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Apples and Peaches: Obsttorte's Mapping and Scripting Thread


Obsttorte
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This should be a standard featureof TDM - very sweet :)

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"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

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  • 4 weeks later...

The basic layout of the first quarter is done. Now onto sealing and visportalizing, than the next quarter :)

post-11230-0-49776900-1410851524_thumb.jpg

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

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Thanks :)

 

I plan to let the other two quarters look different, so there is some variety visual-wise. One quarter is intented to be a docking area, and the other a noble district. Especially the latter one shall focus one rooftop gameplay (large buildings, heavely patrolled streets, etc...).

 

I also have a rough plot:

 

 

You are one of the best in thievery and have become pretty "famous". This gave you the opportunity to get the best jobs, but also causes other criminals to see you as rival, not to mention that the citywatch is having you as one of their main targets. Due to this you decide that it may be the time to leave Bridgeport and search your fortune in a different city, where you are unknown.

 

The problem is that most people who could help you to get out of the city are either as corrupt as many citywatch members, or are not good enough so you can really trust them to do a good job. But there is one person who is known to always fulfill what he is paid for, and to be the best in what he does.

 

He is, however, a pretty strange person not interested in generic loot. He is only after unique items, either very aged or somewhat mystique. So you cannot pay him with a couple of coins. You have to find the real valueables, heirlooms, ancient artifacts and strange stuff only worth something to a very few. So you plan to make one last big robbery, searching for such things to pay off your escape from Bridgeport.

 

The gameplay idea is that you have to find hints that guide you to such special items, of which you have to find a certain amount (or a number of a certain value, where easier to find objects would count less, have to think about that). You can still find loot, and use it to buy equipment at the local dealers to prepare yourself for the tasks lying in front of you.

 

This approach allows you to choose your objectives so to say. If you find one object to be pretty hard to get, you can aim for a different one. The loot is not just used as a counter that has to reach a certain value, but is a crucial resource needed to easen your progress. However, you are free to ignore it either if you think you can master the mission without any equipment.

 

 

The mission is going to use features that will become available in TDM 2.03, so I will release it afterwards. Depending on how fast my progress is and on how fast the team can setup 2.03, it may be the first mission for the new TDM version. The race has begun :D

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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

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I've updated the keyhole peeking:

http://youtu.be/YXVzkWUhHlI

 

The next step will be to create a custom door entity which sets everything up automatically, so that if mappers want to use it they just have to place the entity in their mission instead of standard doors. :)

 

Don't know how you did that but is nice, what i would do if something like this was what i needed, would be putting a camera on the other side of the door, then just have a peeking button (instead of froobing) click on it disable the player movements and change the view to the peeking camera with a GUI overlay simulating a keyhole, don't know if the side to side movement would be possible on my idea without c++ coding and i'm zero at that.

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That's basically how it works :)

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

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I map for three years now. My first approaches looked like shit. Don't give up, you'll getter better the more you try.

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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

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buck28 - You should definitely plan ahead. Look into my mission's thread, there are conceptual drawings of what I wanted to do before I went into DR. You dont need to know how to draw detailed scenes, just a floorplan and a script will do. You can add details to the plan. Once you know what kind of room it is and what is going on in it, you can look for references online - and stick to what you see. No imagination is richer than reality. Stick to what you see, reproduce it, adapt it to your vision, and means. Dont go making stuff up as you go. Many people do that everywhere, even if you can learn how to operate in this way, it simply isnt the most effective. You will hit road blocks constantly. Not only creative ones, but also technical ones. Just plan ahead and stick to the plan. Coming up with the detailed plan is actually the most fun part of it. The building is just the effort you need to go through to see it realised.

 

Great work there Obs.

Edited by RPGista
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Thanks. :)

 

Little update: The area is sealed and visportalized. Performance is good except in one place, where you can see pretty far. Performance drops to 50FPS there. Will have to put some work in there. In addition two vp's are causing me some headaches at the moment, but I'll sort that out somehow.

 

The next step will be to work on the interior of the builder fortress, which is the big church-like looking building in the shots. After that I'll start with the docks area.

 

Some screenies:

post-11230-0-88150300-1411037396_thumb.jpg

post-11230-0-08253300-1411037414_thumb.png

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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

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Are these individual stones on the wall, or just a very good texture? If individual stones, would you mind sharing them? :)

"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

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Are these individual stones on the wall, or just a very good texture? If individual stones, would you mind sharing them? :)

It's a stone texture: textures/darkmod/stone/brick/old_blocks_wornsmooth_sepia_grey

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

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Well, I think I quit it for today. I wasn't able to get the Builder fortress ready, but made good progress anyways. I've implemented a little puzzle which makes use of the security camera feature. :)

 

I have 5596 Brushes and 2490 Patches placed thus far, and the smallest cube containing what I've build thus far sizes 9634x4872x2264 (XYZ). Definetely will have to replace some func_statics with exported models once the basic geometry is done to keep the loading times on a conciderably level.

 

Btw.: I know there is an entity limit (I am currently at 825), but is there also a Brush/Patch limit?

post-11230-0-50011200-1411315366_thumb.png

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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

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  • 3 weeks later...

As I didn't posted a while I thought I may give a little update. I didn't worked much on the mission due to real life stuff, mainly work. But the project is not dead. In one and a half week I have two weeks off, and my fingers are itching to use this time to create the second city quarter. I am really aiming to get the basic layout done until the end ov novembre, so I can start fleshing out the plot and creating the interiors than.

 

I also have two weeks off around christmas, which should give me another boost in there. The problem is that you only work fast if you work a lot on it and can establish some routinous workflow. Only working on a mission every now and than really makes you slow :(

 

Maybe I can finish the mission until my birthday in march, some sort of a present to myself :)

  • Like 2

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

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  • 3 months later...

It's currently in hold due to real life stuff. Especially christmas was a pain in the ass regarding my time planning :(

 

I may continue working on it in february or so.

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

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  • 9 months later...
  • 2 months later...

Searching AI's that are grabbing the next available torch

 

Hello everyone. I'm very happy to present you two little scriptobjects that are able to establish a special ai behaviour, as previously announced. Maybe I should first describe what they are doing.

 

 

If I understand correctly, just adding the script doesn't actually change anything, right? You have to put the right spawnargs on both the torches and the AI?

 

If so, we really should add this to the core mod, so mappers can use it when they want. If all that's needed is a few new torch/holder models, I can make that. This would be a very cool AI capability that I haven't seen in other games.

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Not sure whether new models would be needed, maybe some skins are sufficient. Would have to take a look.

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

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