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  1. "May his iron mold the current as we were molded. May his instrument expel all obstruction as we are his instruments." - Collected Sermons of Master Plumber Roto Rooter Few would dare cross the Bridgeport Plumber's Guild. Fewer still could glimpse their secrets and live. CC0 POLYHAVEN PLUMBER PACK BETA Includes: Fully modular pipe kit with optimized shadow mesh, two skin variations and near perfect grid snapping at grid level 4 Moveable plunger prop which is fully compatible with the AI weapon system Worry free CC0 license All credit to the great polyhaven.com for the original mid poly meshes - consider supporting them on patreon. I just decimated and then rebaked the assets as well as converted the maps from pbr and made the additional model and material variations.
  2. TDM Latch Pack (Beta) By Frost_Salamander and wellingtoncrab with special thanks to Dragofer Tired of picking another lock or hunting for that missing key? Imagine The City is itself an elaborate lock, and you are the key. Embrace progression through careful exploration and navigation of the environment. Embrace the latch pill: Included is a new entity type and scripting for a door mounted toggle lock, or "latch", as well as new CC0 assets and prefabs. https://github.com/thedarkmodcommunity/test-latch/wiki Example Video Asset Pictures All models and textures in this pack are released under CC0 license and may be used freely without need of attribution. We waive copyright to the extent that possible, but aren’t lawyers. Latch Lock Features Supports single and double doors across all cardinal directions, as well as trap doors Uses the location system to handle context sensitive frob highlighting of the latch and the doors Automatically determines the correct latch state on map start based on the targeted door's "locked" spawnarg Options for rotate, translate, or both with unique sound slots for each Supports any model or func_static To get started head over and grab the latest release (available with or without demo content) and read the getting started guide. This is a beta release - so your feedback is appreciated!
  3. Block out with FREEDOM and EASE using this "as license free as it gets" TDM prototyping material pack (Release) Watch even the most basic blockout come to life in vibrant orange! How it works: Drop the ULTRA SLIM 1.3 mb .pk4 into your project's directory In DR a new folder "protoype" will appear in the "common" textures sub directory in the media browser Don't know where to start? When simply sketching out ideas "Proto" is a perfect for getting down rough shapes and will handle 90% of prototyping needs (and is a lovely shade of orange) Need to prototype some SUPER ADVANCED GAMEPLAY? A spot of tile floor here, a beam for a rope arrow there? No problem! There are (hopefully) patterns for EVERY surface type in the game When it comes to the grid YOU are in CONTROL. You can manipulate the resolution of the grid using the default texture scale you have selected in the Surface Inspector. At a scale of 1.0 the overall pattern will repeat every 256 units with subdivisions at 128, 32, 16 and 8 units. At a scale of .5 the pattern will repeat every 128 units with subdivisions at 64, 16, 8 and 4 units. And so on. OLD FRIENDS return with two CLASSIC prototype textures completely reverse engineered from the ground up! All textures in this pack are released under CC0 license and I waive all rights to copyright that is within my power to do so. This is an initial release so any feedback on improving the tool is appreciated!
  4. Is there something wrong with the forums lately, or is it my browser? I've been having trouble formatting posts, and just now I couldn't format anything at all.

    I'm using Vivaldi.

    Usually I have to: select text, click bold, nothing happens, select again, click bold, then it works. 

    Same for other stuff, like creating spoilers, bullet points, links. Nothing works the first time. 

    1. datiswous

      datiswous

      I have no problem. I use Firefox. @Zerg Rush also uses Vivaldi. Have you tried without extensions, or in another browser?

      (btw. bold, italic and underline have shortcut keys: Ctrl B, Ctrl I and Ctrl U, you could try that)

       

  5. ** As of 2.11 many of these assets have been further optimized and incorporated into the core mod** *These are reposted from the discord server* Conversions of cc0 licensed assets from https://polyhaven.com/models: **POLY HAVEN CC0 ASSET PACK 01 "SEATING"** - REV4 - narrow seats. wide seats - red seats. blue seats **POLY HAVEN CC0 ASSET PACK 02 "GOTHIC"** - Initial Release - Even more furniture - Interactive prefabs: Containers, cabinets, drawers, "working" grandfather clock - Fully modular pier kit - A very nice bed ! But AI can't sit in the chair ! Notes on "optimization": many of these meshes are particularly tricky for a very novice modeller as they contain a lot of smaller detail geometry which ideally would be baked into a normal map. That's a bit beyond me admittedly, so a much greater emphasis was put into keeping a higher level of detail but having as few shadow casting triangles as I could manage. The shadow mesh is typically only 10-20% of the overall polygon budget of an asset in the pack with some exceptions for the large "hero" assets like the bed.
  6. **Update** As of 2.11 beta 3 these are available in the core mod *** ======================= Older Info: Currency Pack Gets Polished Even More: REVISION 3 HERE -Shader adjustments to the diffuse and specular - still does better with some light to play with -Fallback reflections provided by material specific cubemaps -Non-cubemap options available via packed in skin variant (or just stick with the original pack) -Color corrected inventory icons -Added moveable ingots -includes the sequel to "Iris" titled "currency_test.map" Example of cubemap reflections doing heavy lifting at lower light levels: REVISION 2 REVISION 1 Currencies of the Empire CC0 Loot Pack - Initial Release -Includes 13 new item definitions representing all kinds of loose change for packing couch cushions throughout The Empire -"Loot Lore" in the editor description field, but hey it's TDM and these are basically public domain so do what you like! -Lowest of low tri counts with the highest of high resolution materials. 4 mats for 13 assets !!!
  7. Just released my hotfix pack (that I have been working on for these past weeks).
    Download here:

    https://forums.thedarkmod.com/index.php?/topic/21440-inofficial-hotfix-patches/

     

    1. snatcher

      snatcher

      Thanks, Nort. I will check it out.

       

       

  8. Since Aluminum directed me here ( https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475263 ) can we have unlimited renderer effects? Well, maybe not unlimited, by maybe 3-5? Thanks.

     

    1. Show previous comments  1 more
    2. Nort

      Nort

      Since I wasn't the one mainly asking, I'll just cite you in the original thread instead.

    3. AluminumHaste

      AluminumHaste

      There already is a kind of sorting, sort nearest, sort decal, sort <n>. For things like windows and such, sort nearest should probably have the desirable affect, though looking through multiple translucent shaders might kill performance.

    4. Nort

      Nort

      Is having multiple render effects really killing performance that badly? I don't understand. You're saying that if I have two transparent objects side-by-side, then they'll just count as two render effects, but when combined, they somehow become something much more difficult to render?

      Never-the-less, unless we're talking some kind of infinite portal problem, why not let the mapper choose how much he wants to kill performance? Just warn him against putting too many effects close together.

  9. I’ve been tinkering with the player footsteps sounds for the 3 surfaces that I found to be the weakest in the base game. Unfortunately, I couldn’t get anything to sound right from just editing the existing sound files, so I hunted down for some free sounds to create a sound pack that tries to emulate the feel of Thief’s footsteps for tile, wood, and stone that people can use if they want to. I understand why this kind of stuff is usually avoided because of copyright shenanigans and such, and that’s why I’m just posting this as a sound pack people can choose to use if they want to instead of expecting it to be put into the base game or anything like that. Link: https://www.dropbox.com/s/ysfamuwxd5cisws/Thiefier_Sounds.zip?dl=0 To install, use 7zip to open the “tdm_sound_sfx02.pk4” in your TDM install directory as an archive, and replace the folders in it with the ones in the link above. I’m not sure how often I will come back to edit this. I’ve been working on this on and off to try to keep a neutral ear to it, but I’m also not a sound designer so I probably won’t be able to make it much better than this. Credits: Wood and Stone: Everyday Cinematic Sounds https://www.youtube.com/channel/UCKhZFIZjpB7Vtf_XKOvBzrg Tile: Music & Sounds Effect Library https://www.youtube.com/channel/UCb-iLJ2ifYw0mV8AaAa1fFA
  10. Hey All, A few years ago, I did a test map, of a this broken floor: https://www.youtube.com/watch?v=3LtGS_0pLPI&list=PLlIH8dx4x7GeiDkWjA3S-4rAS14kDRiWU&index=2 I was wondering if anyone downloaded the map/prefab for it. I seem to have lost it. If anyone has a copy of it, be super appreciative.
  11. Woo!! 2.10 Beta "Release Candidate" ( 210-07 ) is out:

    https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/

    It wont be long now :) ...

  12. I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...

    1. datiswous

      datiswous

      Yeah and the wiki and moddb. It should have those links in the footer I think. Probably easy to add by an admin.

      Edit: And a link to the bugtracker. I'm always searching for a post in the forum that links to that because I can't remember the url.

    2. Petike the Taffer

      Petike the Taffer

      I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.

    3. duzenko

      duzenko

      Reluctance to improve the forums is matched by reluctance to allow more people to work on it. Talk about trust and power.

  13. I know there's a lot of work being done on fixing bugs in DR thus new features are likely not on the table at the moment. I still wanted to suggest a little feature which I think would be very powerful, and hopefully not that difficult to implement either. Maybe we could even see this in 2.9.0 if it's simple enough to code? There already seems to be a preliminary but limited search system. If you open a browser such as the entity browser then start typing a word within its window, you'll be able to use search similarly to searching for words in Notepad; You're taken to the first entry containing that word, can use the next button to select the next one, etc. This is helpful itself to some extent, however I believe filter based searching would be much better and make it easier to find things you need without clutter. A practical example of what I mean: Let's say I'm quickly looking for a table to add to my scene. I open up a model browser. I type the word "table" in a filter field. This causes all models except those containing the word table to be filtered from the entity browser: The directory tree structure remains the same, you still expand folders and subfolders to see and select their contents... it's just that everything else is treated as it doesn't exist in that window, and empty directories (which don't contain contain assets matching the filter or subdirectories with such) are also not shown. This would make it easy to look at all tables available in the asset repository without being hindered by anything else, as if tables are the only models that exist in TDM at that moment.
  14. Ok, I know this might be a lot more complicated than Im aware, but Ive been thinking about a way of making it easier for most mappers to include new assets in their missions, from inside DR and with its guidance. Im thinking of a system just like the conversation gui, where you set the parameters and it writes the scripts for you, but in this case, something that will help you get assets in the game without having to deal with the laborious and error prone task of doing it manually: 1- I have an .ase file, and a bunch of maps for it; 2- I click on Import Asset, search for the model, and DR will then create the folders inside your project and place the model there; 3- The GUI would then search inside the file and prompt you to build the materials (or choose existing ones) for each mesh found in the model; 4- So for mesh A you would get a Material Creation gui, where you first search for the map (diffuse, normal or specular), then you choose the material type in a drop list (wood, metal, etc), and check yes or no for things like Self shadow, solid or non solid, etc. You can set it to be translucent, give it effects, maybe even adjust its levels and brightness and saturation, or strength for normals (is that possible with shader code?), make it emissive (choosing color and brightness), set its transparency (alpha) threshold or setup alpha blends, picking or creating each of the materials for it. Ideally, you would have a model preview window with the material you are creating being applied in real time, after each change. The existing model preview window in render mode should do. 5- Then its the same for mesh B and so forth; 6- You would be able to also check yes or no if the model is to be a moveable - you would then be able to choose physics characteristics (weight, bouncing sounds, etc), check ok for an automatic collision box, etc. 7- You would also be able to setup any skins for the model, picking existing ones or creating a new material for each; And more stuff that I forget. After that, DR would writte every file for you and place it inside the proper folder tree. It would writte the material shader, the skin def, the .cm file, everything. You wouldnt need to do research and go through existing assets, searching what would work for you, create you folder structure, edit text files by hand. The GUI would do that for you, just like the conversation or readable guis already do. The same GUI could be used for importing materials alone, without a model being involved - just skip to step 4, and you would be able to easily add new textures to your map on the fly, from inside DR. Is any of this realistic?
  15. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  16. How to design a not-very-good Doom level. Pack fifty high-tier monsters into a small hallway where the only way to fight them is to lower a lift that brings one or two down at a time. The player is stuck slaying them until boredom sets in. Of course he can take the lift up, but then he gets ripped a new one, emerging in the middle of the pack with no room to dodge.

    1. kano

      kano

      But, the level that preceded this one was quite fun.

    2. Zen3001
    3. Sotha

      Sotha

      Could the player get them to fight each other? At least in the original Doom (1993) it was possible to lure baddies to fight each other, which was hilarious.

  17. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
  18. Still spreading the word about TDM on forums to new peops... Funny to see people say "Awesome, I loved playing Thief back in the day!"

    1. Show previous comments  2 more
    2. kano

      kano

      Yes it was in a discussion where someone was saying how unhappy they are with the way game companies grant themselves permission to do whatever they like to your PC and personal info today. I pointed out that giving up games completely is an unnecessarily overkill solution when there are free games like TDM to play.

    3. Epifire

      Epifire

      Honestly the mod/Indie genre is still really booming right now. And they aint got no reason to do shady invasive privacy bs.

    4. Petike the Taffer

      Petike the Taffer

      What Epifire said. :-)

    1. Tarhiel

      Tarhiel

      Awesome, congratulations!!! :o

    2. Bikerdude

      Bikerdude

      Yup, all the remianing bugs were ironed out, so it nigh on perfect now.

    3. AluminumHaste

      AluminumHaste

      version 2.1 is now uploaded to mirrors ready to download.

  19. Hi guys, through the "cheats" topic I got the idea, that it would be quite useful, if there were tags for missions (the post was about removing the killing restriction in some missions to suit the prefered play style). I don't know how easy or difficult this is, but with them, it would be quite convenient to pick missions with playstyles, environment, etc one does want to use. This could also be expanded to other mission properties. I remember a discussion about climbable drains, handles on doors, that cannot be picked and other things the map author chooses for himself. That way these things would be clearer and as I said before, it is easier to choose missions with playstyles that suit oneself. What do think?
  20. can somebody fix the mainpage of our site? http://forums.thedarkmod.com/topic/19469-new-layout-error/

    1. nbohr1more
    2. Springheel

      Springheel

      It's under construction at the moment.

       

  21. Experimenting with TDM on Steam Link on Android. see topic http://forums.thedarkmod.com/topic/19432-tdm-on-steam-link-for-android/

    1. freyk

      freyk

      Did the TDM team removed D3's internal Joypad feature? (tdm works only with systemkey binders for joysicks)

    2. freyk

      freyk

      Thanks to shadrach, i got my joypad working in TDM on steam link!

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