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A mapping Tutorial: Series 1 - The Elixir


  

22 members have voted

  1. 1. A cramped city section

  2. 2. A small but pretty manor

  3. 3. Either one of the above but set in daylight



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Summary:   This is the first part of a series of tutorials using Springheel's new architectural models - Using Springheel's new modules Springheel's 4hr build challenge This tutorial is the process al

So made a start on this. I considered doing some drawings, but decided to build it on the fly (like the majority of my mapping) as I just wanted to get stuck in.   see the OP.

Evening   Apologies for the lack of another video, but I have been trying to troubleshoot some sealing issues which I will summarise the fixes in the next vid.   I have expanded the street area a bit

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I'm looking forward to seeing the mansion one. I learn a lot from these tutes SP.

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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I'm looking forward to seeing the mansion one. I learn a lot from these tutes SP.

 

The title may have mislead you. This thread isn't about my videos.

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I really enjoyed watching Sotha's and Spring's video tutorial series. For me they were way more entertaining and comfortable to watch than working through the A-Z-guide. And I learned a lot of amazing stuff watching them!

 

The thing is with two tutorial series about how to build a tiny mission from scratch I'd say the basics are completely covered and I don't see much sense of repeating the whole procedure another time. For me as a newbie it would be more beneficial to watch you using some more "advanced" techniques that have not been covered in Sotha's nor Spring's Speedbuilt tutorial so far. I'm thinking of stuff like:

 

- Water

- Weather effects: Rain, Snow, Fog

- Climbable Surfaces, ladders, ropes, elevators

- Stims and responses, scripting

- Any fancy stuff that hasn't been seen very often in missions so far and you'd like to see more

And of course I'd love to see day light missions. I imagine it to be pretty hard to make a daylight fm both well textured and lit, and make it appealing gameplay-wise.

 

EDIT: Localizing FMs might also be worth a video or two

Edited by Nightcrawler
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I agree, that some videos about advanced stuff would be helpful. However, scripting will not make very useful video material, I think, as it would mean to watch someone writing a lot of text, that more likely than not will do stuff that is so specific that you will not benefit from it, if you want to do something different...

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Part 3 is up - Build Time Total: 33mins. The actual time spent in DR was over 3 hrs, this was because I had to create some new modules as I unwisely choose to try and interface modules that had different windows (and its still not perfect, due to the window clipping into the top of the internet module.)

 

https://www.youtube.com/watch?v=iG5ahPs6VqA

 

All these extra modules will be added to SVN, following the same folder structure so mappers can find these new models easily. I will also be committing all the prefabs to svn, so mappers will have the option of modifying them to suit thier needs just as I did - but without spending several hours doing so.

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What's to say? It's really swell!
​You made them really fast to be honest. I think more people will see them in a prolonged period of time. You know, what's posted and written will be forever immortalized here. This module set combined with tutorials like this goes a lot for making map making on a totally new level of accesibility. Always space for growth.

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"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.

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Well as mentioned in the last vid, I spent most of this evening making shorter version of some of the modules. I have started to flesh out the kitchen, Servents qaurters with said modules, will start another video finsihing off that area. In the meantime a little teaser screenshot -

 

post-496-0-42624300-1494030410_thumb.jpg

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Cool another map building video. :) Subbed BD

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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Really enjoying these, though I think I'm developing ocd just watching!

 

Looking forward as well to being able to download your custom modules. Thanks for doing that. Especially having the exterior window match up with the interior module - that looks very handy.

 

Would you be able to do that for the exterior timber01 set as well? As in, allow an exterior timber 01 empty window align with an interior empty window so that a player can clamber through?

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Would you be able to do that for the exterior timber01 set as well? As in, allow an exterior timber 01 empty window align with an interior empty window so that a player can clamber through?

 

 

There actually is a timber01 model that lines up with the outside already, along with a few other openable windows I made since 2.05 for people on Discord. I should make them available in a package somewhere.

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There actually is a timber01 model that lines up with the outside already, along with a few other openable windows I made since 2.05 for people on Discord. I should make them available in a package somewhere.

Ah cool, is it in SVN? whats the model name..?

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I thought it was, but I hadn't uploaded it yet. It's now there as timber01_window03_openable.lwo

 

Your brush versions will still make very useful prefabs, as it will allow mappers to basically take them apart and do whatever they want to them, something that can't be done with models.

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  • I thought it was, but I hadn't uploaded it yet. It's now there as timber01_window03_openable.lwo

Your brush versions will still make very useful prefabs, as it will allow mappers to basically take them apart and do whatever they want to them, something that can't be done with models.

  • Ta.

I will also be uploading .ASE models of said prefabs, as I'm still getting vert/patch/brush 'drift' when moving/rotating patch/brush models. So mappers have both options, I will put them along side yours and will add thier names to the relevant skin defs so they can share skins.

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