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  1. Composing Ambient Tracks for Dummies v. 1.0 or How I Learned to Stop Worrying and Make the Ambient This tutorial shows you my method for creating ambient sound without any previous musical talent or experience in using audio editors required. The guide will be fleshed out as I learn more about the process and everyone is welcome to contribute. Feel free to add your own comments and suggestions in the thread. These are type of ambient tracks that have been created with my methods: Haunted Ground Home Asleep Creaking What tools do you need? Audacity (Free: Win/Mac/Linux) Freesound.org (Either sign up for a free account or get one here) A good pair of headphones 4-6 hours of free time For best results follow the tutorial twice: once following my directions exactly with the samples I provide, and then a second time picking your own samples and making your own choices in how to modify them. With these simple tools and a bit of patience you too can produce your own ambient track with relative ease. Just don't expect to become Eric Brosius overnight. Remember to save your project between between sections, and don't worry about completing everything in day. I. Planning and preparation II. Choosing the ambient base III. Effects in Audacity IV. Applying effects on a track V. Trimming, copying & pasting VI. Layering VII. Adding Instruments VIII. Adding Fade-ins and Fade-outs IX. Adding Instruments pt. 2 X. Mixing, Looping and Exporting
  2. Sign out of TDM forums, close browser, re-open later, "Huh...I'm still signed in?"

    1. Show previous comments  1 more
    2. Bikerdude

      Bikerdude

      Its a cookie thats keeping you logged in.

    3. Sotha

      Sotha

      Another visitor! Stay a while; stay forever!

    4. Tarhiel

      Tarhiel

      We´re like a Shalebridge Cradle: what comes in must never leave :)

  3. This is weird. In certain ambients I've started to hear a faint high pitched tone. I first heard it in darknessfalls_z but I have tried forest_children_z and factory_01_loop and several others which also have high pitch tone that in some cases pulsates with the music :S The sound is okay in the editor. I have tried with a new, empty map but still same sound... Now don't tell me it's a sound driver thing
  4. The Black Parade is coming! http://www.ttlg.com/forums/showthread.php?t=146501 Woo-hoo!

    1. Show previous comments  8 more
    2. demagogue

      demagogue

      I suppose making a campaign as an individual and building for Thief Gold go hand & hand. You need to be pretty obsessed to do either. XD

    3. Epifire

      Epifire

      I'm just very happy to see how much work still goes on with the original Thief games. Good mods = long life after release!

    4. lowenz
  5. I'm at a point where I need to make a decision how I'm going to handle something in the story. Can scripts change ambients? ie....can a single mission go from day to night? I presume AI can with clever scripting have their behavior change on the fly (non-hostile as the norm to hostile-on-sight, for instance). If ambients can change, I don't necessarily need instructions how to do so at this point, I just need to know so I can plan out what is built next and how it is constructed. Thanks again, very much. Your replies so far on other topics have been very helpful to me, and I hope for others as well out there.
    1. SeriousToni

      SeriousToni

      What? The mysterious saviour is back to make our Thief lives happier again after such a long absence? I can't believe it's true! Wow thanks so much!

    2. demagogue

      demagogue

      He's like our own Game of Thones mystery crow that leads us to secret treasures.

    3. SeriousToni

      SeriousToni

      Or to an old tree with lots of zombies around.. xD

  6. What needs to change to the material bc_flaskglass to prevent this: The ambient is (0.01, 0.01, 0.02). The light from the lantern doesn't reach the flasks.
  7. If they bring Tassadar back, ill "buy" it too - En Taro Adun!

  8. I'm wondering if anyone ever checks new posts in the Fan Missions Forums? I've posted 4 questions asking for help for 4 different missions that I can't finish because I"m stuck, and I don't get any help. I posted a question this morning so I don't expect an answer right away for that one. Its frustrating because I would like to finish them. I've read through the posts for each mission and I'm not getting anything from them. If there's someone who could help me I'd really appreciate it. Thanks I guess I'm spoiled from the TTLG forums.
  9. Is it just me or does the TDM Forums favicon look whack?

    1. Show previous comments  1 more
    2. SeriousToni

      SeriousToni

      Yes I was annoyed by that, too!

    3. Epifire

      Epifire

      Glad I wasn't the only one noticing that.

    4. Bikerdude

      Bikerdude

      Will drop Taaaki a message.

  10. Here we go... control the Ambient:

    lights/aa_1_amb1

    {

    ambientLight

    lightFalloffImage makeIntensity( gfx/lights/xrampup.tga )

    {

    forceHighQuality

    map gfx/lights/1_amb1_xy.tga

    colored

    // zeroClamp

    }

    }

  11. Hi all, me again Now that I've learned how to take screenies on DM (thanks to Aluminumhaste) I wanted to post one that I took but I got an error saying that the image ext that I used was not allowed in these forums, It was .jpg so I changed it to .png and I got the same error again. They're on Photobucket.
  12. I searched the forum, but couldn't find a good example explaining that blend lights are for and how does it look like compare to normal lights. DarkMod wiki doesn't have info either, D3W is dead, Doom 3 has no blend lights. I noticed RAGE used quite a few of those. So my questions are: 1. What do blend lights look like compare to normal ? (please post an image) 2. What are the common uses for blend lights ? (please post an image) 3. Are there any specifics about preparing assets for blend lights (besides having blendLight key in the material) ? Thanks a bunch!
  13. Didn't post this in "Things that could be improved" because I don't know if this is an universal problem or just something at my end, and I don't have another computer to test this out on. It has, however, been this way for as long as I've had Dark Mod. When I've got ambient light set to simple, THIS sort of thing happens: http://i64.photobucket.com/albums/h161/DasMustardman/SimpleBug2_zps2pindvgs.jpg http://i64.photobucket.com/albums/h161/DasMustardman/SimpleBug1_zpsxcviegig.jpg It's not mission specific either. The vast majority, if not all, decals are rendered in simple transparency instead of in additive or other intended way, and there's some lighting anomalies as well, as can be seen on the wench there. In some cases, engraved text on plaques won't show up in simple rendering, which takes it from mere aesthetic fugliness to an actual gameplay issue. It's a shame, because not only does simple rendering provide a handy performance boost, I actually prefer the look of it where it works correctly. Any ideas about what to do about this?
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