram.com/en/?page_id=11
  18. So you are saying they made too small pool of puzzle pieces? I wonder how it could be made if they let go graphics elements and make it even a 2D game, like Voyage of the B.S.M. Pandora ( https://boardgamegeek.com/boardgame/2678/voyage-bsm-pandora ). I remember how simple yet effective it was for building tension and showing inaccessibility of environment when planet had really great mass, so your landing vessel can take much less stuff -only one crew member in power armour, yet resources are consumed so fast you can make only small circle around landing hex. Is there even atmosphere density in this game, like on surface of methane sea / earth / bottom of Mariana trench? There are so many variables to play with, escape velocity, sandstorms, sudden night/day temperature change, tides... But I guess it is how real space science works: it will be boring, repetitive, and automatise inputs from sites like this won't give this feeling of wonder everybody expect. http://www.orionsarm.com/page/310 https://phet.colorado.edu/sims/my-solar-system/my-solar-system_en.html https://dl.dropboxusercontent.com/u/165465428/Planetarium%20v0.1%20Low%20res/Planetarium%20v0.1%20Low%20res.html http://universesandbox.com/ http://en.spaceengine.org/ Or it could be done like long term prognosis: your hyperjump will likely destabilize gravitational equilibrium so i.e. after 10 days two moons will collide and rain of debris will fall on northern west quarter of globe. Or weather simulation, even simplified and flowed, could be interesting when outputs are extreme. I guess people complain because they expecting discovering of the unknown, like in Alien -and it is just tourism on earth II, earth III, earth IV...
  19. On image pairs of doors: open and closed. First pair from left have "rotate" "90 0 0", second "0 90 0", third "0 0 90". All doors are 90 degrees flipped so their hinge is now in y axis. Doors with "rotate" "0 90 0" and "0 0 90" rotate in same axis, only counter clockwise.
  20. I have an issue with rotated door. When it is rotated in x and z dimension ("rotation" "0 0 1 -1 0 0 0 -1 0") it will behave same way both if it have "rotate" "0 90 0" or "0 0 90". Of course I can make a custom model, but is it a bug?
  21. http://www.scorn-game.com/ This thing looks cool. Maybe gameplay will be mediocre af, but at least it looks nice.
  22. I've seen somewhere before this topic but I can't find it. I have several of these shadow/light lines coming from light point, also light boundaries appear as a cube in similar way. I'm guessing it have something to do with stretched patches, so can I i.e. put this toilet bowl model in Blender and fix it?
  23. I don't understand why I get lesser fps when view is narrowing. In most wide shot I have over 50fps, on second shot over 40, near ovens over 30fps, and when I look directly into one -over 20fps. In both ovens I have one moving torch light. Shouldn't it be easier to process if there are less objects in view?
  24. I have a noshadow light bound to players head by script, vector origin = $player1.getEyePos(); $light.setOrigin(origin); $light.bind($player1); but sometimes I have one particular texture (iron_rough) blinking when I'm moving, making it completely unlit at some positions. I'm guessing lantern light don't have such errors so I wonder how I could have lantern activated by script but not by player "use" action - or how to make proper bound moving light.
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