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So, what are you working on right now?


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Added some temporary lights to FM that is just entering beta - I guess there is not much to show if all lights are off in your mission...   http://forums.thedarkmod.com/topic/19886-fm-marsh-of-rahena-

Got back to DR and added a few rooms to my WIP ...          

Currently closing off the first mission in Act 2. Just doing some last minute detailing, adding AI patrol paths and then it's done.   Chapter 1 starts off with the player exploring the Grimwood distri

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Cool scene.

My constructive comment is that all walls should basically always have border work & interlacing planks to break up the space. It should be drilled in by habit, any time that you make a wall you make it with that. And then they should be combined into a func stat since they aren't separating geometry.

There are some tricks to hide the path/dirt seam. It's not a big deal to have it, but I like to lay down an n-shaped patch over the seam so it looks like a mound of dirt or rocks over the seam. Another trick is to glue a bunch of rocks together in long rows, and you only need a few that you can lay down over the seam or that you can quickly alter to follow the curve. Another way is to use a prefab surface with an alpha blend texture, but I never got into that method, basically because you're stuck with the pre-drawn curves (I think) instead of the arbitrary curves you want.

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What do you see when you turn out the light? I can't tell you but I know that it's mine.

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You mean the far wall with the tdm low_brick_wall_old tex.  It's a func_static but you're right, very monotonous - just a long rectangle.  I guess I just got used to it, so left it, having so much else to work on.  Your observation is noted, it'll be fixed up.

Here's a closeup of the grass edge.  I tried following Sotha's tutorial on building an edged road, but have my difficulties following arbitrary corners and meanderings.  I used the standard tdm grass_edge texture, but since there wasn't one for grass4 I swapped the grass4 diffuse for one in Fidcal's material defs.  As you can see, the grass4 in the edging is a very different scale than that in the patch it joins.  I don't like that either.  I've only recently started work on edging and will no doubt experiment with adjusting the alpha blend so I know how to give it more teeth, while also controlling the scale of the diffuse.  The edging around the straw in the barn is atrocious and definitely technique is a work in progress and I'm a slow learner.

grass4_edging_sm.jpg

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That looks pretty respectable actually. It's a challenge for everybody anyway.

For the border work, I was speaking about the facade of the barn. It's a big wall of a brush (/set of brushes) with one unbroken texture for the bulk of the surface, and I tend to think big stretches of an unbroken single texture are like dead space when they get too big. Breaking it up with borders or windows or anything that's contrasting makes the space come alive. It's a minor observation just IMO though.

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What do you see when you turn out the light? I can't tell you but I know that it's mine.

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On 4/12/2021 at 2:30 AM, demagogue said:

And then they should be combined into a func stat since they aren't separating geometry.

What is the primary reason for this, besides being able to set things like 'noshadows' on the func_static?  Is that the only reason?  Does is 'hurt' to just leave them as worldspawn somehow?  I mean, I've started doing this as well without really understanding why, just that we 'should'.

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32 minutes ago, Frost_Salamander said:

What is the primary reason for this, besides being able to set things like 'noshadows' on the func_static?  Is that the only reason?  Does is 'hurt' to just leave them as worldspawn somehow?  I mean, I've started doing this as well without really understanding why, just that we 'should'.

It doesn't really hurt to leave them, but if you make all non-sealing brushes into func_statics, you can remove them from your DR view quite easily, which can make tracking down leaks easier.

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On 4/14/2021 at 9:32 PM, Frost_Salamander said:

Does is 'hurt' to just leave them as worldspawn somehow?

For me the main problem with leaving decorative brushes & patches as worldspawn is that wherever a brush meets another brush, dmap will try to optimise them in all kinds of ways. With increasing complexity you risk getting artefacts such as missing faces, glittery lines because of many very thin triangles and weird shadow projections, which typically all get resolved by converting into func_static.

Furthermore, dmap will also generate unnecessarily intricate pathfinding areas around such brushwork - it would be better just to surround the whole thing in simple monsterclip brushes.

As Springheel says, it's also great to be able to just enable the "All entities" filter to strip away the decorations if you ever get a problem with sealing, pathing, visportals etc

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