Jump to content
The Dark Mod Forums

So, what are you working on right now?


Recommended Posts

Q1: not that I know of. You could readjust light radius or position so that the light does not penetrate to another location, then make the light noshadows 1. Or you could make the complex objects around noshadows but keep the light casting shadows. Or you could replace a spherical light with a noshadows spot light and aim it so it does not penetrate into another location.


-The mapper's best friend.

Link to comment
Share on other sites

Obsttorte, for your "show-off" screenshots (I mean those in post #3693), can you make them in a bigger resolution? They are so tiny that I can hardly see a thing.

My Eigenvalue is bigger than your Eigenvalue.

Link to comment
Share on other sites

@ 7upMan


i made them so tiny because of the upload-size restriction

but they are 640x480, so the aren't really tiny

btw: I deleted the high-res ones


next time I'll use 800x600

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Link to comment
Share on other sites

Love the details. The trainingmission has become a really nice showcase FM. :)


Trainingmission with story


I was just thinking "The TM is so beautiful, but a story would really enhance its playing value and make it more interesting!". After all, the TM is the first thing most new players see of the mod and making it as interesting as possible, would be a wise move. What do you guys think about that? It could be something as simple as this: A newblood-thief wants to join the local thieves guild and finishing the TM is sort of a rite of passage. In the briefing movie the background story of said newblood could be told. I am thinking something dramatic. The newblood was forced to join the thieves guild to make a living, since his reputation around the town commoners has been destroyed by a plot against him and he can't find a legal job anymore or something like that. Something to set the mood for the mod and get the players tangled up in the beautiful dark atmosphere that is TDM. :)


Objectives would have to be added. Imagine something like this:

  • Retrieve the XY from the Safe. A thief must be able to handle his lockpicks!
  • Find XY hidden health potions. They were hidden by the other members of the thieves-guild.
  • Bonus: You've found all hidden health potions. You're bound to be come a true master-thief and the respect of the thieves guild is yours!
  • Defeat tier three in the arena to earn your respect around the guild!
  • Bonus: You've won the arena, but always remember: Fighting is not the way of the true master-thief!
  • Sneaking is the most important skill a thief must master. Finish the sneaking course to prove you're worthy to be a part of the thieves guild!
  • Bonus: You are a ghost! The whole thieves guild is astonished by your achievement! (Received upon finish the whole sneaking area without being detected even once.)

Of course there should be a debriefing. The debriefing could for example show the newblood-thief scouting out his first ever thief-mission / target. It should be very vague, mysterious and interesting, so that this first thief-mission could be any mission from our mission-pool. The debriefing should get the player hooked and make him think: "wow, this is really cool, I want to play this first mission now!!". :)


Hehe, totally dreaming away here... :)


Edit: The newblood-thief should remain nameless, so that the TM could possibly be the background story of all the protagonists of the current and future fm-series.

Link to comment
Share on other sites

The training mission was a compromise between some who proposed a linear story driven TM (like in thief games) and some who wanted a free roaming practice area. It was agreed upon that the training mission had no background story and also no objectives.


To limit the amount of information and instructions for new players we should keep it like that. Now we already have a lot of text in the pop-up messages and in books.


So no objectives, no mission ending and thus no debriefing :)

Link to comment
Share on other sites

I understand that logic and I concur with limiting information and instructions to prevent overwhelming the player. However from a marketing standpoint, it would be wiser to make the TM also interesting rather than just educational. I know many players who would like to skip a tutorial for a game completely, let alone a whole mission. In our case however, skipping the tutorial is no option for a thief-newbie, hence my proposal.


By the way, I am not suggesting to add a lot of new literature to the mission. I was merely thinking about briefing/debriefing and editing the main book at the start or adding an NPC who serves as your mentor sort of. Maybe also some reformulations of existing texts, to make them sound less like a tutorial.

Link to comment
Share on other sites

After all, the TM is the first thing most new players see of the mod and making it as interesting as possible, would be a wise move. What do you guys think about that?


I don't favour the idea. It would require a tremendous amount of redesign of the map, for starters, and Biker has just finished a massive upgrade already. Secondly, the entire TM is full of instructions talking to the player, not the thief character. You can't create an immersive story while at the same time explain meta-game control concepts like frobbing and lockpicking (let alone gamma menu settings).

Link to comment
Share on other sites

Yeah, no point in changing the official training mission.


However, nothing prevents someone from picking up DR and making their own training mission. That would be a nice prelude for a mini campaign that introduces the character, is short and linear. And most importantly presents all important stealth gaming principles in a reasonably simple form.


-The mapper's best friend.

Link to comment
Share on other sites

The only thing i consider feasible about this is adding a better immersion enhancing intro movie/briefing. That wouldnt need changes to the map itself.

Well, that was basically all I had in mind, aside from maybe some minor xdata editing... ^^ (As I had stated numerous times before :-P )

Link to comment
Share on other sites

This isnt strickly Darkmod, but good god its not far off! Here is a sample of what the undisputed master's of the art has been upto with the new Thief 1.19 patch, but that's not to say his mission didn't look good in 1.18. I have asked him if he wouldn't mind giving us a copy of his textures in the size he downloaded them from CGtextures....



Link to comment
Share on other sites

That looks very good, but mainly because of the texturework and soft shadows. The architecture consists of a few rectangles and one (1) end cap. Import the same assets into DR and you've got it normal-mapped and probably with way more polys.


(Come to think of it, could we theoretically up the texture dimensions to 2048x2048 or 4096x4096?)

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

Link to comment
Share on other sites

Sorry guys, but regardless of the game, that room is as simple as it gets, the whole mood comes from the textures and how they work together.


Edit: Melan beat me to it!


In fact, I have to find time to come up with a A-Z step by step on making new materials and putting them in your mission, as it is quite rare to find TDM mappers going beyond the base assets (= clearly there's a difficulty there).

Edited by RPGista
Link to comment
Share on other sites

In fact, I have to find time to come up with a A-Z step by step on making new materials and putting them in your mission, as it is quite rare to find TDM mappers going beyond the base assets (= clearly there's a difficulty there).

I need to learn how to create normals from existing textures, as its something thats holding me back from adding more & better textures to the mod.

Link to comment
Share on other sites

Oh my god... it looks nearly photorealistic.

Now I want to try to make some case studies, to immitate this picture in TDM. x_X If only I had more time...


Sure, Melan is right about the level of architectural details but the author did a great job at lightning.


@Bikerdude: Give Crazy Bump a try for normalmaps. Just create a greyscale image in Photoshop first, then use it in Crazy Bump.

Edited by Radiant
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • DeTeEff

      Bachelor Mapping Challenge!
      The girlfriend will be away to her mum's place for almost a week, which means more mapping time for me! I'm planning a speed build. Hope it will go my way
      I'm starting by downloading 2.11. Don't know if I'm going to use any fancy new stuff. Just want to crack those itching map muscles that has gone dry and dead since almost a year's worth of no-mapping
      · 0 replies
    • kano

      The cool part of Canonical's Snap, is that my machine can now ray-trace an entire (simple) scene faster than it takes the web browser to start!
      · 5 replies
    • datiswous

      Fm idea (braindump)
      "Experience the life of a mission builder"
      Esentially there are finnished elements placed somewhere in storage in the game and you have to place them in the correct places, build some walls here and there, add guard routes, give them their correct speech lines, etc. Decorate the places.. all in-game. lots of fun.. 😉
      If you do it right in the end you can play the mission.
      (would be even cooler if a thief-ai could play the mission, making it some kind of tower-defence game)
      This first started as an idea for an aquarium builder mission where-in you have to fill an empty aquarium with sand, waterplants, castles water and swimming fish. But above idea is more fun.
      · 4 replies
    • JackFarmer

      Dear ChatGPT, What are The Builders in the Dark Mod?
      The Builders is a popular game mode in the video game community called "Dark Mod," which is a fan-made tribute to the classic "Thief" series of stealth games. In this game mode, players assume the role of builders who construct structures in a dark and ominous environment while trying to avoid detection by patrolling guards.
      The Builders game mode is unique in that it offers players the opportunity to create and design their own levels using the in-game tools and resources provided. Players can experiment with different building materials, construct intricate traps and puzzles, and create their own unique gameplay experiences.
      While The Builders game mode is not an official part of the Dark Mod, it has become one of the most popular and well-loved aspects of the game, thanks to its emphasis on creativity, strategy, and stealth.
      You guys did not know that, did you?
      · 2 replies
    • The Black Arrow

      I know I'm not active much, but it feels a bit too silent in here. Is everyone taffing around, again?
      · 7 replies
  • Create New...