Jump to content
The Dark Mod Forums

So, what are you working on right now?


Recommended Posts



Cant see it (at work) and phone wont render (too big).


Are you still working with grayman on the head bob issue for multiple skyboxes?

Please visit TDM's IndieDB site and help promote the mod:




(Yeah, shameless promotion... but traffic is traffic folks...)

Link to comment
Share on other sites

Great work Badcog - would love to see a new map from you! <3

"No proposition Euclid wrote,

No formulae the text-books know,

Will turn the bullet from your coat,

Or ward the tulwar's downward blow

Strike hard who cares—shoot straight who can—

The odds are on the cheaper man."


From 'Arithmetic on the Frontier' by Rudyard Kipling

Link to comment
Share on other sites

very interesting, I assume that is parts of my cathedral..? which is cool as i have always said people are free to copy/use etc, just credit me etc.


Hahahahaha oh biker you ego maniac lol. I was the first person to demonstrate crazy huge cathedrals in this mod. It's been in the repository for quite some time now also. These pics are old <3

I always assumed I'd taste like boot leather.


Link to comment
Share on other sites

They appeared around the time I started to post regularly here. I think there was an exterior shot with huge, huge pillars which is still the desktop background on my laptop.

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

@ nbohr1more,


Nah, the head bob issue is caused by scripts and happens when you use a skybox camera. I have no idea how to solve it.


What I'm doing is basically combining parts of geometry in a sealed of area, with a caulk cube in the area you are in into a func_static, which makes the geometry in the sealed off areas render as well. So the outside of the chapel (only the top parts you can see from any given location) will render over other buildings at a distance.


I'm also going to work some 'LOD' into it. So at the furthest point you just see the silohette, but from closer points you will see a bit more detail. When you are in the same area as the chapel you will see even more details. (window trim that won't be seen from far away).


Bascially You have a simple shell that seals the inside of the chapel. Then each 'lod' is a layer of func_static skins. So the roof and tower walls will be func_static, but will have a thin 'sealing wall' under them.





I get a solid 30 at lowest inside, screenshots always drop it. Can't go much higher than that. All lights and VP's are in place.

Dark is the sway that mows like a harvest

Link to comment
Share on other sites

Bit more work, added onto the chapel (bedrooms, dining hall, got both stairways finished, added some windows)




Did some optimizing, mainly got rid of all the 3 candle chandeliers. We need to fix those. They could be one light instead of 3, and the radius needs to be much bigger. They just kill fps and don't light anything up anyway.

That and changed a lot of func_statics back into worldspawn to cut up tris more so I didn't have a few tris that were being hit by a lot of lights. Now it's a lot of tris being hit by only a few lights.

FPS is up probably 12-15 AND I have an AI patrolling.


The torch overhead is going t0o move back one arch from player so that spot will be dark and the light will be more even.

Dark is the sway that mows like a harvest

Link to comment
Share on other sites

changed a lot of func_statics back into worldspawn to cut up tris more so I didn't have a few tris that were being hit by a lot of lights. Now it's a lot of tris being hit by only a few lights.


urgh, like mappers don't have enough to worry about without adding that into the equation. i had never even thought of that, but it seems like a legit concern with large brushes/patches, as long as the lights are noshadows. if shadowcasting, i wonder which way would have the larger performance hit.

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

    • The Black Arrow

      I was playing Skyrim, got bored fast. Got back to The Dark Mod just for one mission, played "Somewhere above the City" which is not really a great mission but still good, as in above-average.
      My biggest regret is living in this country, where there's a heat wave, I am sweating at 20c and I really wish for temperatures below 5c.
      · 10 replies
    • Skaruts

      Is there something wrong with the forums lately, or is it my browser? I've been having trouble formatting posts, and just now I couldn't format anything at all.
      I'm using Vivaldi.
      Usually I have to: select text, click bold, nothing happens, select again, click bold, then it works. 
      Same for other stuff, like creating spoilers, bullet points, links. Nothing works the first time. 
      · 1 reply
    • STiFU

      Back from a spontaneous 1-week trip to Lanzarote with wife and son. I hope beta testing has been going well...
      · 1 reply
    • datiswous

      Whenever I eat fried chicken these days I think of this scene in The Black Mage..

      · 1 reply
    • Mortem Desino

      Even though I've been absent a long while, I still find myself dreamily wishing for the free time to do TDM mission development. When working on new research projects I'll find myself involuntarily thinking, "hee hee this could be a fun texture or readable or bit of map architecture." Or I find myself absentmindedly responding out loud to odd noises with a drunkguard-like "must've been rats!"
      · 3 replies
  • Create New...