Jump to content
The Dark Mod Forums

Some model paths still need some organizing


Fidcal

Recommended Posts

Just looking for a button. There is still only one surprisingly - the numberwheel button - but this is under mechanical whereas there is a separate folder mechanical/switches. This whole folder wants reorganizing really but I guess that will break maps. I would always have a misc subfolder otherwise there is a mix of folders and models whereas in Windows we're used to folders being listed together. So we might have something neat like...

 

chains

gauges

gears

misc

.. L watermill

pipes

switches

.. L buttons

.. L levers

 

I don't mind doing the work but I don't want to break anybody's map without agreement. :)

Link to comment
Share on other sites

If we're just talking about the mechanical folder, that's probably ok...I get a sinking feeling in my stomach when I think of any more than that. (btw, currently chains are placed in dungeon)

Link to comment
Share on other sites

We still have sparhawk's model script around (written in Python, iirc), which could be used to traverse the map and def files to replace model occurrences. I think last time we missed the skin files, so we'd have to improve that script a bit.

Link to comment
Share on other sites

If we're just talking about the mechanical folder, that's probably ok...I get a sinking feeling in my stomach when I think of any more than that. (btw, currently chains are placed in dungeon)
Well there are chains in both dungeon and some other chains under mechanical. I think there are also some chains in Doom resources. This is why I tried one or two dummy models with names as links, eg, forMoreChainsSee.. etc. Is there any way to have some kind of text file that DR could read to display in the model selector? It can only get worse as different people put similar things in different folders. If each main folder had something like 'NOTES' so if you look under mechanical for a chain but can't find the one you want then look in NOTES and see, 'see also dungeon and doom' or something.
Link to comment
Share on other sites

Is there any way to have some kind of text file that DR could read to display in the model selector? It can only get worse as different people put similar things in different folders. If each main folder had something like 'NOTES' so if you look under mechanical for a chain but can't find the one you want then look in NOTES and see, 'see also dungeon and doom' or something.

This is possible. The ModelSelector could be set up to read the NOTES.txt from the currently highlighted folder.

Link to comment
Share on other sites

We still have sparhawk's model script around (written in Python, iirc), which could be used to traverse the map and def files to replace model occurrences. I think last time we missed the skin files, so we'd have to improve that script a bit.

 

The scripts I developed for packaging can do the same easily. Just give me the list of "old name" "new name" and I fix the maps.

"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

Link to comment
Share on other sites

Well there are chains in both dungeon and some other chains under mechanical.

 

There shouldn't be. We'll need fewer readme files if we're consistent.

Link to comment
Share on other sites

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

    • The Black Arrow

      Hey @nbohr1morehow come the zombies in The Dark Mod don't have a "resurrection" mechanic to it, similar to how Thief has it?
      They're quite a weak creature as of right now, it's merely a walking corpse that slashes you, making attacking them to kill them an actual strategy.
      Would be better if they had some cool mechanism to it that truly makes them a danger, such as the resurrection idea itself.
      · 2 replies
    • Ansome

      Query: when was the last time a zombie in a video game was unnerving or scary to you? I'm chipping away at my anniversary submission and I've been trying to gather opinions on the subject. I'm perfectly capable of lighting them well, changing their sfx, and creating effective ambience, but I'm worried that zombies at their core are just too overdone to be an effective payoff to the tension I'm creating.
      · 4 replies
    • nbohr1more

      The Lieutenant 3 is out! Congrats Frost_Salamander! ( raising awareness )
      · 2 replies
    • OrbWeaver

      Has anyone had any luck with textures from Polyhaven? Their OpenEXR normal maps seem too washed out and give incorrect shading in the engine.
      · 5 replies
    • datiswous

      I tried to upscale the TDM logo video. First try:

      briefing_video.mp4 You can test it ingame by making a copy of the core tdm_gui.mtr and place it in your-tdm-root/materials/ , then edit line 249 of that file into the location where you placed the new briefing.mp4 file.
      What I did was I extracted all the image files, then used Upscayl to upscale the images using General photo (Real-Esrgan) upscale setting and then turn it back into a video.
      I might have to crop it a bit, the logo looks smaller on screen (or maybe it's actually better this way?). My video editor turned it into a 16:9 video, which I think overal looks better than 1:1 video of original.
      · 1 reply
×
×
  • Create New...