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  1. So I'm doing another play-through of T4, but this time with the use of a trainer so I can noclip and ghost amongst other things,, I have been taking lost of screen shots, and was wondering if there was any interest in me creating a multi threaded & resource inspiration thread?
  2. Peaceful Easter holidays to everyone. I'll try to organise some sort of a work group for us "messing around with the GUI and .lang files" types. ? Grayman thinks it's a good idea, so I might give it a shot. At least putting a group together for now, that would be a good start.

  3. Moving the gamma and the brightness sliders does not do anything if I have set the Nvidia GPU in Nvidia X Server Settings, but they work with the Intel HD GPU. This is very annoying since I think the Intel HD GPU is a lot slower than the Nvidia one so I mostly use later, but if I want to play The Dark Mod (and I want to see the level (the default brightness and gamma is very dark)) I have to switch to the Intel HD GPU. What should I do to make the brightness and the gamma changeable with the Nvidia GPU. I am using Ubuntu 16.04, GeForce 820M/PCIe/SSE2(I guess).
  4. Did a great find today: Quake 4 mods for dummies. Now online readable. http://forums.thedarkmod.com/topic/5576-book-quake-4-mods-for-dummies/?p=412644

    1. Obsttorte
    2. Bikerdude

      Bikerdude

      He changed ita long while back, it was so he was using the same name as he uses on other forums.

  5. As the title says, it's such an important resource of ideas, it should be right at the top with the other important threads. Neon
  6. For example, textures/darkmod/nature/grass/grass_edge/path/dirt/dirt_001_path defined in materials/tdm_nature_grass_edge.mtr. First problem, all of these 'path' textures display as the identical black and white alpha image in DR, so it's 100% guesswork as to what they might look like in game. Next, when I make a patch and apply the above shader it doesn't even display in game. There's no indication whatsoever that I placed a patch with shader in the location. At one point I copy/pasted a path from I think Bikerdude's Alberic (might be another FM) and it was actually a concatenation of two patches, a dirt_solid_nodraw texture on a patch cloned over a patch that'd been turned into a func_static (which seems to be necessary) with a shaderparm3 with value 0.9, and having a textures/darkmod/nature/grass/grass_edge/path/dirt/dirt_002_dark_path shader. Is there any wiki or whatever that explains what's happening here? eta: definitely shaderparm3 is essential to having the shader show at all. The wiki on shaderparm variables doesn't explain very well - why is it necessary on these paths and not on the decals I've applied, and transparent materials I've made? What should I keep in mind when giving it a value between 0 and 1? The dirt_001_path is totally wrong for the area. Rats. And with no easy previews, the rats triumphant. Maybe I should make my own shaders for this kind of stuff.
  7. That moment you log into TDM forums and suddenly feel nostalgic...

    1. Sotha

      Sotha

      Protip: if you never log off and stay for ever, there is no nostalgia when you visit.

    2. Melan

      Melan

      Welcome back!

    3. RPGista

      RPGista

      Haha yeah, I feel like that from time to time. Good to see you around.

  8. So created the first of a few skins for the new pipe models, but it dosent seem to be working... // skins for the new pipe models, bikerdude // skin blue_metal_rust { model models/darkmod/mechanical/pipes/pipe_kit01_bend01.lwo model models/darkmod/mechanical/pipes/pipe_kit01_bend02.lwo model models/darkmod/mechanical/pipes/pipe_kit01_joint01.lwo model models/darkmod/mechanical/pipes/pipe_kit01_straight_plain.lwo model models/darkmod/mechanical/pipes/pipe_kit01_straight01.lwo model models/darkmod/mechanical/pipes/pipe_kit01tiny_bend01.lwo model models/darkmod/mechanical/pipes/pipe_kit01tiny_bend02.lwo model models/darkmod/mechanical/pipes/pipe_kit01tiny_joint01.lwo model models/darkmod/mechanical/pipes/pipe_kit01tiny_straight_plain.lwo model models/darkmod/mechanical/pipes/pipe_kit01tiny_straight_plain2.lwo model models/darkmod/mechanical/pipes/pipe_kit02_bend01.lwo model models/darkmod/mechanical/pipes/pipe_kit02_bend02.lwo model models/darkmod/mechanical/pipes/pipe_kit02_straight01.lwo model models/darkmod/mechanical/pipes/pipe_kit02_straight_plain.lwo textures/darkmod/metal/flat/iron_flat textures/darkmod/metal/flat/tiling_1d/rusty_dented01 }
  9. I'm not sure if this should go here or in the Tech Support section, so If this is the wrong place, please let me know. As a hobbyist game developer, I'm curious about how the Light Awareness System works in The Dark Mod. I've been poking through the source code, but haven't found any definitive math explaining it, or code comments mentioning on how it's calculated. If anyone could point me to exactly where to look, or could explain what steps and/or math it's using to calculate how visible the player is, I'd greatly appreciate the insight. For reference, I'm trying to implement a similar system in my own stealth game I'm working on in Unreal Engine 4.
  10. Hi folks. I have limited skills but an an idea for a game that I want to materialize. I'm good with writing but I'm not good enough with animation and programming skills required. I was wondering if there are people here who could help me create a small 1 episode mission. If not then, can I join a team to build my competence and learn more? Thank you. I have reasonably good voice acting skills as well and am eager to get involved in a project.
  11. To pick the job with shorter work distance and no need to move to a different city or the better paying one with shorter work hours, that is the question! Tough!

    1. Show previous comments  4 more
    2. Anderson

      Anderson

      Yeah and you can focus on yourself and whatnot. Moving and settling in with your belongings is like a second job for at least 3-6 months until you dismantle everything.

    3. Obsttorte

      Obsttorte

      Money is worth what you consider it to be worth. I wouldn't overestimate it's usage. I prefer free time and relaxation over bling bling, but that is a subjective decision.

    4. STiFU

      STiFU

      I am exactly the same. I have already chosen the nearby job and I am so happy with that decision. My girlfriend and I will move in together into a new flat very close to work. So that's awesome. :)

    1. demagogue
    2. jaxa

      jaxa

      I've found it difficult to find where TDM is listed as #1 on Greenlight. This page ( https://steamcommunity.com/greenlight/ ) has no ranked listing. This one ( https://steamcommunity.com/sharedfiles/filedetails/?id=858048394 ) has no visible rank or stats page. Is it my script blocker?

  12. Hey, Every time I've try to use the Full Editor when PM'ing someone, and every single time I get an error. Whoever is in charge of the forum, is it possible that this could be fixed? Thanks Neon
  13. Can someone bump the 2.05 announcement and possibly the Greenlight one so they go above the 2.04 announcement
  14. I like you guys and I tend to post things here before they're properly annotated, described and scheduled so often I figured I would make my own thread for it. Feel free to delete this if it breaks any rules or clutters things, mods! And feel free to give feedback so that I can annotate and describe more effectively. Edit: These videos have been published, removing for redundancy.
  15. Hi there, One of my NY's resolutions is to make a small but fun mission with nice visuals. Now, I'm really tired of getting around T3Ed's quirks, so I thought that I should at least give DarkMod a try. I took a few days to teach myself DR basics with the Wiki and the comprehensive (but slightly outdated) A-Z course, and now I'm at the point where I find DarkRadiant... not so awful? It still takes minutes to do what I did in seconds with Unreal editors, but that should improve over time, I guess. I used the wiki and forum search to find answers to my questions, but I'm still not sure I get everything right, so here it goes: Questions: 1. I'm familiar with concept of additive and subtractive geometry, but to be sure I get this in 100%: TDM uses additive geometry, but needs to be air-tight, as with subtractive levels? Can I have a big box (e.g. with skybox dome) for my whole level, so I can focus on building floors and floorplans for gameplay first and add walls/ceilings later? This is just for clarity and faster work, T3Ed used subtractive levels and only inner sides of subtractive brushes had textures, so they were easier to see and navigate. 2. What's the real distinction between entities, prefabs and models and what should go where in terms of content creation? (I hope that does make sense.) T3Ed used mostly entities (actor classes) and meshes. E.g. lights were the invisible light source attached to meshes with some particle FX and scripts. Here I can find lights in entities, prefabs and models, do I get a bit confused. 3. I'm a bit worried about the cuboid (Omni) lights. They look OK while touching the ground, but the falloff ends quite abruptly on walls. Any tips about the placement would be appreciated. Or maybe it's better to stick to spotlights and fake the effect? (With T3Ed it was better, performance-wise, to use multiple spotlights touching fewer objects per light than having one big omni light.) That's what I got for now, I also have a couple suggestions that might speed up the work in the future: Suggestions: 1. The Entity/Media/etc. browser window should have Minimize and Maximize buttons, like the Generic Browser in UE3. It will be much easier to use, especially on laptops with smaller resolution. 2. The rotation widget should have some angle snap by default, and it should be displayed next to grid icon on the lower right side. Using Arbitrary Transformation window for that is tiresome. 3. Writing your materials with a notepad is a big no. Well, writing anything in code is frustrating for LD, and that goes double for visual stuff. I know that's a shader language, and I'm not asking for a fully-fledged node-based editor, but some simple GUI material code generator with source textures to choose, checkboxes for common options, and simple preview window would speed up the whole process by years. (Maybe an external tool would be a good idea?) I tried searching for something like that for Doom 3 engine, but didn't find anything.
  16. Having enjoyed giving voice to six or so DM missions, I want to branch out...can anyone tell me if there are other games using fan missions where I might apply my voice? I want to move into doing voice work professionally one day, but for now am thrilled to use my talents as donated work for the Dark Mod and others. Visit my website for samples of my work on my demo page, and for a short reel of DM voices I have done, and please...if you have contacts with Skyrim or other modders, contact me. www.everybodyandme.com
  17. I figured a thread for what I consider the best WRPG of the last 15 years was in order. What faction do you guys prefer over all the others? Preferred builds? Favorite, memorable moments? And for the record I know the game has terrible stealth, but I think any game with pacifist options this much is worth noting here.
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