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  1. Just finished mapping (on paper) out the one floor of my WIP.

    1. Goldwell

      Goldwell

      Nice! Do you have a release date in mind yet?

    2. SteveL

      SteveL

      I never even got that far with my one mapping attempt :-/ I kept restarting the plan as if I'd only ever make one map... and so made none. Stick with it!

    3. Dunedain19

      Dunedain19

      @Goldwell. Not yet!

       

      @Steve:. Thanks for the encouragement, this is my fourth attempt at making a map, and it's the furthest I've gone! So really want to make this one a reality for all of you to enjoy.

    1. nbohr1more

      nbohr1more

      I've got a little drool thing going on now... Sperry is one of those authors.

    2. Bikerdude

      Bikerdude

      Exactly..!! He is the one who inspired the Like's of Melan and Skacky!

  2. I was just wondering what the general consensus is on getting your FM to match the dark mod settings. I know the universe can be vague at times but usually maps and their style fit within the typical thief style universe. I would like to know how fellow mappers feel the importance of matching that universe is and if you guys & gals are open to new ideas or if the thought of that turns you off completely.
  3. Google mobile is on the forums online user lists (in addition to google)... never seen that before

    1. nbohr1more

      nbohr1more

      He's a pretty cool guy. You ask him to find stuff and he'll usually turn up the goods. A little nosy though...

  4. This thread is not about the technical aspects of mapping, or performance issues. It's about the "language" of TDM missions...the kinds of things that we would like to see mappers do consistently across missions to communicate things to players. For example, in nuThief, they used a white paint decal to communicate to the player where they could mantle something. I'm sure there will be some disagreement over these, but ultimately I'd like to put together a guide of "TDM Conventions" that players expect mappers to follow. Mappers are, of course, free to break those conventions, but they should have a good reason for doing so, and should recognize that players might not be expecting it. I'll start off with one that I know can be contentious: * Mappers should make it clear to players which doors can be frobbed and which can't, preferably by using a 'dummy handle' on decorative doors. There are several simple handle models that don't move when the player frobs them (like the round door-knocker handle or curved static handle). If doors can't open and are only for decoration, they should use these kinds of handles. It allows the player to tell from a reasonable distance that the door is just decorative, but it looks better aesthetically than having doors with no handle at all. Doors that can open should use the more complicated handle models that rotate or move. NEVER use the same door handles on both decorative and functional doors in the same map.
  5. Winter nights are coming, and I've got that mapping bug again. Time to catch up on TDM!

    1. Show previous comments  8 more
    2. kyyrma

      kyyrma

      It's a contrast thing. Cold and miserable outside, warm and comfy inside. Nothing better than hot cocoa, a warm blanket and your favorite book/music/movie /game in wintertime.

    3. Airship Ballet
    4. Xarg

      Xarg

      That's very true - I just prefer my winter in the middle of the year, so when I get my weeks off at the end of the year, I can actually do something with them.

  6. Personally I think this is the worst idea ever. The Reason forums has LOADS of info and knowledge, built up through years and years. I'm really sad to see it go away, and I can't understand why they've made this decision. https://www.propellerheads.se/forum/showthread.php?p=1579099#poststop
  7. Let's not clog this forum up with stupid questions. I'll put them all in one thread now. I'm trying to make an object frobable. I read the inventory tut and entered the required spawnrags but when I try to drop the model it just floats in mid air. It seems I have to add the porperty "drop_to_hands" and set it to 0 for the model to fall. This doesn't work for me though. Any ideas on what I'm doing wrong?
  8. I'm currently beta testing a map for SoulTear (screenshots are in the inspiration thread) that is so complex its pushing the perf envelope of that engine where, he is now runing into perf issues we have had to deal with for years The two primary issues he has are long sight lines and too many polys in a scene, I wonder what the equivalents are in The Darkengine (TDE) would be to visportals and draw-call count? And on a different note, I would love to build his map in TDM 2.03, it would royaly spank TDE on everything bar backed soft shadows etc.
  9. *Close DR* No mapping tonight. Tonight, I'll be playing! So many cool sounding new missions, what to choose.... Only a grayman mission will suffice. :)

    1. Show previous comments  1 more
    2. Sotha

      Sotha

      I suppose that could be next. "Home again" was fantastic, but after 2 hrs of careful sneaking my head is spinning. Focusing so hard for two hours straight is quite an exertion.

    3. Sotha

      Sotha

      Played it. Really good one.

    4. Goldwell

      Goldwell

      Thanks :) I'm well into building Part 2 now so hopefully that will be just as engaging :)

    1. Show previous comments  4 more
    2. lost_soul

      lost_soul

      I've been considering reinstalling TDS for a wile now... I've still got my original CDs. Have these guys fixed the bug where you get stuck floating? Last time I played TDS, that happened and I was unable to get out of it, so I ragequit.

    3. chakkman

      chakkman

      You can surpass that bug by drawing your bow, performing a shot, and draw your blackjack when the bow is tensioned, to abort the bow shot. I'm hoping it's fixed in the Gold patch too though. Alongside the thing where you move sideways, when peeking left or right.

    4. nbohr1more

      nbohr1more

      @Biker Hmm.

       

      Build TDM mission in DR.

       

      Export as portions as ASE

       

      Edit in Blender and export in TDS compatible format

       

      Import into T3ED

       

      Edit

       

      Release TDS mission...

       

      (or just stick with TDM)

  10. Mapping tip 2: Ghost key. When you move an AI on different difficulty levels, don't forget to move objects bound to them.

    1. Vae

      Vae

      I will remember that when I get started on my first mission :)

      Really want EFX though!

    2. PranQster

      PranQster

      ..but it's fun to watch keys venture down hallways on their own :)

  11. Mapping tip of the day: telling a single entity "don't spawn" on difficulty 2 and "use origin X" on difficulty 2 results in a hard crash.

    1. Springheel

      Springheel

      I guess telling it to 'not exist' and 'be somewhere specific' at the same time causes some kind of logic implosion.

    2. Xarg

      Xarg

      Schrodinger's entity?

    3. Bikerdude

      Bikerdude

      Is this also in the tip of the day thread Springs..?

    1. Obsttorte

      Obsttorte

      This looks cool, somehow oldschool in a nice way.

    2. demagogue

      demagogue

      I hope the gameplay is unique to justify him reinventing the wheel instead of, e.g., just forking off of us. The art design looks good.

  12. Started mapping again. I hope this time I'll fnd the motivation to bring it to an end. I have half a dozen half-finished FM's on my plate, several months of work. *Have to kick myself in the ass*

    1. Show previous comments  7 more
    2. Lux

      Lux

      Thank you sir, I'll have another! (asskicks)

    3. Moonbo
    4. Bikerdude

      Bikerdude

      @Baal, yeah mister now get back to work on our map you!

  13. take a look at the screens below in this link: https://github.com/R...-3-BFG/releases
    1. Show previous comments  1 more
    2. Obsttorte

      Obsttorte

      Part two is recorded. Now I only need to add the subs and rip it down. Should be on youtube tomorrow.

    3. Lux

      Lux

      can't wait.

    4. demagogue

      demagogue

      I didn't know that first trick setting up the base, so thanks for that.

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