AluminumHaste Posted February 13, 2022 Report Share Posted February 13, 2022 I recorded some sounds of eating bread and I think it's used as the generic eating sound now. 1 Quote I always assumed I'd taste like boot leather. Link to comment Share on other sites More sharing options...
Geep Posted February 13, 2022 Report Share Posted February 13, 2022 Agreed, those plates are good. Most likely it would be best if the cake and plate models were separate. Since TDM already has comparable plate models that are skinable, maybe all that would be needed plate-wise are the new textures, packaged into skins. For the cake slice, it's possible to imagine a few progressive swapped models with nothing left at the end except a smear of frosting and a few crumbs. Quote Link to comment Share on other sites More sharing options...
Geep Posted February 13, 2022 Report Share Posted February 13, 2022 @MirceaKitsune, riffing off the carrot model... If you had in hand two cake slice models (uneaten and mostly-eaten), then in your entityDef for that cake slice, you would reference "model" and "model_eaten". You'd also set additional spawnargs defaults like: equippable 1 equip_action_script eat_it heal_amount <say, 3> snd_eaten <munch sound shader> The "eat_it" script function (in tdm_base01.pk4\script\tdm_equip_actions.script) will read those heal, munch, & 2 model spawnargs and pace out the sound effects and model swap. I imagine if you had a couple more model stages, it wouldn't be hard to make a variant of eat_it to use them. Quote Link to comment Share on other sites More sharing options...
Geep Posted February 13, 2022 Report Share Posted February 13, 2022 @Filizitas, if you'd like to create skins for your plate textures, to use on the existing TDM chinaware sets, I can help with that. For a given plate texture, the first step would be to create a 256x256 (diffuse) image, with the plate circle going edge to edge; white background is good, no transparency needed. TDM wants this in compressed .dds format, as described here: https://wiki.thedarkmod.com/index.php?title=DDS_Creation_with_GIMP While .tga was the traditional starting point for conversion to .dds, GIMP will be happy to start with .jpg or .png as well. Assuming your plates don't have any raised texture related to the pattern, there's a generic specular image that can be used, so you don't have to supply that (and you can skip the normal/bump map entirely). If you can get it to .dds, I can take it from there. If that's too heavy a lift, I can do the conversion, but may take a while to get to it. 1 Quote Link to comment Share on other sites More sharing options...
datiswous Posted February 13, 2022 Report Share Posted February 13, 2022 3 hours ago, Geep said: 256x256 (diffuse) image Isn't that a bit low resolution? Quote Link to comment Share on other sites More sharing options...
AluminumHaste Posted February 14, 2022 Report Share Posted February 14, 2022 Normally I would agree with you but the plates are small. 1 Quote I always assumed I'd taste like boot leather. Link to comment Share on other sites More sharing options...
Geep Posted February 14, 2022 Report Share Posted February 14, 2022 Yup, that was my thinking. The existing dds for the plate skins, like "blue_china", are that size, and I didn't see a reason to enlarge beyond that. 1 Quote Link to comment Share on other sites More sharing options...
Popular Post Goldwell Posted February 18, 2022 Popular Post Report Share Posted February 18, 2022 I'm dropping my next standalone mission next week. And I wanted to give everyone a little teaser of what's to come by showing off my new briefing video. In it you'll hear a brand new voiced protagonist which is quite a bit different to the norm The mission was supposed to be featured in the Connections Contest but due to real life constraints I was not able to make the contest deadline. Because it was originally a connections contest mission you'll notice some references to the Volta universe (I was given permission by Kingsal to do so of course). With the extra time, I have spent it polishing and finishing up the mission which is now in beta and almost already to be released. 19 Quote Shadows of Northdale Campaign ACT I: A Curious Mind | ACT II: Down The Rabbit Hole Stand Alone Missions Accountant 1: Thieves and Heirs | Accountant 2: New In town | Spring Cleaning | Lord Edgar's Bathhouse | Snowed Inn | Noble Affairs Link to comment Share on other sites More sharing options...
AluminumHaste Posted February 18, 2022 Report Share Posted February 18, 2022 OMG another Goldwell mission??!?!?! Hot dog!!!! Can't wait! 1 Quote I always assumed I'd taste like boot leather. Link to comment Share on other sites More sharing options...
HMart Posted February 18, 2022 Report Share Posted February 18, 2022 Nice video Goldwell and man, voice acting in some TDM missions has more quality and better acting than some comercial games. 1 Quote Link to comment Share on other sites More sharing options...
Popular Post peter_spy Posted February 23, 2022 Popular Post Report Share Posted February 23, 2022 (edited) I meant this as an exercise in mirrored UVs technique. Both version of the fence and the door are unwrapped in one texture space. By creatively cloning and rotating faces that player will never see at the same time, I managed to save a lot of space on the texture and get better pixel density. The biggest downside of this technique is that it can require a lot of planning, and it's best suited towards inorganic props. While the unique faces that were used to build the above look like this: Edited February 23, 2022 by peter_spy 9 Quote Misc. assets for TDM Link to comment Share on other sites More sharing options...
Popular Post DeTeEff Posted March 7, 2022 Popular Post Report Share Posted March 7, 2022 I'm creeping closer to starting the real alpha testing stage of my VIP. Meaning I will play the mission from the beginning as if it was a real mission. I still have some graphical stuff that needs tending to, but gameplay wise, I'm getting closer... I guess it's fair game to send the mission to beta while still working on visual stuff to save time. Or what do you say? Is it too risky? Forgetting some important stuff and releasing a non tested version as finished? 5 Quote Link to comment Share on other sites More sharing options...
Anderson Posted March 7, 2022 Report Share Posted March 7, 2022 14 minutes ago, DeTeEff said: I'm creeping closer to starting the real alpha testing stage of my VIP. Meaning I will play the mission from the beginning as if it was a real mission. I still have some graphical stuff that needs tending to, but gameplay wise, I'm getting closer... I guess it's fair game to send the mission to beta while still working on visual stuff to save time. Or what do you say? Is it too risky? Forgetting some important stuff and releasing a non tested version as finished? I think it's better to rush it than to procrastinate because there is no limit to perfection and it bogs everything down until it's never finished. You'll return later to polish it or you can let someone else do it and you may just approve the changes or modify, reject them as you please. The most painful is when something is left unfinished and it's never released IMHO. 2 Quote "I really perceive that vanity about which most men merely prate — the vanity of the human or temporal life. I live continually in a reverie of the future. I have no faith in human perfectibility. I think that human exertion will have no appreciable effect upon humanity. Man is now only more active — not more happy — nor more wise, than he was 6000 years ago. The result will never vary — and to suppose that it will, is to suppose that the foregone man has lived in vain — that the foregone time is but the rudiment of the future — that the myriads who have perished have not been upon equal footing with ourselves — nor are we with our posterity. I cannot agree to lose sight of man the individual, in man the mass."... - 2 July 1844 letter to James Russell Lowell from Edgar Allan Poe. Link to comment Share on other sites More sharing options...
thebigh Posted March 7, 2022 Report Share Posted March 7, 2022 I'm more than happy to beta test a mission that still has cosmetic touches to go in. Scripting, gameplay, and balance are all things that can be tested early on. 2 Quote { 0 | 🞵 } = funk_tastic My missions: Stand-alone Duncan Lynch series Down and Out on Newford Road the Factory Heist A House Call Link to comment Share on other sites More sharing options...
HMart Posted March 9, 2022 Report Share Posted March 9, 2022 (edited) Sorry if this isn't really directed at TDM but here is a simple boids system that I'm implementing on Dewm3 engine, sorry for the programmer art and the blurry video, will try to record something with more quality. https://drive.google.com/file/d/1w1JIai8QNP3NiF9wBNb_gd73kXhQ5lvU/view?usp=sharing Boids are used to simulate, bird flocks, fish groups, in large scale, etc. This boids aren't AI's they are just simple renderEntity_t, they avoid each other, walls and move at different speeds, to simulate slow or sick animals, right now they avoid walls by using the engine ray tracing/testing. Because of that and even thou I did my best to optimize performance, this means that is really not a very fast system but in the video you see 500 boids working with imo good performance, albeit in a very simple scene. Hope you guys like it. edit: Better quality video (looks better in fullscreen), a more representative model, for the current boid behavior. Is a relatively highpoly model so performance got a tad lower with it, but still 500 boids. Edited March 10, 2022 by HMart 3 Quote Link to comment Share on other sites More sharing options...
HMart Posted March 10, 2022 Report Share Posted March 10, 2022 Improved the boids/fish behavior a little, now they seam to stay in close groups more often but for some reason, compared to the older system, performance took a nose dive with 500 boids. I don't really know why but I'm trying to find out. This is not final and still very much WIP. https://drive.google.com/file/d/1r5zVyDCl0mfHD_VqRZVPI2CZhjP3a1ge/view?usp=sharing 4 Quote Link to comment Share on other sites More sharing options...
peter_spy Posted March 10, 2022 Report Share Posted March 10, 2022 Looks fun! 1 Quote Misc. assets for TDM Link to comment Share on other sites More sharing options...
HMart Posted March 10, 2022 Report Share Posted March 10, 2022 indeed and happy you liked it. btw was able to improve performance to be more or less the older system, now stays at 50fps's with 500 boids (the fish model is not optimized also), in real game you would use way less than that. Still not finished, need to improve collision, specially at corners, because of the way I'm making the ray tracing, sometimes when a boid gets into a level corner it misses collision and gets out of the level into the void... like i said WIP. 2 Quote Link to comment Share on other sites More sharing options...
Dragofer Posted March 14, 2022 Report Share Posted March 14, 2022 We should get @STRUNK in this thread for those boids, they look very relevant to his work. 1 Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge Co-FM: The Painter's Wife | Co-FM: Written in Stone Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide | Dark Ambient Music & Sound Repository Link to comment Share on other sites More sharing options...
Popular Post Epifire Posted March 15, 2022 Popular Post Report Share Posted March 15, 2022 As some of you may know, I've been building up my dev portfolio in preparation for launching into professional Environment Modeling. Goldwell was kind enough to offer me a collaboration in an all new seaside location, which in turn granted me something neat to showcase. The goal was to create a larger area using all models to attempt something unique and visually compelling. This is a combination of high resolution sculpts in Zbrush + more traditional hard surface modeling in Maya, & textured in Substance Painter. Cape Aniva was also a huge inspiration for the lighthouse design. Very excited for the final playable version but till then, we've got some teaser shots for ya'll! 23 Quote Modeler galore & co-authors literally everything Link to comment Share on other sites More sharing options...
thebigh Posted March 15, 2022 Report Share Posted March 15, 2022 Nice! The lighthouse, detailed rock models, and highlights on the sharper rock edges, give this an almost Dishonored vibe. It looks really cool. 2 Quote { 0 | 🞵 } = funk_tastic My missions: Stand-alone Duncan Lynch series Down and Out on Newford Road the Factory Heist A House Call Link to comment Share on other sites More sharing options...
Amadeus Posted March 15, 2022 Report Share Posted March 15, 2022 Looks absolutely stellar Epifire!!!! 1 Quote FMs: A Good Neighbor Co-FMs: Seeking Lady Leicester, Written in Stone, The Painter's Wife Link to comment Share on other sites More sharing options...
Epifire Posted March 15, 2022 Report Share Posted March 15, 2022 41 minutes ago, thebigh said: Nice! The lighthouse, detailed rock models, and highlights on the sharper rock edges, give this an almost Dishonored vibe. It looks really cool. Thanks! That's the benefit of throwing all the detailing at texture data. There's actually very few (separated) meshes in that scene. Most areas are divided into single chunks to save on the draw calls. Currently with the entire scene in view, it clocks at 454 draw calls and 16,625 shadow count. That's the added benefit of a fully modeled scene and having total control. Downside is that with it being all combined, major changes to the layout a very difficult to do when it's all finished. So it forces you to plan well in advance and anything reworked has to fit in the bounds of what you've already made. 3 Quote Modeler galore & co-authors literally everything Link to comment Share on other sites More sharing options...
peter_spy Posted March 15, 2022 Report Share Posted March 15, 2022 Fantastic work Epi, as always! 1 Quote Misc. assets for TDM Link to comment Share on other sites More sharing options...
Popular Post thebigh Posted March 17, 2022 Popular Post Report Share Posted March 17, 2022 I'm in the early planning stages of my next mission. I'm tentatively calling it The Ring of Despair and much of it will take place in an Inventors' Guild establishment laid out a bit like a university building. Initial stages will involve you making your way through the City streets, exploring some side alleys and buildings, before you reach your goal. In my previous maps I've had rough sketches of the layout of everything but this time I really want to be as meticulous as possible in planning it all out. I won't even touch DR, except to test some new models, until I've drawn up a bunch of floor plans, modules, and textures. Let's see if this approach works for me. Goal is to release on Dec 31, with two weeks or so of betatesting beforehand. 6 Quote { 0 | 🞵 } = funk_tastic My missions: Stand-alone Duncan Lynch series Down and Out on Newford Road the Factory Heist A House Call Link to comment Share on other sites More sharing options...
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