peter_spy 1522 Posted June 1, 2019 Author Report Share Posted June 1, 2019 The base wall panel module is 192 x 96. There is no way to adjust it to even 128 x 64, at least not with percentage scaling. Quote Misc. assets for TDM Link to post Share on other sites
peter_spy 1522 Posted June 17, 2019 Author Report Share Posted June 17, 2019 (edited) Finishing touches on the door, mostly tweaking the entity def. Can't say I like the pins system much, the default minimum value is takes too much time for my taste. I like the time system from Thief series much more. Actually scratch that^, I found value that I like for the easy lock, it's just the wiki entry on lockpicking contains misleading information. Lock_pins 0 actually takes longer to pick than lock_pins 1 (around 7 seconds vs. 3-4 seconds). I'll release the new package in a day or two, provided that forums will be up. Edited June 20, 2019 by peter_spy 2 Quote Misc. assets for TDM Link to post Share on other sites
peter_spy 1522 Posted June 21, 2019 Author Report Share Posted June 21, 2019 (edited) Version 0.46 is up Download link (80 mb) Tweaks – Arch door and arch with hinges models have been removed. They were just static models, not actual door entities, and they weren't super useful, e.g. hey couldn't act as visportal closing entity due to gaps and transparent parts. – Detail texture stage added to selected materials (mostly those you can get very close to). As you approach a surface, you should see a slightly grainy layer that enhances the details. New content – Door01 and door01_frame have been added to both models and entities. This is a basic door for this corridor section. By default, it's locked (with easy lock) and AI will notice if it's left ajar. You may want to disable the latter (set ShouldBeClosed to 0) if you have a section with many AIs and doors, as it will probably disrupt AI patrolling too much. The frame will work with walls that are 16 units thick. Both door and the frame will work with grid of 8 and smaller. You can use the grid of 4 to change the door position within the frame. Look for grooves in the frame model. Edited June 24, 2019 by peter_spy Typos 2 Quote Misc. assets for TDM Link to post Share on other sites
SeriousToni 480 Posted June 22, 2019 Report Share Posted June 22, 2019 I like it, looks a bit "clean" but will surely do for great builder missions. I hope these assets get added into the next release. Quote "Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager Link to post Share on other sites
peter_spy 1522 Posted June 25, 2019 Author Report Share Posted June 25, 2019 FYI, the time between this and next update might be even longer, I'm afraid. I think this is more or less complete set, in terms of building blocks and setpieces for a corridor that should lead somewhere. Now I need to design at least one somewhere. And that makes me go back to reference hunting, establishing scale and proportions, testing on mock pieces, etc. First thing's first though: establishing room type and choosing patterns/colors for wall, floor, and ceiling materials. Quote Misc. assets for TDM Link to post Share on other sites
grayman 2967 Posted June 25, 2019 Report Share Posted June 25, 2019 What's the purpose of the collision material on the stair module? Quote Link to post Share on other sites
peter_spy 1522 Posted June 26, 2019 Author Report Share Posted June 26, 2019 To provide fluent movement experience for the player. AI looks pretty good with it too. Quote Misc. assets for TDM Link to post Share on other sites
grayman 2967 Posted June 26, 2019 Report Share Posted June 26, 2019 That works fine for the player, but the AI's feet walk on the collision surface instead of the steps, which can sometimes be 8 above the actual step beneath. Doesn't look right. Mappers typically use one of two methods: 1. Put a nodraw or monsterclip ramp just below the surface of the steps, so you can't see it, and let TDM place the feet directly on the step above. This works fine for simple steps. (No bull-noses, for example, which present angled surfaces beneath the AI's feet, and can lead to odd stepping behavior on the stairs.) 2. Put a simple set of stepped nodraw brushes just above (+1) the real step surfaces. TDM plants the feet on those. These smooth out the action on more complex steps (i.e. bull-noses). Quote Link to post Share on other sites
peter_spy 1522 Posted June 26, 2019 Author Report Share Posted June 26, 2019 Yeah, I wanted to minimize the effort on the mapper side. The AI can sometimes looks a bit floaty, but it's mostly unnoticeable. And for proper pathfinding you don't even need a separate monsterclip brush. All you have to do is to provide a contiguous surface underneath, you can use your sealing geometry for that: 1 Quote Misc. assets for TDM Link to post Share on other sites
Bienie 417 Posted June 26, 2019 Report Share Posted June 26, 2019 Thanks for this update! I'm ready to start experimenting with this for my mission, so that's great timing! Quote My Fan Missions: Series: Standalone: Chronicles of Skulduggery 1: Pearls and Swine The Night of Reluctant Benefaction Chronicles of Skulduggery 2: A Precarious Position Langhorne Lodge Chronicles of Skulduggery 3: Sacricide Link to post Share on other sites
Popular Post peter_spy 1522 Posted July 26, 2019 Author Popular Post Report Share Posted July 26, 2019 (edited) A small development roundup/update will be available here around the time New York wakes up (9 am NYT, 3 pm CET). Edit - direct link: Edited July 26, 2019 by peter_spy 8 Quote Misc. assets for TDM Link to post Share on other sites
Jedi_Wannabe 213 Posted July 26, 2019 Report Share Posted July 26, 2019 Damnnnnnnn that was cool. The builder humming at the end as the vid faded out gave me goosebumps. 1 1 Quote As my father used to say, "A grenade a day keeps the enemy at bay!" Link to post Share on other sites
grayman 2967 Posted July 26, 2019 Report Share Posted July 26, 2019 Very cool 1 Quote Link to post Share on other sites
SeriousToni 480 Posted August 7, 2019 Report Share Posted August 7, 2019 Wow this is some REALLY dedicated work you did there! Want to see this in a FM! 1 Quote "Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager Link to post Share on other sites
HMart 317 Posted August 17, 2019 Report Share Posted August 17, 2019 Very professional work peter_spy love it. 1 Quote Link to post Share on other sites
Capela 351 Posted March 13, 2020 Report Share Posted March 13, 2020 I like your work very much, almost remind me a stylized style. Quote Link to post Share on other sites
NeonsStyle 572 Posted November 23, 2020 Report Share Posted November 23, 2020 Getting a 404 on that download link Peter. 1 Quote 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 gamehttp://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/ Link to post Share on other sites
peter_spy 1522 Posted November 23, 2020 Author Report Share Posted November 23, 2020 Sorry Neon, all links have been taken down. I'm making a small FM and reworking some of these assets + making many more. This will take some time, but I aim for the complete package this time. It should prove more useful. 3 Quote Misc. assets for TDM Link to post Share on other sites
nbohr1more 2089 Posted November 24, 2020 Report Share Posted November 24, 2020 On 11/23/2020 at 1:20 AM, NeonsStyle said: Getting a 404 on that download link Peter. A previous version of this pack was incorporated into Now and Then: Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...) Link to post Share on other sites
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