Bikerdude Posted December 23, 2011 Report Share Posted December 23, 2011 @noss, the more the merrier dude! having lots of pre-made models is always much faster than having to make patch-based func_static prefabs etc which Melan will attest to. Quote Link to comment Share on other sites More sharing options...
ERH+ Posted December 23, 2011 Report Share Posted December 23, 2011 It is a nice Roman portal, but we need in first place multi purpose, common models. Too recognisable models can't be copied among one map. Do we have a list of "must do" objects? Quote Link to comment Share on other sites More sharing options...
ungoliant Posted December 23, 2011 Report Share Posted December 23, 2011 (edited) Do we have a list of "must do" objects?http://forums.thedar...ls-needed-list/ Edited December 23, 2011 by ungoliant Quote Link to comment Share on other sites More sharing options...
Nosslak Posted December 23, 2011 Report Share Posted December 23, 2011 @noss, the more the merrier dude! having lots of pre-made models is always much faster than having to make patch-based func_static prefabs etc which Melan will attest to.Wasn't me this time around. Pusianka is the one deserving the credits. It is a nice Roman portal, but we need in first place multi purpose, common models. Too recognisable models can't be copied among one map. Do we have a list of "must do" objects?http://forums.thedar...ls-needed-list/This one's a bit better:http://wiki.thedarkmod.com/index.php?title=Model_WishlistEssentially they're the same but I updated the wiki one by removing some of the things that have already got made and removed some non-working links. Keep in mind that it is still a very outdated list so do check if the models already been made if you decide to make something. Quote Link to comment Share on other sites More sharing options...
pusianka Posted December 23, 2011 Report Share Posted December 23, 2011 but all of these are already made! besides: 1 Quote Link to comment Share on other sites More sharing options...
SiyahParsomen Posted December 23, 2011 Report Share Posted December 23, 2011 nice model pusianka. It just need better texture I guess. Quote Link to comment Share on other sites More sharing options...
pusianka Posted December 23, 2011 Report Share Posted December 23, 2011 Nah it's fine. Quote Link to comment Share on other sites More sharing options...
Shadowhide Posted December 23, 2011 Report Share Posted December 23, 2011 its better with darker texture Quote Proceed with caution! Link to comment Share on other sites More sharing options...
pusianka Posted December 23, 2011 Report Share Posted December 23, 2011 (edited) It's the same texture Edited December 23, 2011 by pusianka Quote Link to comment Share on other sites More sharing options...
RPGista Posted December 24, 2011 Report Share Posted December 24, 2011 Pusianka, I really like the idea of having more interesting architecture details as models, and the arch looks good, "reminds" you of a historical facade arch without really being specific about which style. As far as shape though, I must say that the relation between arch volume and opening seems to be too drastic - the outer and inner rings are too wide, and the total width of the arch shape is about one and a half that of the opening, which seems to be too much. Its not that you cant find facade archs that are really wide, but you would need many more "rings" or layers to it, like the pictures below: Quote Link to comment Share on other sites More sharing options...
pusianka Posted December 24, 2011 Report Share Posted December 24, 2011 I'd love to say "licentia poetica" but you have a valid point there. Await enhanced version, maybe sth like the one above? Quote Link to comment Share on other sites More sharing options...
grayman Posted December 29, 2011 Report Share Posted December 29, 2011 In "Somewhere Above the City" it was mushrooms. In "In the North" it's path entities. Here's a portion of what exists today. About 50% of this is dentritic. Quote Link to comment Share on other sites More sharing options...
Sotha Posted December 29, 2011 Report Share Posted December 29, 2011 In "Somewhere Above the City" it was mushrooms. In "In the North" it's path entities. Here's a portion of what exists today. About 50% of this is dentritic. I sense great coolness coming our way... Quote Clipper-The mapper's best friend. Link to comment Share on other sites More sharing options...
Springheel Posted December 29, 2011 Author Report Share Posted December 29, 2011 Looking forward to it! Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to comment Share on other sites More sharing options...
nbohr1more Posted December 29, 2011 Report Share Posted December 29, 2011 Now that's some diverse pathfinding Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...) Link to comment Share on other sites More sharing options...
pusianka Posted December 29, 2011 Report Share Posted December 29, 2011 can someone explain to me what's in the picture? Thank god we dont have such pictures on CAE exams... Quote Link to comment Share on other sites More sharing options...
nbohr1more Posted December 29, 2011 Report Share Posted December 29, 2011 Those lines represent all the places that AI will visit while on their patrols (etc). http://wiki.thedarkmod.com/index.php?title=Pathfinding Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...) Link to comment Share on other sites More sharing options...
Sotha Posted December 29, 2011 Report Share Posted December 29, 2011 can someone explain to me what's in the picture? Thank god we dont have such pictures on CAE exams... AI path nodes. Walk here or there or there. From there walk to here and so forth. some of those may be waiting or animation nodes. such diversity may cause each single play session to be unique from another. With complex enough pathing even the mission author may not know where his AIs are and what they are doing. Quote Clipper-The mapper's best friend. Link to comment Share on other sites More sharing options...
grayman Posted December 30, 2011 Report Share Posted December 30, 2011 With complex enough pathing even the mission author may not know where his AIs are and what they are doing. So true. One of my lowly guards decided the best way from one RIT to another was through his Master's bedroom. Nuh-uh. Quote Link to comment Share on other sites More sharing options...
Sotha Posted December 30, 2011 Report Share Posted December 30, 2011 So true. One of my lowly guards decided the best way from one RIT to another was through his Master's bedroom. Nuh-uh. Hehe! Hey, that gives me an idea to further improve RITs! You could have custom conversations fire up with it. You could have some RIT path_corners in a area -say- forbidden for a servant. A dendritic servant RIT node takes the servant there anyway: the curious servant goes to the art-gallery to look at the paintings or something. The area contains a trigger_entityname entity, which fires up a conversation that makes a nearby guard rush to the area an tell the servant to get out or get his ass kicked. Quote Clipper-The mapper's best friend. Link to comment Share on other sites More sharing options...
grayman Posted December 30, 2011 Report Share Posted December 30, 2011 I like it. I've shied away from doing RIT conversations because I'd have to pick through the existing phrases and try to cobble together something that made sense. Not something I wanted to spend time on at this point. Maybe I'll revisit it when I get very close to the end of this thing. Quote Link to comment Share on other sites More sharing options...
pusianka Posted January 1, 2012 Report Share Posted January 1, 2012 (edited) Good luck grayman! I still find somewhere above the sky to be the most atmospheric mission of all. Awaiting another masterpiece from you. Edited January 1, 2012 by pusianka Quote Link to comment Share on other sites More sharing options...
Xcen Posted January 5, 2012 Report Share Posted January 5, 2012 Love the possibilities of TDM Quote Link to comment Share on other sites More sharing options...
Mr. Tibbs Posted January 5, 2012 Report Share Posted January 5, 2012 Whoa Xcen, that's beautiful! Love the variety of lighting and fog. Excellent work. Quote Link to comment Share on other sites More sharing options...
Bikerdude Posted January 5, 2012 Report Share Posted January 5, 2012 Xen, that last one is spot on dude, its like something out a commercial game, the hint of blue is really effective..Can I ask what fog light and the args/ colour you used..? In fact I just had a realization - there would be no need to used a separate ambient world and fog light, which reduces perf, you could just add the required fog texture to the ambient world light and the then required shaderparm settings etc.. Quote Link to comment Share on other sites More sharing options...
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