Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/new feature?/' or tags 'forums/new feature?/q=/tags/forums/new feature'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. i am so euphoric to see new FMs keep coming out and I am keen to try it out in my leisure time, then suddenly my PC is spouting a couple of S.M.A.R.T errors...

    tbf i cannot afford myself to miss my network emulator image file&progress, important ebooks, hyper-v checkpoint & hyper-v export and the precious thief & TDM gamesaves. Don't fall yourself into & lay your hands on crappy SSD

     

    1. Show previous comments  4 more
    2. The Black Arrow

      The Black Arrow

      -SNAP- somehow the forum double posted the same message, I think we are in The Twilight Zone of the Internet.

    3. taffernicus

      taffernicus

      @The Black Arrow woah i remember the time when SSD was in its infancy. This took me back to late 2011 to 2013 when the capacity of ssd was extremely small (with the smallest one ranging from 40 to 60Gb) and utterly expensive. It costed an arm and a leg to buy SSD with the capacity of 120GB and above. You would often see big brands like Intel (intel 3xx and 5xx), OCZ and corsair fighting SSD market dominance. On that day, most people on tech forums advised you to put the OS on SSD and leave the HDD as the second storage because there was a notion that ssd is not good for long term data storage. Despite a series of ads showing that ssd makes your system faster, at that time I wasn't interested in upgrading to ssd because win7, 8.1 and early version of windows 10 could run fine on spinning disk. It was not until windows 10 1809/1903 that i felt it had become unusable on spinning disk.

    4. taffernicus

      taffernicus

      anyway thank you for the suggestions. i feel like i have to swallow a bitter truth that SSD sometimes doesn't give you a hint in advance when it's on the way out as opposed to HDD. I've seen the worst with HDD : click of death, rough scratching sound and etc. My anecdote is that even though I didn't see anything suspicious about the s.ma.r.t status through the crystaldiskinfo and hdtune software, the end result is that I still get severe errors suddenly.

      I think i have neglected SSD maintenance guide. Yep this is purely my own fault. First, I should reevaluate running multiple hyper-v VMs on SSD. I guess the heavy I/O of the VMs could put a strain to SSD wear leveling. Second, i should closely monitor SSD operating temperature , the third is i should do due dilligence when it comes to buying a good SSD and the last is the importance of having UPS(not because my area often has power outages & power brownout but because the electronics in my house often experience short circuits and tripping the circuit breaker)

  2. I like the new frob highlight but it would nice if it was less "flickery" while moving over objects (especially barred metal doors).

    1. Show previous comments  1 more
    2. OrbWeaver

      OrbWeaver

      New for me, but I don't think it's that new in development terms. I just haven't updated my SVN for a while.

    3. datiswous

      datiswous

      Do you mean the frob outline?

       

    4. OrbWeaver

      OrbWeaver

      Yes, the white outline which appears around the frobbed object.

  3. I've been gone for a while, but now I'm back, have a new desktop and I want to get back to making missions and playing missions. And doing other contributions. Waiting for my reset password for the wiki, but I'll take a look at it soon. Hello, all. :)

    1. Show previous comments  1 more
    2. Petike the Taffer

      Petike the Taffer

      I already wanted to revisit the forums this past autumn and winter, but other stuff kept me busy. Now that I've jumped over to 64-bit TDM on a brand new machine, I also want to revisit my old FM projects and complete a smaller FM.

    3. thebigh

      thebigh

      New missions! New missions! *happy noises*

    4. datiswous

      datiswous

      Btw. in case you come across these 2 pages on the wiki, I modified them quite a bit after you left:

      The contents of the Entity database was hidden and therefore no search could be made on it's contents (everything that is hidden does not excist for search and this makes it kind of useless i.m.o.). I restructured it so everything is always visible (with a back to top-index link after each section).

  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. The new version of DR is crashing on startup, and an older version (2.8), the one I'm trying to update, still opens fine. Do you know of any reason why the new version of DR would crash over older versions and a fix that I might try? Also, I set the initial configuration "mission" slot to a possibly bunk folder, and I wonder if that's contributing to the crash. So I wanted to know how to either reset the initial config window, or anyway where the config file is so I can either delete it or edit it directly. Edit: Okay, I found the config file in ...\AppData\Roaming\DarkRadiant. I deleted it, I redid the initial config & left off the mission info, and it did reset. But that didn't stop the crash on start up. So it must be for some other reason. This laptop uses an Intel graphics card (not a specialized one), so that might be related to the crash too. Anyway if you know how I can stop the crash, let me know, otherwise I'll use the older version. This is a convenient little laptop to build on, even without a graphics card.
  6. I just recently became aware of this feature: https://wiki.thedarkmod.com/index.php?title=Particle_collisions_and_cutoff Unfortunately I completely missed it, as when I went to create weather effects in my FMs I just followed this (which doesn't mention it): https://wiki.thedarkmod.com/index.php?title=A_-_Z_Beginner_Full_Guide_Page_3#Rain_and_Snow The point of this thread is to a) make people aware of it and b) gather feedback from any mappers that have used it so we can get some mapper-focused documentation in the Wiki. The page above is great for background information about how it works, but as a mapper I really just want to know: What are the limitations of this (i.e. when should it be used and when shouldn't it be used)? Why isn't it the default behaviour? Why all this work to get it into the map? What built-in support for it exists (particle definitions, materials, etc). Do I need to create all this stuff myself? Texture layout vs. Linear layout: what's the difference in the end, pros/cons, why would I use one over the other... Why does it need a separate command (runParticle)? Can this just not be bundled in with dmap? A clear, step-by-step instruction on how to implement it in a map from beginning to end using a simple use case. Tagging some users who have relevant experience with this: @stgatilov @Goldwell @Amadeus
  7. This pinned thread's purpose is to collect links to all the discussion threads for new features to be added in 2.12: [2.12] Multi-addons support [2.12] Auto-search bodies [2.12] Turrets Allow mantling while carrying a body New lean for 2.12 Frob to use world items [2.12] Viewpos on player HUD and screenshots English Subtitles for AI Barks Subtitle Enhancements [2.12] Improved Interaction Culling and a related bug report thread HERE As well as older feature collection threads: [2.10] Feature discussion threads [2.11] Feature discussion threads
  8. If you find the new Beatles song "Now and Then", which was created with the help of AI, totally boring, then you should better play the mission of the same name by our esteemed mission maker friend joebarnin, because the latter is actually a creative milestone!

    1. Show previous comments  1 more
    2. JackFarmer

      JackFarmer

      @datiswous You are right, no doubt about that! 😆

    3. chakkman

      chakkman

      Whoever had the Schnapsidee to let A.I. write music should be crucified anyway. ;)

    4. Arcturus

      Arcturus

      The song was not written by AI. They simply separated piano and vocal in the Lennon's 1970s demo recording. The song is from the same demo tape as the two songs released in 1995.

      They already used the same "AI" tool in the "Get back" documentary to isolate conversations.

      Here's the original recording:

      And here's a comparison of the two versions:

      "Revolver" album was also remastered this way last year. Most Beatles records were made on a 4 track and thanks to machine learning instruments can be separated and remixed.

       

  9. TDM Modpack v3.6 released!

    Check out the new Flash Grenade Mod.

  10. I'm looking for some beta testers for my new mission, A Night in Altham: This is a large mission - not gigantic like Iris or The Painter's Wife, but bigger than anything I've done before. Content warning: In the next day or so I'll put up a thread in the beta testing forum, with a link to the pk4. Thanks!
  11. There's a lighting issue in "William Steele 1: In the North" at -1153.92 3523.22 -955.75 29.8 -145.6 0.0 There's a candle on the other side of the wall. In 2.12 dev, that candle's light leaks through the wall at the base of the door as seen in the video, comparing 2.11 and 2.12-r10451.
  12. Demonstration Video I wondered if I could implement an improved lean for The Dark Mod. How was the result? Please see for yourself by checking out the video. The video shows: Leans from multiple games that show less view angle and more slide. Comparison between Thief and this lean proposal. Comparison between TDM 2.11 and this lean proposal. Aiming and shooting arrows while standing and crouching. Tap lean ability. Motivation There is something about the original Thief game's lean that feels really good. It feels close to actually peeking around a corner while not jarring the view. In an interview with former Looking Glass Studios developers, the interviewer asks them how they got leaning to feel so good while other FPS games have not. In a tweet by NamelessVoice, the author of the widely used Thief FM script library called NVScript, he said: New Lean Proposal Provide a lean that is more similar to Thief-style lean. Less view angle, more slide. Feels more natural, less awkward. Easier to aim and shoot arrows. Unlean more quickly. Feels like snapping your head back after suddenly seeing a guard. Improved lean during crouch. Compared to TDM 2.11, this lean can be used to see more around corners while crouched. Tap lean ability. Compared to TDM 2.11, this lean allows pressing the lean keybinding in rapid succession. Other: Fixed "lean getting stuck sometimes" bug in TDM 2.11. Fixed "lean getting stuck after saved game load" bug in TDM 2.11. Technical Details Bug Tracker https://bugs.thedarkmod.com/view.php?id=6320 Cvars At the moment, the new lean is toggled on via the tdm_lean2_mode cvar. Other cvars include: pm_lean2_time_to_lean (default "400") pm_lean2_time_to_unlean (default "300") pm_lean2_slide (default "200") pm_lean2_angle (default "8") pm_lean2_angle_mod (default "0.5") However, I didn't know how to proceed with this section. Does the new lean replace the old lean? Does the new lean become the default while keeping the old lean available? Code TDM 2.11 uses a sine easing function. Instead, this new lean uses a cubic bézier easing function. For a 2.11-Like Lean For a lean that is similar to 2.11, its cvars can be set to the following: pm_lean2_slide "100" pm_lean2_angle "18" pm_lean2_angle_mod "0.8" The following video shows a comparison between 2.11 and this new lean proposal with those cvar settings.
  13. Complaint From Players The player must pick up candles before extinguishing them, and then the player must remember to drop the candle. The player must drag a body before shouldering it (picking it up), and the player must remember to frob again to stop dragging the body. The player finds this annoying or easy to make mistakes. For players who ghost, some of them have the goal of returning objects back to their original positions. With the current "pick up, use item, and drop" system, the item might not return easily or at all to its original position. For example, a candlestick might bounce off its holder. (See player quotes at the bottom.) Bug Tracker https://bugs.thedarkmod.com/view.php?id=6316 Problems to Solve How can the "pick up" step be eliminated so that the player can directly use or interact with the item where it is in the game world? How can so much key pressing and mouse clicking be eliminated when the player wants to directly use an item? How can candles be extinguished and lanterns toggled off/on without first picking them up? How can bodies be shouldered without first dragging them? Solution Design Goals Make TDM easier for new players while also improving it for longtime players. Reduce tedious steps for common frob interactions. Make it intuitive so that menu settings are unnecessary. Do not introduce bugs or break the game. Terms frob -- the frob button action happens instantly. hold frob -- the frob button is held for 200ms before the action happens. (This can be changed via cvar: 200ms by default.) Proposed Solution Note: Some issues have been struckthrough to show changes since the patch has been updated. Change how frobbing works for bodies, candles, and lanterns. For bodies: Frob to shoulder (pick up) a body. Second frob to drop shouldered body, while allowing frob on doors, switches, etc. Hold frob (key down) to start drag, continue to hold frob (key down) to drag body, and then release frob (key up) to stop dragging body. Also, a body can be dragged immediately by holding frob and moving the mouse. For candles/lanterns: Frob to extinguish candles and toggle off/on lanterns. Hold frob to pick it up, and then frob again to drop. Frob to pick it up, and then frob again to drop. Hold frob to extinguish candles and toggle off/on lanterns. For food: Frob to pick it up, and then frob again to drop. Hold frob to eat food. For other items: No change. New cvar "tdm_frobhold_delay", default:"200" The frob hold delay (in ms) before drag or extinguish. Set to 0 for TDM v2.11 (and prior) behavior. Solution Benefits Bodies: New players will have less to learn to get started moving knocked out guards. With TDM v2.11 and earlier, some players have played several missions before realizing that they could shoulder a body instead of dragging it long distances. Frob to shoulder body matches Thief, so longtime Thief players will find it familiar. Second frob drops a shouldered body. Players still have the ability to both shoulder and drag bodies. Compatible with the new auto-search bodies feature. Dragging feels more natural -- just grab, hold, and drop with a single button press. There is no longer the need to press the button twice. Also, it's no longer possible to walk away from a body while unintentionally dragging it. Set "tdm_frobhold_delay" cvar to delay of 0 to restore TDM v2.11 (and prior) behavior. Candles: New players will have less to learn to get started extinguishing candles. With TDM v2.11 and earlier, some players didn't know they could extinguish candles by picking them up and using them. Instead, they resorted to throwing them to extinguish them or hiding them. Hold frob to extinguish a candle feels like "pinching" it out. Once a candle is picked up, players still have the ability to manipulate and use them the same way they are used to in TDM v2.11 and earlier. For players who ghost and have the goal of putting objects back to their original positions, they'll have an easier time and not have to deal with candles popping off their holders when trying to place them back carefully. Set "tdm_frobhold_delay" cvar to delay of 0 to restore TDM v2.11 (and prior) behavior. Solution Issues Bodies: Frob does not drop a shouldered body, so that might be unexpected for new players. This is also different than Thief where a second frob will drop a body. "Use Inv. Item" or "Drop Inv. Item" drops the body. This is the same as TDM v2.11 and earlier. This is the price to pay for being able to frob (open/close) doors while shouldering a body. Patch was updated to drop body on second frob, while allowing frob on doors, switches, etc. Candles: Picking up a candle or lantern requires a slight delay, because the player must hold the frob button. The player might unintentionally extinguish a candle while moving it if they hold down frob. The player will need to learn that holding frob will extinguish the candle. The player can change the delay period via the "tdm_frobhold_delay" cvar. Also, when the cvar is set to a delay of 0, the behavior matches TDM v2.11 and earlier, meaning the player would have to first "Frob/Interact" to pick up the candle and then press "Use Inv. Item" to extinguish it. Some players might unintentionally extinguish a candle when they are trying to move it or pick it up. They need to make sure to hold frob to initiate moving the candle. When a candle is unlit, it will highlight but do nothing on frob. That might confuse players. However, the player will likely learn after extinguishing several candles that an unlit candle still highlights. It makes sense that an already-extinguished candle cannot be extinguished on frob. The official "Training Mission" might need to have its instructions updated to correctly guide the player through candle manipulation training. Updating the training mission to include the hold frob to extinguish would probably be helpful. Similar Solutions In Fallout 4, frob uses an item and long-press frob picks it up. Goldwell's mission, "Accountant 2: New In Town", has candles that extinguish on frob without the need of picking them up first. Snatcher's TDM Modpack includes a "Blow / Ignite" item that allows the player to blow out candles Wesp5's Unofficial Patch provides a way to directly extinguish movable candles by frobbing. Demonstration Videos Note: The last two videos don't quite demonstrate the latest patch anymore. But the gist is the same. This feature proposal is best experienced in game, but some demonstration videos are better than nothing. The following videos show either a clear improvement or that the player is not slowed down with the change in controls. For example, "long-press" sounds long, but it really isn't. Video: Body Shouldering and Dragging The purpose of this video is to show that frob to shoulder a body is fast and long-press frob to drag a body is fast enough and accurate. Video: Long-Press Frob to Pick Up Candle The purpose of this video is to show how the long-press frob to pick up a candle isn't really much slower than regular frob. Video: Frob to Extinguish The purpose of this video -- if a bit contrived -- is to show the efficiency and precision of this proposed feature. The task in the video was for the player to as quickly and accurately as possible extinguish candles and put them back in their original positions. On the left, TDM v2.11 is shown. The player has to highlight each candle, press "Frob/Interact" to pick up, press "Use Inv. Item" to extinguish, make sure the candle is back in place, and finally press "Frob/Interact" to drop the candle. The result shows mistakes and candles getting misplaced. On the right, the proposed feature is shown. The player frobs to extinguish the candles. The result shows no mistakes and candles are kept in their original positions. Special Thanks @Wellingtoncrab was instrumental in improving this feature during its early stages. We had many discussions covering varying scenarios, pros, and cons, and how it would affect the gameplay and player experience. Originally, I had a completely different solution that added a special "use modifier" keybinding. He suggested the frob to use and long-press frob to pick up mechanics. I coded it up, gave it a try, and found it to be too good. Without his feedback and patience, this feature wouldn't be as good as it is. Thank you, @Wellingtoncrab! And, of note, @Wellingtoncrab hasn't been able to try it in game yet, because I'm using Linux and can't compile a Windows build for him. So, if this feature isn't good, that's my fault. Code Patch I'll post the code patch in another post below this one so that folks who compile TDM themselves can give this proposal a try in game. And, if you do, I look forward to your feedback! Player Complaints TTLG (2023-01-10) Player 1: TDM Forums (2021-03-13) Player 2: Player 3: TDM Forums (2023-06-17) Player 4: TDM Discord (2021-05-18) Player 5: TDM Discord (2023-02-14) Player 6: Player 7: Player 8:
  14. Who is actually working on new missions right now? That I, the greatest mapper of all times (and I say this in all modesty, it is innate in me) am working on something epochal is clear to everyone by now. But who else is working on new missions? Please let me, your God, know, because it's so depressingly quiet here and I don't like to post pictures all the time, because even for me it gets a bit too boastful (although justified) with time.

    1. Show previous comments  15 more
    2. JackFarmer

      JackFarmer

      @cvlwThen you are miles ahead of me, I have never managed to create a real existing building in DR. That's quite an accomplishment and you're in good company, as many of our Mission Maker colleagues model their buildings this way as well.

    3. cvlw

      cvlw

      For what it is worth, this is the church building:
      https://www.google.com/maps/@44.9471922,-93.0991573,3a,75y,359.64h,106.29t/data=!3m6!1e1!3m4!1su1fFTQjg-h6otT-rj5vQ-g!2e0!7i13312!8i6656?entry=ttu

      The nature of this type of church layout is left-right symmetry which settles into a fat grid quite nicely.

      Now an interesting story to shoehorn into this thing... that is the challenge!

    4. datiswous

      datiswous

      Some church building modules would be nice, so peeps can build variations easily

  15. TDM Modpack v3.4 released!

    Check out the new Blinking Items Mod...

    1. demagogue

      demagogue

      Do you want to put up a link to it?

    2. snatcher

      snatcher

      Thanks, done.

  16. Currently mappers can't edit the objective screen gui. 1. But let's say you create a mission where you don't want any difference in difficulty, or set it in a different way, then I think you should be able to remove the 3 difficulty selections from the objective/dificulty screen. (Edit: Not possible yet, but objectives could be set in mission briefing and then difficulty selection screen can be skipped, See below.) 2. Also, maybe you don't want to list the objectives on an objective screen before mission start. Maybe you want to have a mission briefing, start the mission and after that give the objectives somewhere during the mission. Or maybe you want players to select difficulty inside the mission in some way. In this case there's no need for the objectives screen and you might as well skip this screen. (Edit: Already possible with #define ENABLE_MAINMENU_DIFF_SELECT 0 in mainmenu_custom_defs.gui )
  17. Well that was fun, I managed to get my account locked for half an hour Top tip Delete all the cookies for the forum along with any saved passwords before trying to log back in
  18. In this hypothetical scenario Embraces Group puts you in charge of the creative team in charge of creating a new Thief game. You don't have to do any coding or any of the complicated boring bits and what you say goes. What would the games plot be? Would it be a sequel? prequel? reboot or maybe something else? What new features would be in the game that we haven't seen before in Thief or The Dark Mod? Can't think of any more question right now but I'm sure you'll have your own interesting ideas beyond anything I've asked.
  19. I'm running a fresh install of Fedora 37, and installed DarkRadiant 3.8.0 via the Flatpak installer. Trying to create a new XY view crashes DarkRadiant every time. I checked in Windows 10 and the same behavior doesn't occur. Are there any log files or other info I can present that might help?
  20. Sadly, since "In Plain Sight" in 2022 08.07. there was no more new fan missions available in the Missions section of "thedarkmod.com". Is there any specific reason for this ? Is no one producing new missions anymore? Greetings Martin
  21. Hi I'm thinking of buying a new pc. Or at least mobo+cpu+memory (and possibly cooler). Last time I bought this combo was 10 years ago, so I thought maybe it's time for an upgrade.. I was thinking of going for AMD Ryzen, do you think it's currently really worth it to go for an AM5 cpu? All in all I find it kind of expensive and AM4 cpu's are still good performing, so I'm not sure I need the newest tech. On the other hand going for AM5 is more future proof I guess.. Also, I was first thinking of going for an X3d processor, but then gathered I'm actually not gaming that much (and not high demanding games) and the gpu will stay midrange anyway and thus be the bottleneck ? I wonder if the price of the 5800X3d will go down when the zen4 variant arrives. Currently thinking about Am4 combo: Ryzen 5700X 32 gb ram (3200mhz) Asrock B450 Steel Legend My current (Cooler master) cpu cooler is good enough I think, but I don't know if I still have the needed AM4 attachment (curently using it on an Intel cpu).
  22. Happy new year!

    I thought that I wouldn't like "House of the dragon" because I didn't like the ending of the predecessors.

    I am now pleasantly surprised; until episode 7 the focus is on dialogues, I like it very much...besides, I am now allergic to all the violence orgies. I can't take it anymore.

    All this senseless violence in Westworld, Game of Thrones, Colony, Walking Dead...or maybe there is something wrong with me anymore.

    1. Show previous comments  3 more
    2. Xolvix

      Xolvix

      @chakkman JackFarmer said he didn't like the ending of the predecessors, which I interpreted to mean he didn't like how Game of Thrones ended, a view I strongly agree with. In my case that doesn't mean I don't like Game of Thones, hell I was a big fan at the time... at least until the final season. The way the series ended just destroyed any sense of rewatchability given all the fan theories and drip-fed mysteries basically accounted to nothing and so much character development was ultimately wasted. That was my fear with House of the Dragon but it sounds like it's decent enough to give it a shot.

    3. chakkman

      chakkman

      @Xolvix Ah, I overlooked the "ending". Ok, but, I don't think the last season was so much more violent and brutal than the rest of the series. Of course, there is some violent stuff in the series overall, but, hey, middle age fantasy and stuff. I even think it added to the series. Just "fits" the Game of Thrones theme somehow.

      The last season was definitely bullshit, but not for the violence. Already in the first episode, I wonder WTH the makers smoked to bring such uninspired and absolutely not fitting the rest of the series stuff. I even stopped watching after eipsode 3, and skipped the rest, because I didn't want to spoilt the series as a whole. That's how bad I think it was. As if someone hired a high school kid as a story writer for the last season.

    4. Xolvix

      Xolvix

      Game of Thrones fell off the rails because the two guys behind the show were excellent at adapting stories already written for them by George R.R. Martin. They weren't so good once they ran out of book material and had to come up with new stories though.

      Interestingly the violence never put me off when watching Game of Thrones, but I can certainly understand when someone gets fed up with excessive violence being used in a lot of media and they just want something a bit less brutal. I feel the same way occasionally, it can get exhausting.

       

  23. Acolytesix

    New PC :)

    Hi guys, just wanted to let everyone know I bought a brand new gaming pc, so now I can beta test without anymore problems I'm gonna go play long awaited Lucy now
  24. Should first mention this isn't a request as the change is something I should be fully capable of doing on my own: The engine fully supports it and I already used this setup when I imported a bunch of custom models, it just needs to be done for the vanilla ones... something similar was recently implemented to allow torches to have colored flames, this is kinda the same thing but for characters instead. I wanted a discussion thread first so I know if other mappers and players want this and will use it, also if the devs would accept it if I was to do the work. TDM allows all model entities to contain a grayscale texture which can be set to any color via the "_color" spawnarg of the entity. The only requirement is having the appropriate textures then simply adding your paint image to the material with the "colored" keyword: // Shirt { blend diffusemap map models/md5/chars/guard/body_shirt colored } I'd like some of the AI characters to support this for setting custom colors on clothes. Imagine you make a city where you want the city watch to be red instead of the default blue as it would fit your theme better, you'd just set "_color 0.5 0 0" on your guard and you have them representing your faction of choice! It would be just as useful on civilians to easily obtain more unique characters without needing extra assets for each... what if you want the nobleman with the green tunic to have a purple tunic, or the noblewoman with the blue dress to have a red dress? Obviously this requires editing the character textures... I've done this sort of thing many times in Gimp fortunately, might even be able to generate them with a bash script using ImageMagick; The color just needs to be extracted from the base diffuse texture, desaturated, then put in a separate image as an intensity map. By saving it as grayscale with no alpha channel it should take up little extra space, granted the engine doesn't have issues with grayscale tga / dds compressed images (all specular maps should also be using that). Obviously each affected character would have a default "_color" spawnarg matching the default color so existing FM's won't see any changes. There's only one issue here: Due to the colorization technique being different, there's likely no way it can be made to look the exact same way... the clothes may appear just a little more or less bright or saturated, not by a lot just that it likely won't be perfectly the same. Is that considered too breaking to be accepted, or are there other reasons why anyone believes I shouldn't spend time on this?
×
×
  • Create New...