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Posted

Miscellaneous asset fixes done:

* More fixes in fonts and better support for Cyrillic and Romanian (post, 6642, 6661).
* Added all missing mipmaps in DDS textures (post).
* Fixed shop description of slow match (6629).
* wood/panels/trim_wood_grunge_moulding_desat: fixed parallax confusion.
* models/md5/chars/builders/guard/builder_armor material: brought back specularmap.
* textures/darkmod/stone/brick/blocks_light_stained_trimmed material: fixed specularmap.
* prefabs/doors/trapdoor_w-padlock prefab: fixed wrong particle (6662).
* prefabs/mechanical/switches/wall_lever01 prefab: fixed frobbox of the lever (6060).
* models/darkmod/architecture/doors/door*hinge models: fixed gaps in almost all versions (6671) [02].
* models/darkmod/furniture/wardrobe_open model and prefab: fixed clipping through frame (6272) [02].
* models/md5/chars/heads/female03_head_local and dds/models/md5/chars/heads/face_freckle textures: replaced (5545) [03].
* models/darkmod/readables/book_* model: fixed UV maps in sp1 and red1 versions, texture fix (6672) [03].
* prefabs/doors/curvedtop_door_96x48_3hinge_w-frame prefab: fixed hinge material (3212) [03].
* models/darkmod/readables/book_tome model: minor fixes [03].
* models/darkmod/containers/bucket model: gap fixes (6675) [04].
* models/darkmod/containers/barrel_wine model: fixed shadowmesh (6685) [04].
* 

New assets added:

* atdm:ai_undressed_old_man_01: added new character model, including LODs, ragdoll, swappable head.
* textures/darkmod/wood/panels/trim_wood_* material: added red variants.
* textures/darkmod/wood/panels/panel_decorative_redder_grated material.
* textures/darkmod/paint_paper/gold_pedals_* material: added RGB versions.
* textures/darkmod/paint_paper/fleur_* material: added RGB versions.
* textures/darkmod/stone/brick/red_worn_dirty_trim_wet material.
* textures/darkmod/stone/brick/old_bricks_darkgrey_wet material.
* models/darkmod/lights/non-extinguishable/painting_downlight model.
* models/darkmod/containers/openable/safe_door_003_* and safe_wheel_003: added wall-in-safe door  model and prefabs (6590).
 

And there is a big set of assets added by @Wellingtoncrab and @Amadeus from the upcoming mission "Displacement".

New models by TDash:
* models/darkmod/furniture/beds/rustickingbed with skins DRustBed*
* models/darkmod/furniture/seating/darmch1 with skins ArmCh*
* models/darkmod/furniture/desk_pagan with skin JPagDesk2
* models/darkmod/furniture/steps_library with skin LibStepup1
* models/darkmod/mechanical/typewriter 
* 
models/darkmod/kitchen/wine_bottles_shelved*: versions A, B, C, D
* models/darkmod/kitchen/whiskeyglass_silver
* models/darkmod/kitchen/bottle_simple_*
* models/darkmod/containers/crate_long_*
* models/darkmod/containers/crate_simple*
* trunk/models/darkmod/containers/wine_crate_03
* models/darkmod/furniture/cabinets/cupboard_*

More models:
* prefabs/mechanical/switches/red_button prefab along with models/darkmod/mechanical/switches/switch_redbutton* and switch_toggle* models and redbutton_glow* skins
* models/darkmod/decorative/statues/bust_emperor_* model (and bust_emperess)
* models/darkmod/kitchen/food/bread_loaf*: new versions 02, 03, 04, 05, 06
* models/darkmod/kitchen/food/croissant
* 
models/darkmod/lights/non-extinguishable/streetlamps/streetlamp_iron_01 with skins streetlamp_iron_01_lit, streetlamp_iron_01_unlit
* models/darkmod/decorative/trophy_plaque_*
* 
models/darkmod/decorative/stuffed_hart*
* models/darkmod/decorative/statues/statue_face_cover*
* models/darkmod/loot/loot_golden_goblet*
* models/darkmod/loot/loot_golden_vase_*
* models/darkmod/decorative/ashtray
* 
models/darkmod/decorative/cigar* with skins cigar and cigar_unlit
* models/darkmod/loot/loot_crystalore* (and loot_rareore)

New skins:
* cabinet1_* for furniture: versions A, B, C
* book_sp1_gold_crest for various books

Stone, cobblestone, brick materials:
* textures/darkmod/stone/brick/bricks_old_light*
* textures/darkmod/stone/brick/blocks_sandstone_grime_trimmed
* textures/darkmod/stone/brick/blocks_concrete_small_trimmed2
* textures/darkmod/stone/cobblestones/flagstones_bricks_multicolored*
* 
textures/darkmod/stone/flat/tile_dirty_terracotta
* textures/darkmod/stone/flat/tile_herringbone_grime*
* textures/darkmod/stone/flat/tile_checkered_grime_tricolor*
* textures/darkmod/stone/flat/tile_checkered_grime_small*
* textures/darkmod/stone/natural/gravel_multi_color

Other materials materials:
* textures/darkmod/paint_paper/wallpaper_grunge_*
* textures/darkmod/plaster/plaster_worn_painted_peeling_autumnal*
* textures/darkmod/roof/rooftiles_clay_red_decorative*
* textures/darkmod/wood/boards/planks_floor_*
* textures/darkmod/glass/glass_brick_clear [03]
* lights/watercaustics01

Note: [03] at the end of line means that this change appeared only in beta214-03.

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  • nbohr1more featured and pinned this topic
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  • 1 month later...
Posted

@Wellingtoncrab @Amadeus I was trying to gather some screens of the models but neither testModel nor spawn show any indication that these have enough setup to spawn them "live" in a map.

Can you post a few model asset screens from a test map please? ( or point me to a thread where the screens exist )

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...)

Posted
6 hours ago, nbohr1more said:

Perfect thank you!

I was trying to find a way to avoid spoilers for your mission and this seems to be a nice tailored tour that doesn’t give away all the goodies.

Yeah I don't even really like posting things like screenshots at all tbh, but the mission was also made to be a showcase for new stuff in the game, so doesn’t quite make sense to hide everything either. Just haven’t been quite sure how to reconcile those things.

The video at least felt less spoilerly than any of the screens I have tried to take as you could point at a corner and any particular frame doesn't have to hold interest like a still shot would.

-=  IRIS  =-    ♦     <( | )>    ♦    = SLL =

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