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Everything posted by Springheel

  1. There must be something missing, because it works fine for me. You say you don't see dark_redwood in the media list?
  2. Hold on. "textures/darkmod/stone/flat/smooth_marble_white01" is the actual name of the diffuse texture file. The material shader name is "textures/darkmod/stone/flat/smooth/marble_white01" The skin should be pointing to the material shader, not the file. That's the problem there. Again, I see nothing wrong with the material shader. And the skin seems to be correct too. I just tried it in game and it worked fine. Why are the books black in yours?
  3. Well, it's not the model or the skin. Any console warnings about missing textures?
  4. Try putting the textures/darkmod/stone/flat/smooth_marble_white01 texture on a brush and see if you have the same effect. That would help rule out the skin file or missing texture as the problem.
  5. I don't see anything obviously wrong with the textures/darkmod/stone/flat/smooth_marble_white01 or white_shiny materials. Neither use an additive stage. Both textures have been around for a decade, so I would assume this is more likely to be a local issue, especially given that it also happened on a bookshelf, which don't traditionally use additive stages either.
  6. Penalties are applied to something. I don't see how that fits.
  7. Those who say it is important are never able to show evidence that it is important, however. The only reason to use caulk is for personal viewing preference, as grayman described.
  8. The dialogue and soundshaders already exist for short, random exchanges between AI using certain vocal sets. From memory, the Commander, Average Jack, Moor, Maiden and Cynic have them...maybe more I forgot. The exchanges use random phrases that follow the pattern: 1. convo_question, 2. convo_response, 3. convo_close. So you might get the following exchange: AI 1: "What did you think of that new recipe tonight?" AI2: "Could have been better." AI 3: "You would say that." The two AI sitting in the tavern in A New Job use this system (after they play their initial triggered conversation). edit: Oh, here it is. Not as thorough as I thought: https://wiki.thedarkmod.com/index.php?title=Random_Conversations
  9. Yes, I have set this up for several of the more recent vocal sets. I know I posted a tutorial on it, but I can't remember where atm.
  10. Uploaded a fix to SVN.
  11. That's a weird one. It looks like the spine joint is rotated the wrong way. Does this happen with all AI? Does it happen when you play other maps?
  12. I'd have to relearn how guis work to even guess at what's causing it.
  13. If that's the newspaper gui I made for New Job, it isn't set up to use page corners as it's only meant to be a single page.
  14. If you don't care too much about quality, I could do something quick and dirty tomorrow.
  15. The tdm_feather texture doesn't have an alpha stage for some reason.
  16. I'm not doing any modelling atm, but maybe Peterspy or Epifire could help? Don't know how often they read the forums, but they're active on Discord.
  17. The third and final mission has the plot written, and the map (which is almost 3 different maps) 60% done. There is some beautiful work there already completed, but far too much work remains for me to ever finish it. I'm going to be packaging the three sections up for adoption this summer (which is going to be a big task given all the custom assets). Anyone here who wanted to try and bring it across the finish line would have my full support.
  18. We have thousands of textures now. Upgrading them all would be a project that would take years for a small group of dedicated artists. Since most of our textures exist only in .dds format, they would have to be remade, not just resized. And any time you remake a texture, you run the risk of it not working as intended in missions where it has already been used. And beyond that, you ultimately run into the comparison trap. If you increase the quality of one thing, it makes the weaknesses of other things stand out more. The rigging of our character models (done by me, as far from a competent animator as you can get) is already our weakest link (followed closely by some animations themselves), and the better everything else looks, the more that is going to stand out.
  19. There is no open flame, so no reason to assume a water arrow would disable it.
  20. Very cool! I'm looking forward to seeing dinner parties happening behind mansion windows, as well as a distant scene of ships sailing to and fro for dock maps.
  21. Beautiful work! Love the fog effect too.
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