Jump to content
The Dark Mod Forums

Recommended Posts

Posted (edited)

To get some inspiration for my fm, I doodled again something nice for all to use.

I have changed the introgui from D3 to a TDM-Themed briefing gui, and added some code.

It shows a parchment, that automatically scrolls from bottom to top. The text appears like a writer, writes his text.

And in the background you hear and see thunderflashes sounds. (for now the backgroundimage its just a placeholder.)

 

 

It would be nice to create a candle light effect.

But would do you think?

 

In the following spoiler, you find the sourcecode.

 

 

//Textwrite.
//a edited gui from D3. (edited by freyk)
//It shows a parchment, that automaticly scrolls from bottom to top, and the text appears like a writer writes its text.
//And in the background you hear and see thunderflashes sounds.




#define TEXT_FONT "fonts/treasure_map"//"fonts/carleton"
//goodalmost bamberg, carolingia, chrishand, ellianerelle, everett, jd_hand, mason, nancy, popsies, shoppinglist
//goodnot "andrew_script", gothica2, lotharus, mac_humaine, medusa, rapscallionpirate, shoppinglist, stone, summertime, treasure_map


windowDef Desktop
{
rect 0,0,640,480
menugui 1

onESC {
set "cmd" "startgame" ;
}

windowDef MainMenuBackgroundOverlay
{
rect 0, 0, 640, 480
matcolor 1 ,1 ,1 ,0.6
//background "guis/loading/generic_loading1"
//background "textures/lights/clouds"
background "guis/loading/generic_loading1"
}


windowDef ParentScroll
{
//rect 10,179,640,492
rect 1,179,640,492
visible 1
background "guis/assets/mainmenu/oldparchment_backdrop5"



windowDef Block1
{
rect 66,35,0,25
visible 1

windowDef Blur1
{
rect 0,-2,541,403
visible 1
matcolor 1,1,1,1
}

windowDef Text1
{
rect 5,0,545,421
visible 1
forecolor 0,0,0,1 //1,1,1,1
font TEXT_FONT
text "text 1 Get Freyks fm, the dark mission. Its great."
textscale 0.4
}
}
windowDef Block2
{
rect 66,60,0,25
visible 1
windowDef Blur2
{
rect 0,-27,541,403
visible 1
matcolor 1,1,1,1
}
windowDef Text2
{
//rect 5,-2,545,398
rect 5,-2,545,421
visible 1
forecolor 0,0,0,1 //1,1,1,1 //0,1,1,1
font TEXT_FONT
text "text 2 Get Freyks fm, the dark mission. Its great."
textscale 0.40000001
}
}
windowDef Block3
{
rect 66,104,0,25
visible 1
windowDef Blur3
{
rect 0,-71,541,403
visible 1
matcolor 1,1,1,1
}
windowDef Text3
{
//rect 5,0,545,352
rect 5,0,545,421
visible 1
forecolor 0,0,0,1 //1,1,1,1 //0,1,1,1
font TEXT_FONT
text "text 3 Get Freyks fm, the dark mission. Its great."
textscale 0.40000001
}
}
windowDef Block4
{
rect 66,129,0,25
visible 1
windowDef Blur4
{
rect 0,-96,541,403
visible 1
matcolor 1,1,1,1
}
windowDef Text4
{
//rect 5,-2,545,329
rect 5,-2,545,421
visible 1
forecolor 0,0,0,1 //1,1,1,1 //0,1,1,1
font TEXT_FONT
text "text 4 Get Freyks fm, the dark mission. Its great."
textscale 0.40000001
}
}
windowDef Block5
{
rect 66,175,0,26
visible 1
windowDef Blur5
{
rect 0,-142,541,403
visible 1
//background "guis/assets/marscity/textblur"
matcolor 1,1,1,1
}
windowDef Text5
{
rect 5,-2,545,421
visible 1
forecolor 0,0,0,1 //1,1,1,1 //0,1,1,1
font TEXT_FONT
text "text 5 Get Freyks fm, the dark mission. Its great."
textscale 0.40000001
}
}
windowDef Block6
{
rect 66,221,0,25
visible 1
windowDef Blur6
{
rect 0,-188,541,403
visible 1
matcolor 1,1,1,1
}
windowDef Text6
{
//rect 5,-2,545,237
rect 5,-2,545,421
visible 1
forecolor 0,0,0,1 //1,1,1,1 //0,1,1,1
font TEXT_FONT
text "text 6 Get Freyks fm, the dark mission. Its great."
textscale 0.40000001
}
}
windowDef Block7
{
rect 66,266,0,25
visible 1
windowDef Blur7
{
rect 0,-233,541,403
visible 1
matcolor 1,1,1,1
}
windowDef Text7
{
rect 5,-1,545,191
visible 1
forecolor 0,0,0,1 //1,1,1,1 //0,1,1,1
font TEXT_FONT
text "text 7 Get Freyks fm, the dark mission. Its great."
textscale 0.40000001
}
}
windowDef Block8
{
rect 66,312,0,25
visible 1
windowDef Blur8
{
rect 0,-279,541,403
visible 1
matcolor 1,1,1,1
}
windowDef Text8
{
rect 5,-1,545,145
visible 1
forecolor 0,0,0,1 //1,1,1,1 //0,1,1,1
font TEXT_FONT
text "text 8 Get Freyks fm, the dark mission. Its great."
textscale 0.40000001
}
}
windowDef Block9
{
rect 66,337,0,25
visible 1
windowDef Blur9
{
rect 0,-304,541,403
visible 1
matcolor 1,1,1,1
}
windowDef Text9
{
rect 5,-3,545,122
visible 1
forecolor 0,0,0,1 //1,1,1,1 //0,1,1,1
font TEXT_FONT
text "text 9 Get Freyks fm, the dark mission. Its great."
textscale 0.40000001
}
}
windowDef Block10
{
rect 66,381,0,25
visible 1
windowDef Blur10
{
rect 0,-348,541,403
visible 1
matcolor 1,1,1,1
}
windowDef Text10
{
rect 5,-1,545,76
visible 1
forecolor 0,0,0,1 //1,1,1,1 //0,1,1,1
font TEXT_FONT
text "text 10 Please be Careful."
textscale 0.40000001
}
}
windowDef Block11
{
rect 66,406,0,25
visible 1
windowDef Blur11
{
rect 0,-373,541,403
visible 1
matcolor 1,1,1,1
}
windowDef Text11
{
rect 5,-3,545,53
visible 1
forecolor 0,0,0,1 //1,1,1,1 //0,1,1,1
font TEXT_FONT
text "text 11 Freyk"
textscale 0.40000001
}
}


windowDef Blink
{
rect 73, 40, 16, 18
visible 0
matcolor 0.6,1,1,0.7
//background "featherpq"

onTime 0 {
transition "matcolor" "0.4 0.8 0.8 1" "0.2 0.6 0.6 0.9" "100" ;
}

onTime 100 {
transition "matcolor" "0.2 0.6 0.6 0.9" "0.4 0.8 0.8 1" "100" ;
}

onTime 200 {
resetTime "0" ;
}

}

windowDef Bar
{
rect 44,22,584,52
visible 1
//background "guis/assets/marscity/bar"
matcolor 0.6,1,1,0
backcolor 0,0,0,0
}

// end ParentScroll
}


windowDef AnimText
{
rect 0,0,100,100
visible 1
//notime 1



onTime 0 {
transition "Bar::rect" "150 22 584 52" "44 37 584 26" "100" "0" "1" ;
transition "Bar::matcolor" "1 1 1 0.8" "0.6 1 1 0.6" "100" ;
//transition "RoqCover::backcolor" "0 0 0 1" "0 0 0 0.3" "3000" ;
//set "IntroLoop::visible" "1" ;
//resetTime "IntroLoop" "0" ;
}

onTime 100 {
transition "Logo::matcolor" "1 1 1 1" "0.8 1 1 0.9" "500" ;
transition "Logo::rect" "41 211 38 33" "35 211 38 33" "500" "0" "1" ;
set "blink::visible" "1" ;
set "White::visible" "1" ;
transition "Bar::matcolor" "0.6 1 1 0.6" "0.6 1 1 0" "500" ;

//transition "Block1::rect" "66 35 8 25" "66 35 511 25" "2750" ;
transition "Block1::rect" "100 35 8 25" "100 35 511 25" "2750" ;
//transition "Blink::rect" "67 40 16 19" "562 40 16 19" "2750" ;
transition "Blink::rect" "67 1 16 80" "562 1 16 80" "2750" ;
transition "White::rect" "67 34 33 27" "562 34 33 27" "2750" ;
}

onTime 2000 {
set "Blink2::rect" "251 410 16 19" ;
set "Bar::rect" "150 45 584 54" ;
}


onTime 2850 {
transition "Bar::rect" "150 45 584 52" "44 60 584 26" "100" "0" "1" ;
transition "Bar::matcolor" "1 1 1 0.8" "0.6 1 1 0.6" "100" ;
//transition "ParentScroll::rect" "10 179 640 480" "10 -175 640 480" "22000" "0.1" "0.1" ;
transition "ParentScroll::rect" "1 179 640 480" "1 -175 640 480" "22000" "0.1" "0.1" ;
}

onTime 2950 {
transition "Bar::matcolor" "0.6 1 1 0.6" "0.6 1 1 0" "500" ;
transition "Block2::rect" "66 60 8 25" "66 60 320 25" "1550" ;
transition "Blink::rect" "71 64 16 19" "372 64 16 19" "1550" ;
transition "White::rect" "71 58 33 27" "372 58 33 27" "1550" ;
}

onTime 4000 {
transition "Logo::matcolor" "0.8 1 1 0.9" "0.8 1 1 0" "2000" ;
set "Bar::rect" "150 45 584 54" ;
}

onTime 4500 {
set "White::visible" "0" ;
transition "Blink::rect" "71 88 16 19" "71 88 16 19" "300" ;
transition "Bar::rect" "150 69 584 52" "44 85 584 25" "100" "0" "1" ;
transition "Bar::matcolor" "1 1 1 0.2" "0.6 1 1 0" "300" ;
}

onTime 4900 {
set "white::rect" "71 104 33 27" ;
transition "Bar::rect" "150 91 584 52" "44 106 584 26" "100" "0" "1" ;
transition "Bar::matcolor" "1 1 1 0.8" "0.6 1 1 0.6" "100" ;
}

onTime 5000 {
set "White::visible" "1" ;
transition "Bar::matcolor" "0.6 1 1 0.6" "0.6 1 1 0" "500" ;
transition "Block3::rect" "66 104 8 25" "66 104 451 25" "2100" ;
transition "Blink::rect" "71 110 16 19" "502 110 16 19" "2100" ;
transition "White::rect" "71 104 33 27" "502 104 33 27" "2100" ;
}

onTime 6000 {
set "Bar::rect" "150 114 584 54" ;
}

onTime 7100 {
set "white::rect" "71 127 33 27" ;
transition "Bar::rect" "150 114 584 52" "44 129 584 26" "100" "0" "1" ;
transition "Bar::matcolor" "1 1 1 0.8" "0.6 1 1 0.6" "100" ;
}

onTime 7200 {
transition "Bar::matcolor" "0.6 1 1 0.6" "0.6 1 1 0" "500" ;
transition "Block4::rect" "66 129 20 25" "66 129 481 25" "2250" ;
transition "Blink::rect" "71 133 16 19" "534 133 16 19" "2250" ;
transition "White::rect" "71 127 33 27" "534 127 33 27" "2250" ;
transition "Blur1::matcolor" "1 1 1 1" "0 0 0 0" "1200" ;
//transition "Text1::forecolor" "0 1 1 1" "0 1 1 0" "1000" ;
}

onTime 8200 {
set "Bar::rect" "150 137 584 54" ;
}

onTime 9450 {
set "White::visible" "0" ;
transition "Blink::rect" "71 156 16 19" "71 156 16 19" "200" ;
transition "Bar::rect" "150 137 584 52" "44 152 584 26" "100" "0" "1" ;
transition "Bar::matcolor" "1 1 1 0.2" "0.6 1 1 0" "200" ;
transition "Blur2::matcolor" "1 1 1 1" "0 0 0 0" "1200" ;
//transition "Text2::forecolor" "0 1 1 1" "0 1 1 0" "1000" ;
}

onTime 9700 {
set "white::rect" "71 172 33 27" ;
transition "Bar::rect" "150 159 584 52" "44 174 584 26" "100" "0" "1" ;
transition "Bar::matcolor" "1 1 1 0.8" "0.6 1 1 0.6" "100" ;
}

onTime 9800 {
set "White::visible" "1" ;
transition "Bar::matcolor" "0.6 1 1 0.6" "0.6 1 1 0" "500" ;
transition "Block5::rect" "66 175 20 25" "66 175 212 25" "1000" ;
transition "Blink::rect" "71 178 16 19" "269 178 16 19" "1000" ;
transition "White::rect" "71 172 33 27" "269 172 33 27" "1000" ;
}

onTime 10700 {
set "Bar::rect" "150 183 584 54" ;
}

onTime 10800 {
set "White::visible" "0" ;
transition "Blink::rect" "71 202 16 19" "71 202 16 19" "200" ;
transition "Bar::rect" "150 183 584 52" "44 198 584 26" "100" "0" "1" ;
transition "Bar::matcolor" "1 1 1 0.2" "0.6 1 1 0" "200" ;
transition "Blur3::matcolor" "1 1 1 1" "0 0 0 0" "1200" ;
//transition "Text3::forecolor" "0 1 1 1" "0 1 1 0" "1000" ;
}

onTime 11200 {
set "white::rect" "71 219 33 27" ;
transition "Bar::rect" "150 206 584 52" "44 221 584 26" "100" "0" "1" ;
transition "Bar::matcolor" "1 1 1 0.8" "0.6 1 1 0.6" "100" ;
}

onTime 11300 {
set "White::visible" "1" ;
transition "Bar::matcolor" "0.6 1 1 0.6" "0.6 1 1 0" "500" ;
transition "Block6::rect" "66 221 20 25" "66 221 195 25" "900" ;
transition "Blink::rect" "71 225 16 19" "256 225 16 19" "900" ;
transition "White::rect" "71 219 33 27" "256 219 33 27" "900" ;
transition "Blur4::matcolor" "1 1 1 1" "0 0 0 0" "1200" ;
//transition "Text4::forecolor" "0 1 1 1" "0 1 1 0" "1000" ;
}

onTime 11900 {
set "Bar::rect" "150 252 584 54" ;
}

onTime 12300 {
set "White::visible" "0" ;
transition "Blink::rect" "71 248 16 19" "71 248 16 19" "200" ;
transition "Bar::rect" "150 229 584 52" "44 244 584 26" "100" "0" "1" ;
transition "Bar::matcolor" "1 1 1 0.2" "0.6 1 1 0" "200" ;
}

onTime 12600 {
set "white::rect" "71 265 33 27" ;
transition "Bar::rect" "150 252 584 52" "44 267 584 26" "100" "0" "1" ;
transition "Bar::matcolor" "1 1 1 0.8" "0.6 1 1 0.6" "100" ;
}

onTime 12700 {
set "White::visible" "1" ;
transition "Bar::matcolor" "0.6 1 1 0.6" "0.6 1 1 0" "500" ;
transition "Block7::rect" "66 266 20 25" "66 266 335 25" "1700" ;
transition "Blink::rect" "71 271 16 19" "396 271 16 19" "1700" ;
transition "White::rect" "71 265 33 27" "396 265 33 27" "1700" ;
transition "Blur5::matcolor" "1 1 1 1" "0 0 0 0" "1200" ;
//transition "Text5::forecolor" "0 1 1 1" "0 1 1 0" "1000" ;
}

onTime 13700 {
set "Bar::rect" "150 274 584 54" ;
}

onTime 14400 {
set "White::visible" "0" ;
transition "Blink::rect" "71 293 16 19" "71 293 16 19" "200" ;
transition "Bar::rect" "150 274 584 52" "44 289 584 26" "100" "0" "1" ;
transition "Bar::matcolor" "1 1 1 0.2" "0.6 1 1 0" "200" ;
}

onTime 14800 {
set "white::rect" "71 311 33 27" ;
transition "Bar::rect" "150 298 584 52" "44 313 584 26" "100" "0" "1" ;
transition "Bar::matcolor" "1 1 1 0.8" "0.6 1 1 0.6" "100" ;
}

onTime 14900 {
set "White::visible" "1" ;
transition "Bar::matcolor" "0.6 1 1 0.6" "0.6 1 1 0" "500" ;
transition "Block8::rect" "66 312 20 25" "66 312 518 25" "2700" ;
transition "Blink::rect" "71 317 16 19" "579 317 16 19" "2700" ;
transition "White::rect" "71 311 33 27" "579 311 33 27" "2700" ;
transition "Blur6::matcolor" "1 1 1 1" "0 0 0 0" "1200" ;
//transition "Text6::forecolor" "0 1 1 1" "0 1 1 0" "1000" ;
}

onTime 15900 {
set "Bar::rect" "150 321 584 54" ;
}

onTime 17600 {
set "white::rect" "71 334 33 27" ;
transition "Bar::rect" "150 321 584 52" "44 336 584 26" "100" "0" "1" ;
transition "Bar::matcolor" "1 1 1 0.8" "0.6 1 1 0.6" "100" ;
}

onTime 17700 {
set "White::visible" "1" ;
transition "Bar::matcolor" "0.6 1 1 0.6" "0.6 1 1 0" "500" ;
transition "Block9::rect" "66 337 20 25" "66 337 502 25" "2600" ;
transition "Blink::rect" "71 340 16 19" "561 340 16 19" "2600" ;
transition "White::rect" "71 334 33 27" "561 334 33 27" "2600" ;
}

onTime 18700 {
set "Bar::rect" "150 343 584 54" ;
}

onTime 20300 {
set "White::visible" "0" ;
transition "Blink::rect" "71 362 16 19" "71 362 16 19" "200" ;
transition "Bar::rect" "150 343 584 52" "44 358 584 26" "100" "0" "1" ;
transition "Bar::matcolor" "1 1 1 0.2" "0.6 1 1 0" "200" ;
transition "Blur7::matcolor" "1 1 1 1" "0 0 0 0" "1200" ;
//transition "Text7::forecolor" "0 1 1 1" "0 1 1 0" "1000" ;
}

onTime 20500 {
set "white::rect" "71 380 33 27" ;
transition "Bar::rect" "150 367 584 52" "44 382 584 26" "100" "0" "1" ;
transition "Bar::matcolor" "1 1 1 0.8" "0.6 1 1 0.6" "100" ;
}

onTime 20600 {
set "White::visible" "1" ;
transition "Bar::matcolor" "0.6 1 1 0.6" "0.6 1 1 0" "500" ;
transition "Block10::rect" "66 381 20 25" "66 381 523 25" "2900" ;
transition "Blink::rect" "71 386 16 19" "580 386 16 19" "2900" ;
transition "White::rect" "71 380 33 27" "580 380 33 27" "2900" ;
}

onTime 21600 {
set "Bar::rect" "150 390 584 54" ;
}

onTime 23400 {
set "white::rect" "71 403 33 27" ;
transition "Bar::rect" "150 390 584 52" "44 405 584 26" "100" "0" "1" ;
transition "Bar::matcolor" "1 1 1 0.8" "0.6 1 1 0.6" "100" ;
}

onTime 23500 {
set "White::visible" "1" ;
transition "Bar::matcolor" "0.6 1 1 0.6" "0.6 1 1 0" "500" ;
transition "Block11::rect" "66 406 20 25" "66 406 187 25" "1000" ;
transition "Blink::rect" "71 409 16 19" "251 409 16 19" "1000" ;
transition "White::rect" "71 403 33 27" "251 403 33 27" "1000" ;
transition "Blur8::matcolor" "1 1 1 1" "0 0 0 0" "1200" ;
//transition "Text8::forecolor" "0 1 1 1" "0 1 1 0" "1000" ;
//transition "RoqCover::backcolor" "0 0 0 0.4" "0 0 0 1" "1500" ;
}

onTime 24500 {
transition "Blink2::matcolor" "0.4 0.8 0.8 1" "0.4 0.8 0.8 0" "500" ;
set "White::visible" "0" ;
set "Blink::visible" "0" ;
transition "Blink2::rect" "251 409 16 19" "313 409 16 19" "400" ;
transition "Blur9::matcolor" "1 1 1 1" "0 0 0 0" "1200" ;
//transition "Text9::forecolor" "0 1 1 1" "0 1 1 0" "1000" ;
}

onTime 25750 {
transition "Blur10::matcolor" "1 1 1 1" "0 0 0 0" "1200" ;
//transition "Text10::forecolor" "0 1 1 1" "0 1 1 0" "1000" ;
}

onTime 26000 {

transition "Blur11::matcolor" "1 1 1 1" "0 0 0 0" "1200" ;
//transition "Text11::forecolor" "0 1 1 1" "0 1 1 0" "1000" ;
}

onTime 27200 {
}

onTime 28200 {
set "IntroLoop::visible" "0" ;
}


onTime 29500 {
set "cmd" "startgame" ;
}


}//end AnimText


windowDef Click
{
rect 0,0,0,0
}

//===========================================
//===========================================
windowDef MainMenuBackground_action {
rect 196, 205, 250, 35
forecolor 0,0,0,0
visible 1


onTime 0 {
transition "MainMenuBackgroundOverlay::lightColor" "2 2 2 2000" "0.5, 0.3, 0.2, 200" "750";
showcursor "1" ;
}

onTime 1 {
//localSound "waterfall_loop" ;
}

onTime 15000 {

transition "MainMenuBackgroundOverlay::matcolor" "0.5, 0.3, 0.2, 200" "2 2 2 2000" "150";
set "cmd" "play sound/ambient/environmental/weather_thunder01.ogg" ;
}

onTime 15150 {
transition "MainMenuBackgroundOverlay::matcolor" "2 2 2 2000" "0.5, 0.3, 0.2, 200" "100";
}

onTime 15100 {

transition "MainMenuBackgroundOverlay::matcolor" "0.5, 0.3, 0.2, 200" "2 2 2 2000" "100";
set "cmd" "play sound/ambient/environmental/weather_thunder01.ogg" ;
}

onTime 15200 {
transition "MainMenuBackgroundOverlay::matcolor" "2 2 2 2000" "0.5, 0.3, 0.2, 200" "180";
}

onTime 20000 {

transition "MainMenuBackgroundOverlay::matcolor" "0.5, 0.3, 0.2, 200" "0.8, 0.6,0.5, 200" "100";
set "cmd" "play sound/ambient/environmental/weather_thunder01.ogg" ;
}

onTime 20100 {
transition "MainMenuBackgroundOverlay::matcolor" "0.8, 0.6,0.5, 200" "0.5, 0.3, 0.2, 200" "350";
}

onTime 21180 {
resetTime "MainMenuBackground_action" "1" ;
}
}



//=========================
//=========================
}

post-13309-0-88102900-1491159428_thumb.jpg

Edited by freyk
  • Like 2

Info: My portfolio and darkmod graphical installer
Amnesty for Bikerdude!

Posted

Always nice to have more options for briefings. Can you post a video to show how it looks? Your description of it sounds exciting!

Clipper

-The mapper's best friend.

Posted (edited)

Dont have the apps to do this.

 

If you want to run/test it, copy the code to a empty file, give it a name and the fileextension ".gui" and place it in your tdm folder.
And in tdm run the command: testgui mygui.gui

But you dont hear any sounds. To solve that, replace the code with an existing gui, after a backup of the gui and run that gui.

Edited by freyk

Info: My portfolio and darkmod graphical installer
Amnesty for Bikerdude!

Posted

Don't know if you already know this but today when messing about with the gui system i found a very nice editing console svar "gui_debug 1" shows the UI items bbox and the mouse rate on menu based guis, very nice to find those values need when trying to place the windowDef at a particular place.

 

This coupled with reloadGUI makes working on guis really fast, explains why idSoftware never made a gui editor for Doom 3 (the existent gui editor was made for Quake 4 afaik by raven software).

  • Like 1
  • 2 weeks later...

Join the conversation

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

Guest
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

    • JackFarmer

      "Hidden Hands: Vitalic Fever" - new update available including subtitles & compressed briefing video (thanks to @datiswous) and several fixes.
      · 0 replies
    • Wolfmond

      🇬🇧

      2025-04-20
      I'd like to track my level design progress a bit more often now, so I'm using the feed in my profile here.
      I've been working intensively on Springheel's YouTube course over the past few days. I'm currently up to lesson 8. There is so much information that needs to be processed and practiced. 
      I have started to create my own house. As I don't have the imagination to create a good floor plan, I grabbed a floor plan generator from Watabou and experimented with it. I chose a floor plan that I will modify slightly, but at least I now have an initial idea. 
      I used two guards as a measuring tape: The rooms are two guards high. It turned out that I can simply double the number of boxes in DarkRadiant in grid size 8 that are drawn in the floor plan. 
      I practiced the simplest things on the floor plan first. Drawing walls, cutting walls, inserting doors, cutting out frames, creating VisPortals, furnishing rooms.
      I have had my first success in creating a book. Creating a book was easier than I thought. I have a few ideas with books. The level I'm creating will be more or less a chill level, just for me, where I'll try out a few things. I don't have an idea for my own mission yet. I want to start small first.
      For the cellar, I wanted to have a second entrance, which should be on the outside. I'm fascinated by these basement doors from the USA, I think they're called Bilco basement doors. They are very unusual in Germany, but this type of access is sometimes used for deliveries to restaurants etc., where barrels can be rolled or lifted into the cellar. 
      I used two Hatch Doors, but they got completely disoriented after turning. I have since got them reasonably tamed. It's not perfect, but it's acceptable. 
      In the cellar today I experimented with a trap door that leads to a shaft system. The rooms aren't practically finished yet, but I want to continue working on the floor plan for now. I'll be starting on the upper floor very soon.

      __________________________________________________________________________________
      🇩🇪

      2025-04-20

      Ich möchte nun mal öfters ein bisschen meinen Werdegang beim Leveldesign tracken, dazu nutze ich hier den Feed in meinem Profil.
      Ich habe mich in den vergangenen Tagen intensiv mit dem Youtube-Kurs von Springheel beschäftigt. Aktuell bin ich bis zu Lektion 8 gekommen. Das sind so viele Informationen, die erstmal verarbeitet werden wollen und trainiert werden wollen. 

      Ich habe mich daran gemacht, ein eigenes Haus zu erstellen. Da mir die Fantasie fehlt, einen guten Raumplan zu erstellen, habe ich mir einen Grundrissgenerator von Watabou geschnappt und damit experimentiert. Ich habe mich für einen Grundriss entschieden, den ich noch leicht abwandeln werde, aber zumindest habe ich nun eine erste Idee. 

      Als Maßband habe ich zwei Wächter genommen: Die Räume sind zwei Wächter hoch. Es hat sich herausgestellt, dass ich in DarkRadiant in Gittergröße 8 einfach die doppelte Anzahl an Kästchen übernehmen kann, die im Grundriss eingezeichnet sind. 

      Ich habe bei dem Grundriss erstmal die einfachsten Sachen geübt. Wände ziehen, Wände zerschneiden, Türen einsetzen, Zargen herausschneiden, VisPortals erstellen, Räume einrichten.

      Ich habe erste Erfolge mit einem Buch gehabt. Das Erstellen eines Buchs ging leichter als gedacht. Ich habe ein paar Ideen mit Bücher. Das Level, das ich gerade erstelle, wird mehr oder weniger ein Chill-Level, einfach nur für mich, bei dem ich ein paar Sachen ausprobieren werde. Ich habe noch keine Idee für eine eigene Mission. Ich möchte erst einmal klein anfangen.

      Beim Keller wollte ich gerne einen zweiten Zugang haben, der sich außen befinden soll. Mich faszinieren diese Kellertüren aus den USA, Bilco basement doors heißen die, glaube ich. Diese sind in Deutschland sehr unüblich, diese Art von Zugängen gibt es aber manchmal zur Anlieferung bei Restaurants etc., wo Fässer dann in den Keller gerollt oder gehoben werden können. 
      Ich habe zwei Hatch Doors verwendet, die allerdings nach dem Drehen vollkommen aus dem Ruder liefen. Inzwischen habe ich sie einigermaßen gebändigt bekommen. Es ist nicht perfekt, aber annehmbar. 
      Im Keller habe ich heute mit einer Falltür experimentiert, die zu einem Schachtsystem führt. Die Räume sind noch quasi nicht eingerichtet, aber ich möchte erstmal am Grundriss weiterarbeiten. In Kürze fange ich das Obergeschoss an.



      · 2 replies
    • JackFarmer

      On a lighter note, thanks to my cat-like reflexes, my superior puzzle skills and my perfect memory, I was able to beat the remastered version of "Tomb Raider: The Last Revelation" in a new superhuman record time of 23 h : 35 m, worship me!
      · 3 replies
    • Goblin of Akenash

      My mapping discord if anyone is interested, its more of a general modding thing rather than just for TDM 
      https://discord.gg/T4Jt4DdmUb

       
      · 0 replies
    • nbohr1more

      2.13 Moddb Article is up: https://www.moddb.com/mods/the-dark-mod/news/the-dark-mod-213-is-here
      · 1 reply
×
×
  • Create New...