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  1. For the FM? For beta 1 it's here: https://drive.proton.me/urls/H1QBB04GA0#oBZTb1CmVFQb I've already done around 100 fixes though, so you might want to wait for beta 2 which should be ready in a couple of days hopefully. All links are in the first post of the beta thread here: https://forums.thedarkmod.com/index.php?/topic/22439-the-lieutenant-3-foreign-affairs-beta-testing/
  2. A somewhat goofy content pack, but coincidentally I was just thinking that I could use some more varied pipe models for my WIP FM. Thanks for releasing this!
  3. @Ansome's question is correct. Nothing in real life ever has a perfectly sharp corner, and one of the pieces of advice often given to newbie modellers trying to make things look realistic and avoid the "obvious CG" look, is to give sharp edges a tiny bevel so they look like something that might be manufactured in real life. The problem you've got in DarkRadiant is (1) dealing with tiny bevels using regular brush geometry is awkward, and (2) brushes aren't smoothed at all (unlike the cube on the right which actually has full smooth shading which you don't notice because of the tiny bevel). So unless you're willing to create imported 3D models with smoothed bevelled edges and place them on the corner of your buildings, adding bevels in brushwork might be more trouble than it's worth. Probably the most important things with brickwork corners is to make sure the bricks line up properly. There's nothing more obviously CG than a plastered-on brickwork texture which just ends in an unrealistic column of cut-off bricks, with mortar joints that are completely unaligned with the brickwork on the adjacent face.
  4. The Blender export scripts have been updated to work with the new Blender 4.1 series. In this Blender version, they removed "Autosmooth" altogether, along with the corresponding parts of the Python API. This meant that the "Use Autosmooth settings" option had to be removed from the LWO exporter, where it was previously the default setting. The new default is "Full", which smooths the whole mesh, giving similar behaviour to ASE models, although "None" is still an option if you want a completely unsmoothed mesh.
  5. BTW, my concern about #str values is about those distributed in FM-specific .lang files. For standard assets, where the info would be in tdm_base01.pk4/all.lang and its derivative .lang files, I guess that's less of a problem. In that case, maybe, instead of using a #str_<number>, you could use a fixed prefix, like: #str_shouldered_<english_name> or #str_moveable_<english_name> That is, like #str_shouldered_chair A general string like that might be used with multiple different chair models, as you intended. If the author overrode the shouldered name with a non-#str name: #str_shouldered_chair --> cushy chair with clue then any translated general strings would be hidden, and just the English version shown.
  6. Interesting idea. Not sure about my upcoming time availability to help. A couple of concerns here - - I assume the popup words uses the "Informative Texts" slot, e.g., where you might see "Acquired 80 in Jewels", so it likely wouldn't interfere with that or with already-higher subtitles. - There are indications that #str is becoming unviable in FMs; see my just-posted: https://forums.thedarkmod.com/index.php?/topic/22434-western-language-support-in-2024/
  7. In post https://forums.thedarkmod.com/index.php?/profile/254-orbweaver/&status=3994&type=status @nbohr1more found out what the Fixup Map functionality is for. But what does it actually do? Does it search for def references (to core?) that don't excist anymore and then link them to defs with the same name elswhere? Also I would recommend to change the name into something better understood what it is for. Fixup map could mean anything. And it should be documented in the wiki.
  8. so some models have 128 bit and others 192 ??? though pretty much all reviews state the bus is only 128 bit wide so did nvidia up the ante in some later 12gb models to battle bad reviews . the table also seems weird as the ti models all have a 256 bit bus even the 3060 ti but there are no 12 gb 3060 ti models as far as i can see.
  9. Is it possble to make skins for brushes/patches by conferting them to func_static? Models are func_static when you add them in DR, but in the skin file you reference them with the model name instead of the entity name. When you convert a brush/patch though, it converts it uses a model with the same name as the entity name, so in this case func_static_1 for example. Would it be enough to use that in the skin file? Allthough the wiki article states it's important to add an extension.
  10. I don't think any declaration names can start with numbers; I doubt this is something specific to skins. This is similar to the rule in most programming languages where you can have a variable called "a1" but not "1a". However you can organise skins into virtual folders using forward slashes, and individual folder elements can start with numbers. The example in the D3 documentation is "skins/models/weapons/3rox".
  11. I would like to recommend adding "Warning: Skin names cannot start with numbers, as it will cause models to appear black in-game."
  12. So these alternative arrow models are courtesy of Kingsal. He made them for his Volta campaign and has allowed myself and other mappers to use them if they want. You can find them in my FMs as well as Goldwell's.
  13. It's strange this is not mentioned on the wiki page.. I do find it logical in program logic. Cool, didn't think of that. I wonder if it's possible to do something like this: skin one_brick_teal_blue { model models/title_models/walls/wooden_frame/straight_frame/* textures/darkmod/plaster/plaster_01 textures/darkmod/stone/brick/blocks_tealblue_dark } So you can make folders of specific models that you can skin in the same way.
  14. I wonder about the alternative models for the arrows. Have they been used in other missions too already? I really like them, maybe I could extract them to my directory to use them in general for the game?
  15. AHA, you're indeed correct! Changing the skin names so they start with "a1"' did the trick! This was actually a successful experiment I was trying out! The wiki goes into some detail about making "general skins" that can affect all models. My hope was that, if I made two models using the same skins, then I could just write a single skin file that would change all of them! For example, since "Straight Frame" and "V-Frame" models both use plaster_01 as their main background... ...all I have to do is make a general skin to change that specific plaster texture... ...and then any of the "V-Frame" and "Straight Frame" models can have different backgrounds! It's not a perfect system, as some skins just don't contrast well with the wooden beams, but I should still be able to get a LOT more out of my models now!
  16. Your skins don't have a model specified in the skin code. How do you think it works that way? Edit: The reason this happens (I think) is that the skin name cannot start with a number. skin one_brick_teal_blue { model models/title_models/walls/wooden_frame/straight_frame/straight_frame_wall_128_x_128.ase textures/darkmod/plaster/plaster_01 textures/darkmod/stone/brick/blocks_tealblue_dark }
  17. Nothing regarding the skin, though I didn't have much time to look this morning. Sure! The map is "talents", and you should be able to find the proper models/skins from the post above. File size was too big, despite compression. Here's a file containing the models and skins. You should be able to find the related ones using the directories in previous posts. models and skins.7z
  18. Alright, new problem with making these skins (or should I make a new thread about this?) Why are my skinned models coming up black? Here is my updated code for a simple skin. And here is the model in the skin editor, changed to its creamy, plaster version. Yet for some reason, all of my skins are pure black. The wiki says this is caused by the editor not finding the skin definition, and that there are spelling errors somewhere. I am not sure what this means, though, since all of my directory paths are spelled right (otherwise, how would the skin editor display them perfectly fine?) Does the name of the file have to match the declared skin name?
  19. Ooohhhhhh, it's twitching in the build intenstine, as we say in Sweden (or do we? :D) I'm quite eager to create something. But they're releasing new skaven models for Age of Sigmar 4 this summer... And I have a 2 year old... And work... And a girlfriend... And too little time... I will try to create something at least. If I run out of time, I'll run out of time; then I at least have built something that can be released after the contest... Count me in, with the caveat that I may pull out before deadline...!
  20. Yes. Sure, I will change it, but I do mind. In addition to changing the forum title, I have also had the name of the pk4 changed in the mission downloader and the thiefguild.com siteā€™s named changed. It's not just some "joke". The forum post and thread are intended to be a natural extension of the missionā€™s story, a concept that is already SUPER derivative of almost any haunted media story or most vaguely creepy things written on the internet in the past 10 or 15 years. Given your familiarity with myhouse.wad, you also can clearly engage with something like that on some conceptual level. Just not here on our forums? We can host several unhinged racist tirades in the off-topic section but canā€™t handle creepypasta without including an advisory the monsters arenā€™t actually under the bed? (Are they though?) I am also trying to keep an open mind, but I am not really feeling your implication that using a missing person as a framing of a work of fiction is somehow disrespectful to people who are actually gone. I have no idea as even a mediocre creative person what to say to that or why I need to be responsible for making sure nobody potentially believes some creative work I am involved in, or how that is even achievable in the first place. Anyway, apologies for the bummer. That part wasnā€™t intentional. I am still here. I will also clarify that while I love the game, I never got the biggest house in animal crossing either. In the end Tom Nook took even my last shiny coin.
  21. A couple of things you can try (yes .ase files should work): I'm no expert with models, but do you have a field in the .ase file that looks something like this: *MATERIAL_NAME "textures\darkmod\plaster\plaster01" ? If the material name there isn't exactly as you specify in the skin it won't get replaced Check the console log in DarkRadiant to see if you have any errors when loading the skin. It's there in the 'console' tab.
  22. I've seen fun workarounds like that in other game modding as well. Years ago, maybe even a decade, some fella who was making a mod for Mount & Blade over at the Taleworlds forums revealed that he put invisible human NPCs on the backs of regular horse NPCs, then put the horse NPCs inside a horse corral he built for one of his mod's locations/scenes and then did some minor scripting, so the horses with invisible riders would wander around the corral. The end result was that it looked they're doing this of their own will, rather than an NPC rider being scripted to ride around the corral slowly. Necessity is the mother of invention. I don't know about the newest Mount & Blade game, but the first generation ones (2008-2022) apparently had some sort of hardcoded issue back in the earlier years, where if you left a horse NPC without a rider in its saddle, the horses would just stand around and wait and you couldn't get them to move around. Placing an invisible rider in their saddles suddenly made it viable again, at least for background scenes, of riderless horses wandering around, for added atmosphere. First generation M&B presumed you'd mostly be seeing horses in movement with riders, and the only horses-wandering-loosely animations and scripting were done for situations when the rider was knocked off their horse or dismounted in the middle of a battle. Hence the really odd workarounds. So, an invisible NPC trick might not be out of the question in TDM, even though you could probably still bump into it, despite its invisibility.
  23. I plan to gradually try out all or most of the different path node types and adjust them depending on the interaction. Though I don't plan to use it in this particular mission, I have a keen interest in the follow type, as I'll want an NPC to follow the player character in another, future FM I'd like to create. Never too soon to try out various functions while I'm already learning new FM-building skins after a long hiatus. Thank you for the suggestion. I completely forgot about the location system ambients as an option ! A few years back, when I was testing various stuff in DR, I did actually use that approach instead, once or twice. I haven't used DR much in recent years, so I eventually forgot about setting it up that way. Acknowledged, and I'll look into it. It'll save a lot of time concerning the audio side of the mission. My first few missions won't have much a natural environment, they'll largelly be small and focused on buildings or urban spaces, so I won't need to bother with detailed audio for rivers yet. I have an outdoor FM planned for later (it's in the pre-production phase), and I'll have a good reason to study it in greater detail. It's actually okay, I don't reallt need rectangular speakers. Given that I've been reminded I can set a main ambience for each room - something I did know before, but forgot, after not working properly with DR these past few years - I'll do just that, and use the speakers for more secondary ambience concerns. Handy indeed. A rectangular shape would be easier to remember. I'll just use the filters in the editor to put away the speakers if I ever the get the impression they're blocking my view. Also, I don't actually mind the shape all that much. As you and the others say, the size/radius of the speaker is the actual key aspect. I'm a bit disappointed it's seemingly not possible to resize speakers the same way you can resize brushes or certain models, though you can still tweak the radius numerically, manually. As long as I can work with that, the actual shape of a speaker isn't really important. My main concern is expanding the minimum and maximum radius areas to an extent where they'll be audible for most for all of the respective areas the player will visit, rather than fading away quickly once the player leaves the hub of the speaker behind. As was already said above, I'll use the different utility to set the main ambient for the individual rooms, rather than a manually placed speaker, and I'll reserve the speakers for additional sound effects or more local ambience. I've already added some extra parameters to the speakers I'm testing out in my FM, so I'll take a look at those soon, though I'll deal with the main room ambience settings first. I'd like to thank everyone for their replies. While I'm not surprised by the answers, I'm now more confident in working with the path node and speaker entities. On an unrelated sidenote to all of this, the same in-development FM where I'm testing the speaker placement and range was tested yesterday for whether an NPC AI can walk from the ground floor all the way to the topmost floor, without issues. Thankfully, there have been no issues at all, and the test subject - a female mage, whom I won't use in the completed FM, sadly - did a successful first ascent of the tower-like building that'll serve as the main setting. (That's all your getting from me for now, concerning the FM contents.)
  24. This is a work of fiction. Unless otherwise indicated, all the names, characters, businesses, houses, events, incidents and particpants in this forum thread/fm are either the product of the author's imagination or used in a fictitious manner. Any resemblance to actual persons, living or dead, or actual events is purely coincidental. Hello everyone, I am saddened that my first post here is to bring you all the news concerning the disappearance of my dear friend, wellingtoncrab, which was last seen on March 10 of this year by heading to the woods of northern California . Unfortunately, without trace or tracks, we have no choice but to cancel research. In addition to finishing 1.25 FMS, wellingtoncrab was known as an partner of many famous people and models, and to have the largest animal crossing house. We will miss them a lot. Of course, an immediate concern was devoted to determining the status of their unpublished FM(s). I must admit that the passage through their hard drive has not turned much, but I was intrigued to find a file called "IRI2.PK4". Unfortunately, my computer cannot load the card (too old, lol ), but I will download it here for posterity as well as the text included in the README: https://drive.google.com/file/d/1SdZswFLUh5VwReIq79uFL_ahXyKxg34F/view?usp=sharing ========================================= WellingtonCrab Presents: IRI2: The Totally Unauthorized Sequel to Moving Day: Moving Day 2: Look Whoā€™s Moving Now *For Richard and Linda* ā€œThere once was a hole here. Now it is gone.ā€ With enduring gratitude to: Testers: ImaDace Goldfish Kingsalmon Acknowledgments: @Jedi_Wannabe for graciously unauthorizing this sequel to his great mission "Paying the Bills 0: Moving Day." Mr. Squirrels: you know who you are and what you did. The name "Lampfire Hills" originates with the author Purah and now is part of the extended universe of many subsequent Thief missions. Bikerdude and Goldchocobo then brought the name into the setting of The Dark Mod with the FM "The Gatehouse." It then came to me in a dream. @Dragofer for all of his scripting work and support over the years. Polyhaven.com for its many excellent CC0 assets. I recommend supporting them on Patreon if you can spare the change: https://www.patreon.com/polyhaven/ Textures.com "One or more textures bundled with this project have been created with images from Textures.com. These images may not be redistributed by default. Please visit www.textures.com for more information." Google Image Search.
  25. I've started futzing around with ideas and models. Not sure if I'll have something in time, but I'll give it a shot!
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