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Posted

AluminumHaste: neat! It looks very hardware-intensive, though; there is no way you could visportal that thing any way.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

Posted

AluminumHaste: neat! It looks very hardware-intensive, though; there is no way you could visportal that thing any way.

 

Nope, just make sure all really complicated geometry is inside visportaled areas, like in the building. The outside buildings are very bear to keep the performance as high as possible. Also changing all the cave geometry to func_statics also greatly improved performance.

I always assumed I'd taste like boot leather.

 

Posted

Theres like a big tree, in a cave, with a waterfall, and a thing with a whatsit. its CRAZYNESS!!

 

If i was a master thief and i wandered into that cave, i'd walk right the hell back out, no thank you sir!

I'll stick to the suburbs of ordinary sleeping citizens who have some loot on a bookshelf and maybe in a chest, and are sleeping on a bed in the bedroom.

that cave is probably full of wood elf ghosts that sleep on their bookshelves and put the loot on the bed. i'm not ready for it.

Posted

Awesome use of textures Rek!

And the tree etc looks very interesting... different. Are AI reacting 'realistically' when alerted, no map wide alerts etc? :)

 

Took some pics of areas in my map, but the lighting looks very bad in screenshots; worse if the gamme is bumped up. Instead have some more texture work. Both are complete but still extremely high res, intended for outside use as all the other wall materials didnt suit loosely constructed things, look okay inside too :)

 

stwall2.th.jpg

stwall.th.jpg

  • Like 1
Posted

Awesome use of textures Rek!

And the tree etc looks very interesting... different. Are AI reacting 'realistically' when alerted, no map wide alerts etc? :)

 

Took some pics of areas in my map, but the lighting looks very bad in screenshots; worse if the gamme is bumped up. Instead have some more texture work. Both are complete but still extremely high res, intended for outside use as all the other wall materials didnt suit loosely constructed things, look okay inside too :)

 

stwall2.th.jpg

stwall.th.jpg

 

I think I may be stuck with map wide alerts, but I'm doing some experiments that might help

 

EDIT: Are those new? Those are gorgeous.

I always assumed I'd taste like boot leather.

 

Posted

Awesome use of textures Rek!

And the tree etc looks very interesting... different. Are AI reacting 'realistically' when alerted, no map wide alerts etc? :)

 

Took some pics of areas in my map, but the lighting looks very bad in screenshots; worse if the gamme is bumped up. Instead have some more texture work. Both are complete but still extremely high res, intended for outside use as all the other wall materials didnt suit loosely constructed things, look okay inside too :)

 

 

Very nice and I certainly don't mind hires, please don't scale them down! :wub:

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Posted

They need a bit more work, I have some other nice high res doors, grass, roofing, leaves and such to finish up and then I will donate the pack. I have a nasty habit of doing far too much at once... and when I work from source I clean up and end with overly clean textures, adding realistic dirt and grime seems a problem!

 

As for the walls, they are 2048x1024 (6mb per tga), seemed a nice size to crop to. They also have trim versions for the top of walls etc.

 

Now, get back to putting some pretty WIP map images up! don't forget to cross post some of them to the TTLG board, they could use some eyecandy too ;)

Posted

some another screens from my fm...

Very nice, and I thought my Fm was dark and mysterious...yum yum.

 

What method did you use to make the floor uneven and how did you get the texture on the stairs wall to curve inline with the wall..?

Posted

That *does* look good! That wall buttress near the torch can be softened with grime corner decals. I wonder if it might be done with one tall vertical inverted bevel with a reverse grime. I did a version that is kind of like the torch smut but square. That would fit right in there. I think. Needs to be a very small radius. I might try that myself - only just thought of it.

Posted

As for the walls, they are 2048x1024 (6mb per tga), seemed a nice size to crop to. They also have trim versions for the top of walls etc.

 

Yummy, just what we can use!

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Posted

Here's an image from my WIP map I'm working on.

Blimey and here was I thinking I was the masternook maker, I really like the way the street looks, very 'busy' and closed in. Can I ask how you did the surface of the street..? I would love to see this in Dr..

Posted

I also want to share some of my work! This is my first "real" mission (after the tutorial which I didn't complete because I was to eager to start making my own missions ;) ) And of course it's a huge mission, so almost every picture is a WIP...

 

http://i99.photobucket.com/albums/l303/Medicchefen/Stairs.jpg

 

http://i99.photobucket.com/albums/l303/Medicchefen/Room.jpg

 

http://i99.photobucket.com/albums/l303/Medicchefen/Lobby.jpg

 

http://i99.photobucket.com/albums/l303/Medicchefen/Corridor.jpg

 

http://i99.photobucket.com/albums/l303/Medicchefen/Attic.jpg

Posted

I also want to share some of my work! This is my first "real" mission (after the tutorial which I didn't complete because I was to eager to start making my own missions ;) ) And of course it's a huge mission, so almost every picture is a WIP...

 

http://i99.photobuck...efen/Stairs.jpg

 

http://i99.photobuck...chefen/Room.jpg

 

http://i99.photobuck...hefen/Lobby.jpg

 

http://i99.photobuck...en/Corridor.jpg

 

http://i99.photobuck...hefen/Attic.jpg

 

Those are wonderful, very atmospheric.

I always assumed I'd taste like boot leather.

 

Posted (edited)

tried creating some textures:

post-73-126765511766_thumb.jpg

 

also i discovered something while trialing with making maps:

Dont know if that's new for anyone but i found that the ladder material can be used to make for example a slideable rope.

All you need to do is put it horizontally(slightly ramping in the sliding direction) up in the air just in height so the player can "reach" it ,

if the player jumps on it, he slides down on it as long as he keeps direction of it ( a wider ladder surface means its easier not to fall off )

 

Overally if set up nice, this feels quite like the thing, the speed, the getting on/off.. and there is no damage involved as far as i tested. On my testmap i slided down quite a height on a long rope and the player made it just fine, he couldnt slide up or anything i think its mostly issue-free besides the unrealisticness of when the player holds something and still pulls it off.

Edited by _Atti_

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