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Springheel

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Posts posted by Springheel


  1. I'm of the opinion that the correct approach is: the bigger the scope, the lower the resolution.  In other words, the description of a single block can be quite detailed; the description of an entire city less so, and the description of the entire empire should be intentionally fuzzy and indistinct.  The same applies to timescales.

    Otherwise, it would be like trying to create a coherent canon out of the various Star Trek series and movies.  If you zoom in too closely, you're just going to wind up with a mess of contradictions and disjointed trivia that interferes with the ability to enjoy each episode for what it is.

     

    • Like 3
    • Thanks 1

  2. Typically modules don't have to cast accurate shadows from behind, because the mapper is going to have to use worldspawn to seal them.  If there are issues with light, the sealing geometry can be made out of something that casts shadows.  I eventually stopped adding backs to my model modules for that reason.

     


  3. Quote

    I thought it might be interesting to use actual contemporary art pieces from living artists in the game as some important loot. The reason is mainly that I very much value games with attention to details that you don't notice at first, making them even cooler when you do. Using actual art pieces that are unique and have some value is one of those things from my point of view.


    The game already uses plenty of real-world historical paintings.  Why would you use contemporary art in a setting this is obviously not contemporary ?

    • Like 2

  4. 13 minutes ago, thebigh said:

    While we're on the topic of punishing the player for stealing loot, the other thing that annoys me is guards going on alert when something's missing.  If you can prevent them from noticing the theft by dousing nearby lights that's fine, but having them unavoidably freak out is unfair to the player.

    It's up to the mapper to decide what loot sends AI into alert.  That's the best compromise between punishing the player too much and having AI stare blankly at a missing painting without noticing.

    • Like 3

  5. Quote

    when an artist starts publicly supporting their love of a fascist regime that has a long history of publicly executing a particular race of people, suddenly the hoods drawn on their cards accompanied with words like "Invoke predujice" stop being fantasy and start to appear like a message.


    And what would that message be, especially considering that the artist doesn't choose the words on the card? 

     

    This line of thinking leads to some obvious questions:

    Should game companies now include a questionnaire for potential artists to fill out, to make sure they don't have any problematic opinions before hiring them?

    How much do you know about the creators of TDM, and how much should their views impact your enjoyment of the game? 

     

     


  6. On 7/11/2020 at 6:07 PM, MirceaKitsune said:

    Though the years have passes I'm still keeping this thread closely in mind. Especially since I already tweaked and simplified a model so that it's ready to animate / export, but there hasn't been an update for over 3 years now! This was especially brought back to my mind on learning that TDM 2.08 included new characters and I'm thinking that maybe the developer who worked on those could help with this as well?

    I just checked that the link to the blend file still works and to my surprise Google Drive hasn't dropped it. I tested to make sure that it will open up in the new Blender 2.8 which it does. Note that for the textures you'll have to use "File - External Data - Unpack all into files" but I verified that works too.

    https://drive.google.com/open?id=0B5lE6Cy2gg_rT3FsYzlNSWJiVkU

    Do we have anyone willing to pick this up please? All that's needed is some base animations for starters (idle, walking, attacking), exporting the md5 / md5anim then creating the def and material. I don't have the full knowledge nor presently the time to setup a test map, but do know we can start from the spider AI which should provide the proper starting functionality.

     

    A working dog would certainly be a lot more useful than a dragon, and significantly easier as well due to the size, lack of wings, etc.

    • Like 2

  7. Does the texture set include a normalmap?

    Quote

    Does that sound like a good approach?

    If you're not going to be doing the work yourself, you will at least need to manage the project.  The first step would be finding someone willing to help, who actually has the necessary skillset to do one or all of the things that need to be done.  That person will need to decide what they can do and in what order.

     

    • Like 1

  8. 58 minutes ago, MirceaKitsune said:

    Another issue I was thinking of yesterday but forgot to bring up: We will want to have lip-syncing on such a large model,

    We don't even have lip-synching on our human AI.  As long as there is a jawbone that can open the mouth, that's sufficient.

    • Like 1

  9. 13 minutes ago, MirceaKitsune said:

     

    There is a walk and run animation in the blend, they're meant to be normal md5anim's but we'll have to see about exporting them properly. Theoretically we already have quadruped creatures: The horse even if it doesn't attack, or the spider which is theoretically feral even if it has more than 4 legs... *shivers*

     

    It has nothing to do with the animations.  If there is no walk IK created for the skeleton, the entire model will lift up every time any part of it crosses an elevation, which will look quite ridiculous for something that large.  It also means all 4 feet will never all be on the ground unless the ground is perfectly flat.

    Quote

     

     

    • Like 1

  10. Other major issues with something this large would be Inverse Kinetics for walking, turning, and keeping the wings and tail from constantly clipping into things.   I don't know how difficult that would be.  After five years we still haven't even got the werebeast into a fully working state.

     

    You would still need some additional animations as well:

    search

    pain

     breath weapon (what's the point of a dragon without one?)

    turn 180/360

     

    Quote


    I always felt dragons would fit the theme of TDM wonderfully

    I couldn't disagree more, actually.  TDM is medieval steampunk and tries to avoid high fantasy tropes like orcs, elves and dragons.  That said, I'm sure there would be mappers who would love to use a dragon if it was fully functional.

    • Like 2

  11. 2 minutes ago, Geep said:

    Silver lining: possible new way to disable guards?

    So the mystery continues

    If the AI hits an obstacle while on the elevator, it will reverse course so as not to crush him (though he will take damage from the initial impact).   That sounds like the behaviour being described here.  Is the AI being pushed into worldspawn by the elevator?

    • Like 2

  12. 12 minutes ago, grayman said:

    When I read a readable, the whole screen tints darker.

    Did someone make a design choice? I don't remember seeing this behavior before.

    That has been the case for some time...should be only the background that gets darker though, not the readable itself.


  13. 1 hour ago, peter_spy said:

    If you don't want to say anything political, you definitely don't do a game like that. You do a bland Ubisoft game like Far Cry whatevernumberitisnow.

    Far Cry is your example of something that is NOT a murder simulator?

     

    • Like 1

  14. 25 minutes ago, STRUNK said:

    @peter_spy @Springheel

     

    So I think this diffusemap is missing in tdm_textures_stone_flat01.pk4 AND the skin is pointing to a none existing material/shader ... is this right or am I missing something?

     

     

    No, the texture file is there.  The problem is that skin files should reference material entries, not texture files.  To correct it, replace "textures/darkmod/stone/flat/smooth_marble_white01" in the skin with "textures/darkmod/stone/flat/smooth/marble_white01".  That should fix it.

     

     

    25 minutes ago, STRUNK said:

    In case of the glowing bookcase it seems krrg and I are just missing a material/shader, or do you perhaps do have this "textures/darkmod/stone/flat/smooth_marble_white01" in the media browser and are we just missing an other material/shader and therefore have this glowing cup?

    Trying to understand how this all works : )

     

    The redwood issue seems to be a problem with something missing.  I'm pretty sure the redwood texture was uploaded for 2.07, as it is used in all the interior mansion models.  I'll have to look into it.  Perhaps someone else can confirm whether they see it or not.

    • Like 1
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