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  1. http://www.youtube.com/watch?v=OJCxvGWeRDM No noise, no traces left, just a lightbulb going dead the supposedly normal way of wear/tear/burning out. So, inspect your defective lightbulbs closely when you replace them, they might just indicate modern age Garrett activity.
  2. I need to modify the clear stream and clear stream fast textures so they are less translucent. I tried merging their .mtr settings but with the water_green texture. I almost got what I wanted, but the water ended up glowing like one of those glow-sticks. I have a map which I put a river into and there is a whirlpool in the river. If I use the clear water stream, the flow looks good, but there is too much translucency to be able to see the whirlpool very well. I want a thicker light green or light blue flowing water as well as a fast flowing version... the same speeds as the clear streaming textures. Can anyone help me get this accomplished?
  3. Awesome. The forums support transparency in avatars. :)

    1. Show previous comments  4 more
    2. Sonosuke

      Sonosuke

      very nice stifu^^

    3. GameDevGoro

      GameDevGoro

      Doomguy is the coolest guy ever.

    4. jaxa

      jaxa

      hah well the feathering isn't the best but i'm sure it will do for now.

  4. I set up a forcefield in a water brush/entity to emulate a river. The uniform vector is 90 0 0 and it works (not too good but ok) for many objects but there are other forcefields in the water with a vector of 180 0 0 (to emulate a faster river under a narrow bridge) and objects in this "fly" away like in an explosion. I read somewhere that this is a somewhat known bug but is there any workaround or fix I can use for my map?
  5. No water, no fuel, no England manager, no England captain and no jobs. I'd write a letter of complaint if I could afford the stamp.

    1. Show previous comments  3 more
    2. stumpy

      stumpy

      60p for a stamp where I am.

    3. Melan

      Melan

      Got to say, this isn't one of those nicer decades. Miss John Maynard yet? You ought to.

    4. pusianka

      pusianka

      So is it a good idea to study in England?(I'll add, I'm from poland)

  6. I miss the brown borders dividing up the sub forums. This great big block of grey looks ugly.

    1. modetwo

      modetwo

      Back in the days it was actually dark-red. Let's call it evolution :-P

  7. So... What was up with the forums all day yesterday..?
  8. Afternoon Im helping SirTafs with his first map and I'm having a bit of a brain fart moment... What are the 'does' and 'donts' for making sure water makes the spish/splash sound as you walk/run through it..? When I get the over all picture I'll be adding this to the water wiki entry.
  9. Welcome to the Dark Mod forums! I enjoyed browsing your gallery. =-)

  10. I was playing through Heart of Lone Salvation and No Honour Amongst Thieves and noted a couple things with regards to fire and water that I think could be improved. Fire When you drop a candle on a stone surface for example, the flame stays lit, whereas it would seem more realistic if it was extinguished. This got me thinking about having certain materials react to fire (either from a flame source, or fire arrow) so that you could have curtains or carpets catch fire. So as an example, say you dropped a candle on a carpet, instead of being extinguished the candle flame would spread to the carpet and possibly other nearby flammable materials. This could be interesting for gameplay, for instance, if there's a room full of AI you could set part of the room on fire and the AI would run around looking for a bucket of water to put out the fire, allowing you to slip by unnoticed. A downside to this idea (apart from the AI scripting that would be required) is that you'd probably need to have alternate 'burnt' textures for many objects. Water I don't know if this is something that individual designers could do, but the water in game would look more realistic if it was darker than the world it's reflecting. The water in both the cave and lake areas in NHAT (whilst looking great) were noticeably lighter than you'd expect. Sounds (e.g. guard voices) don't seem to change at all when you're underwater, whereas they should be muffled (I don't know if it's possible to modify the audio when you're underwater or not). None of these suggestions are really problems with TDM, I just thought I'd mention them for consideration as possible enhancements.
  11. Hello!

    I saw on TDM forums that you are a very talented level designer. Could you lend your talents for The Sly Project? (http://tsp.comlu.com)

    We have no level designers yet and the project was announced almost a year ago. Please join us! I'm looking forward to your answer friend.

    Best wishes: Oszkár Winkler

  12. Hello!

    You mentioned on TDM forums that you are a skilled modeler. Could you lend your talents for The Sly Project? (http://tsp.comlu.com) There are only a few models we need.

    If you are interested, please e-mail me: woszkar@gmail.com

    Thank you! :)

  13. [update] Spoke to Marcus @AMD UK on the phone and as it turns out a number of complaints have been made against "Spyre". My AMD forum account has been unbarred and my Ip address unblocked!!! Bought a new gfx card for xmas, been having issues with mainly the driver So I though a good place to look for support and polity vent etc - or so I thought My second post got flamed by some smart arse fanboy and then promptly locked, to which I reported the posted asking why it had been locked.. and then my account on there got deleted and my Ip blocked (untill the isp dhcp refreshed etc) so I cant login even with a different account name. I have emailed AMD directly about this as I did nothing wrong according the t&c's and I got no warning Pm or email from the forum mods. Now I've been over at the nVidia forums a long while back when I had the 8800GTX when I was equally frustrated when posting about the driver issue with thief etc, but at no point did a thread get locked or worse my account deleted. I don't have loyalty to AMD or nVidia but depending on the answer I get from AMD next week this card maybe going back and AMD will be added to the list of manufactures I will never buy anything from again. So whats the moral of this story, well take your pick.. [update] found cached copies of 1 of my posts Cached AMD frum link Cached AMD forum link2
  14. when i do a search, it give me some results, I click on a result and exspect to get taken to the post it specifies - but no..... I get taken to the first post of the bloody thread it is in..ggrrr
  15. For some reason I can't make any swimmable water now. I make my brush, make all faces but the surface nodraw. Pick my water texture, make it a atdm:liquid_water... And it just looks like water, but no swimming. I can jump and fall right through it as if it weren't there. I dmapped it and mapped and I don't know whats going on. Anyone else having trouble with this? I just updated via SVN today
  16. How it should be? Do water arrows work 100% correctly? I'm still having trouble on this.
  17. 1. When I'm in the water and turn on 'noclip' it sometimes happen that the player is stuck like in a dough and moving is incredibly slow. and 2. Sometimes when I drop into a shallow pool, the player bounches up, and sometimes he slides sideways as there is a sudden current. There may be bugtrackers on these ones and if so, I'm sorry
  18. I have just reinstalled TDM and all of the skies seem to have a strange FOV, like you're zooming into them with binoculars. Similarly, when I jump into water my entire vision does this. Water also appears either black on the surface, or with severe visual ripping/artifacts (not sure how to describe). Win XP SP3, Intel T2300 @1.33Ghz (2 CPUs), 1 GB RAM, NVIDIA GeForce Go 7400. Unfortunately I can't update my drivers since it's a shitty Sony laptop that seems to be locked in.
  19. Is it like the original thief games where they just stop before the waters edge or do they follow you in to the water if they spot you? I don't have access to my PC at the mo so can't try this out. Thank you
  20. why are they so slow this evening..??
  21. The forums have been upgraded, please see this thread: http://forums.thedarkmod.com/topic/9845-forums-upgraded-to-ipb-3-0-3
  22. The following is the newest incarnation of my water surface texture, and I can't seem to get it right. The whole point is to overlay a reflection of the sky on top of the refracting water, this can be achieved, but the original diffusemap / bumpmap is lost and only the reflecting portion remains. textures/water_source/water_top { qer_editorimage textures/water_source/water_grey noshadows { blend diffusemap map textures/water_source/water_grey colored } { blend bumpmap map textures/water_source/water_green_local translate 0.01 * sintable[time * 0.2], 0.01 * sintable[time * 0.22] scale 0.5,0.5 } { program heatHaze.vfp vertexParm 0 time * 0.1 , time * 0.1 // scroll vertexParm 1 0.5 //magnitude fragmentMap 0 _currentRender fragmentMap 1 textures/sfx/vp1 fragmentMap 2 textures/water_source/vp_water } { blend blend mirrorRenderMap 512 512 translate 0.5, 0.5 scale 0.5, 0.5 } } I used to have a seperate fresnel material that went under this with the mirrorRenderMap stage, but I scrapped it as it complicated things too much. Anyway, can someone tell me how I can keep the original water_grey diffuse and the bumpmap? edit: tried setting alpha 0.5 to the blend blend stage, didn't work. tried putting blend blend stage first, then setting alpha 0.5 to the blend diffusemap stage, that didn't work either, just shows the diffuse and bump maps with no reflection. Can't seem to get them both to display together.
  23. Hi all, First and foremost, this is an absolutely stunning mod and my hats are off to the lot of you. Secondly, I skimmed over the Wiki and browsed around the forums for a bit, but I haven't seen anything resembling a 'known bug' section. So if this doesn't belong here, I apologize. I have played through four missions so far, rather successfully I might add, and I'm increasingly impressed by the sheer atmosphere you've captured from the Thief series. One minor annoyance continues to plague me however: water arrows. The concept is solid and it works around 50% of the time, but the hit detection - especially when crouching - is really, really poor. I strike directly into the base, and watch the flame continue to glitter merrily in the dark. Load, retry, hit the same spot and...it works! It's not game-breaking, but I tend to only buy a few per mission - and making them count is one thing, but I'm striking the torch dead on! I'm not at all familiar with the engine, having been a "Source" modder for years now; but I'm curious if this is a known-issue or if there is a way you could perhaps up the sensitivity of the flames to water ... something like that.
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