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Posts posted by datiswous
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I think it happens when you move very quickly to the spot. But in some scenes it does not happen at all (as previously noted).
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Found this software, but I have not a clear idea if it could be useful:
https://didaduddel.itch.io/skytool
QuoteCreate static Sky images (Cubemaps, equirectangular panoramas) from 2D images (Sprites), to be used in a variety of game engines and frameworks.
- 3D + GUI desktop application (Linux, Windows)
- Import 2D images (Sprites) and place them in the scene
- Manipulate Sprites (size, roll angle, tint, opacity, ...)
- Import background image or use solid color
- Correct background image horizon and realign orientation
- Adjust the Scene (ambient color, background, ...)
- Save/load .json based project files
- Export as cubemaps (6 square images) and equirectangular panorama (one 2:1 image)
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Yeah ok well good to know these pages already exist, so I can add stuff to them. I might add some more and list them under a general Assets category. Or maybe I come up with a better idea..
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Yeah this is listed under sound only, but I was thinking about other stuff as well, so this should be listed under a general assets category. There's so much stuff (also outdated) on the wiki that it's still hard to find.
Edit: Ah, here is another one...
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On https://wiki.thedarkmod.com/index.php?title=GUI_Scripting_Language
QuoteDeploying Stock GUIs or the Entities that Use Them
I think this can be added: https://wiki.thedarkmod.com/index.php?title=Xrays_in_GUIs
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I've never played the original, but I would like to give it a try (new players do new things).
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Recently I started listing the Abandoned Works on a wiki page. Looking through some of the project folders I encountered assets that were posted on the forum years ago (for example this fish), but I never read about them before. I don't think the forum is good for listing assets, it's off course good for discussing.
So I was wondering maybe it's an idea to make a list of game assets, including scripts, centered in one place? Knowing the assets exists, people are able to find it on the forums (placing direct links on the wiki page will get outdated). I might have to ask people for permission.
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16 hours ago, Geep said:
Good idea. I'll have to research how to add a new wiki template.
I don't know why you need to create a new wiki template, but I just created the category GUI and added the GUI Scripting Language page to it and made category GUI a subcategory of the Editing category, so the Gui category is listed here:
https://wiki.thedarkmod.com/index.php?title=Category:Editing
If this was not how you wanted it, you can revert it. I have not understood yet where a template is used for.
Edit: I have read a bit about wiki templates. Very interesting.
https://wiki.thedarkmod.com/index.php?title=Assigning_your_Page_to_a_Category
I guess you can just use one of the existing templates to build on:
https://wiki.thedarkmod.com/index.php?title=Category:Templates
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4 hours ago, Reoscachazos said:
maybe i'll try the latest dev release and see if it makes any difference at all
One of the latest dev versions does bring a new version of mission Tears of St. Lucia with added EFX, but also some fixxes, who knows..
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It might be good to know if devs are willing to integrate a dof effect, if it works, in the engine. Otherwise you have to fork tdm to implement it. Most current posting devs seem uninterested, just saying.
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Just an idea: Make a subcategory of category Editing called GUI and put everything GUI related under it, so it's easier to find.
( Curently there is no letter G in the list of subcategories: https://wiki.thedarkmod.com/index.php?title=Category:Editing )
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Just for info (I don't know if it helps):
18 hours ago, MirceaKitsune said:I can't find where vfp files are stored though, glprogs only contains fs / vs / glsl files.
vfp is for ARB shaders (I think): https://wiki.thedarkmod.com/index.php?title=Replacing_ARB_shaders . Files heatHazeWithMaskAndBlur.fs and heatHazeWithMaskAndBlur.vs are present.
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3 hours ago, Reoscachazos said:
rarely when it detects me, the stealth stats won't update when the spider attacks,
Maybe this issue is related? https://bugs.thedarkmod.com/view.php?id=5888
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In the create model window, the scroll wheel does not scroll through the list. This works correctly in the create entity window, create particle window and insert prefab window.
Reproduce: right-click in 2D view and select create model and use mouse scroll wheel to scroll through list. Instead in the background the camera view zooms out.
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Ah ok np, just asking. I do have to say that a lot of the cool stuff @STRUNKposted about is presented with video examples, that are gone and so it's very difficult to understand what's going on, which is a real shame I think. This is a downside of using Streamable I guess..
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On 4/2/2020 at 2:31 PM, Geep said:
Did you or someone else created this wiki page? I couldn't find it.
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On 2/8/2017 at 3:54 AM, HMart said:
Hey guys i was playing around with darkmod and made a small test map, there's not much there and i really mean it, there's no history, objectives or anything, it was just me playing around with TDM tools, engine scripting and assets, because of lack of time i stop working on it but would be a petty if it went to the trash and perhaps it could be useful for someone, i'm releasing this as is, with no guaranty, i don't even know if it will work on your PC, if it blows up don't complain to me.
I tried to make it into a mission to be easy to try. (worked on my PC)
https://drive.google.com/file/d/0B_xD8k_3dkNpandJLXEtX3BrYWc/view?usp=sharing
Hope it is of some use.
I must say, I expected a much smaller map. The frob-animated boxes are cool.
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Hah, I've never seen this before
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I gues making the render scale lower on distance is maybe possible? Making it based on LOD?
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See also:
I think it could be useful for ingame cinamatics, or for intro's based on screenshots.
8 minutes ago, chakkman said:It's not realistic either.
Indeed, I think it's implemented for it's cool looks, not for it's realism. Loads of stuff in TDM is unrealistic.
It's used in photograpy and film, so it gives you that look.
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On 10/31/2022 at 8:50 AM, JackFarmer said:
This is from my newest project
HH5?
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15 hours ago, Knockout Thief said:
Getting close to what I want, just need to finish implementing notes and rating, it will read the FMS folder and gather the info and will launch whatever FM is selected fine.
Is it multiplatform?
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Hi, ultra newbie question here:
If I make a visportal and I stick it in an opening in a wall, but the direct surroundings, which touch the visportal are an entity, does this work for sealing? Or does the visportal have to be set toward a brush to work?
And I guess for patches the same?
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18 hours ago, datiswous said:
This only happens with extra views and the undocked texture tool.
It also happens when you undock the textures tab or media tab (only image preview is affected) in Properties.
12 minutes ago, greebo said:(Sorry if I'm seemingly asking all the time about your Linux configs, I just can't keep track who's using what combination)
I put my Linux distro under my user pic on the left
[2.11] Stencil shadows optimizations
in The Dark Mod
Posted
I have the same issue with stencil shadows enabled, that the screenshots turn out completely dark (lights are not lit on the screenshot). Issue is not present with shadow maps.