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  1. Thought it would be a good idea to collate a useful list for new and old mappers alike and this post will update as we go. Abandoned works: Any WIP projects that were abandoned by the original author - http://forums.thedarkmod.com/topic/12713-abandoned-works/Darkradiant & Darkmod shortcut settings: Some example settings for new mappers - http://forums.thedarkmod.com/topic/15152-darkradiant-and-darkmod-shortcut-folder-settings/Darkradiant howto, must knows, tips and faqs - http://forums.thedarkmod.com/topic/12558-usefull-important-editing-links/?do=findComment&comment=272581Info for Beginners: Newbie DarkRadiant Questions - http://forums.thedar...iant-questions/Dark Radient Must Know Basic Intro - http://wiki.thedarkm...now_Basic_IntroEditing Tips for Beginners - http://wiki.thedarkm...s_for_BeginnersEditing FAQ (Troubleshooting & How-To) - http://wiki.thedarkmod.com/index.php?title=Editing_FAQ_-_Troubleshooting_%26_How-ToSotha's excellent Mapping Tutorial series: http://forums.thedarkmod.com/topic/18680-lets-map-tdm-with-sotha-the-bakery-job/Springheel's New Mapper's Workshop: http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/ Inspiration: Collection of screenshots and images people have found online - http://forums.thedarkmod.com/topic/11610-darkmod-inspiration-thread/Mapping Resources: List of Voice actors available for voice recording - http://modetwo.net/d...6-voice-actors/Lengthy collection of city reference pictures - http://modetwo.net/d...rence-pictures/Collection of texture resource sites - http://modetwo.net/d...ture-resources/Free Ambient Tracks - http://skeksisnetlabel.wordpress.com/2009/12/30/10-songs-for-free-download-vol-10-full-moon-over-noricum/Mapping Tools: 3 useful tools for texture creation - http://forums.thedarkmod.com/topic/18581-must-have-tools-for-the-descerning-mapper/Modular Building: What is Modular building - http://forums.thedarkmod.com/topic/14832-modular-building-techniques/Working example tutorial on modular building - http://forums.thedarkmod.com/topic/18680-lets-map-tdm-with-sotha-the-bakery-job/Springheels new modular models - http://forums.thedarkmod.com/topic/18683-using-springheels-205-modules/Some related mapper recipies -Easy Vaults - http://forums.thedarkmod.com/topic/14859-easy-vault-recipe/?hl=%2Beasy+%2BrecipeEasy Outdoors - http://forums.thedarkmod.com/topic/16159-easy-outdoors-recipe/?hl=%2Beasy+%2BrecipeEasy Caverns - http://forums.thedarkmod.com/topic/14469-quick-caverns-recipe/?hl=recipeEasy Alert Ai - http://forums.thedarkmod.com/topic/17157-easy-alert-ai-recipe/?hl=%2Beasy+%2BrecipeEasy Alert Ai Custom Behavour - http://forums.thedarkmod.com/topic/17160-easy-alert-ai-custom-behavior-recipe/?hl=recipeTutorials: Collection of video tutorials for DR - http://modetwo.net/d...in-darkradiant/Using Lighting and detail effectively: - http://forums.thedar...l-and-lighting/Voice Actors list: List of available voice actors - http://forums.thedarkmod.com/topic/12556-list-of-available-voice-actors/Usefull Console commands: A list of console commands for testing in-game - http://wiki.thedarkm...Useful_Controls
  2. I have a few questions regarding the license of TDM assets in relation to using 3rd party roalty free models and textures (either as is or for derived works). I understand that TDM assets use the CC-BY-NC-SA license. This trivally means that for creating these assets we can use anything licensed under the same license, CC-BY-NC-SA, or anything under CC0. What about other CC licenses? From this page in the CC FAQ I understand that we can also use CC-BY and CC-BY-NC, as those can be relicensed under CC-BY-NC-SA. So far so good. I have noticed, though, that most asset libraries today (free or paid) use some form of "roalty-free license" or "asset license" which allow any type of usage without attribution, even commercial, except redistributing them in their original form. This includes some of the asset libraries that have been link around this forum as usable. This licensing is most prevalent with models, but for example textures.com also uses a similar license. This is from their terms of use: While textures.com explicitly allow using their textures in games in general, this section seems to be incompatible with CC-BY-NC-SA as CC in my understanding explicitly allows redistribution. But while trying to research this licensing issue I noticed that textures.com was used for assets at least in the past. So how does this work? Are there exceptions where TDM assets can use a different license? Or is textures.com a relic of the past from when licensing wasn't enforced? If it's the first case, there would be other potential sources of assets that could be adapted for TDM. For example I'm a paid subscriber to blenderkit.com, a library with almost 2000 models which can be used under a license that doesn't allow redistribution and some of them probably could be used in TDM's setting. They're mostly hipoly with PBR materials, so retopology and some material work would have to be done, but that's less work than creating models from scratch and I want to try to do it anyway. So what's the situation?
  3. In order to thank the team (and other mappers) for their relentless efforts in contributing, I hereby give the community.... Ulysses: Genesis A FM By Sotha Story: Read & listen it in game. Link: https://drive.google.com/file/d/0BwR0ORZU5sraTlJ6ZHlYZ1pJRVE/edit?usp=sharing http://www4.zippysha...95436/file.html Other: Spoilers: When discussing, please use spoiler tags, like this: [spoiler] Hidden text. [/spoiler] Mirrors: Could someone put this on TDM ingame downloader? Thanks!
  4. Full-bright and semitransparent describes it perfectly. These are all textures or skins that were defined by the base game, not custom ones by me. I heard at some point (I don't know if this is true) the assets for the base game got broken out into a bunch of different pk4 files. I wonder if some materials defs got lost in the transition? Just a stab in the dark here, with nothing to guide me but a full-bright semitransparent basin.
  5. DarkRadiant 2.8.0 is ready for download. Next to a considerable number of bugfixes and improvements, a nice amount of new editing features made it into this build. There's a new way to select items by filter, it's possible to retain grouping information when copy-pasting between DarkRadiant sessions, a new "Select Parent Entities" command has been added, and more. A new DarkRadiant User Guide is being worked on and available on the website https://www.darkradiant.net/userguide (also accessible through the About > User Guide menu option). Windows and Mac Downloads are available on github: https://github.com/codereader/DarkRadiant/releases/tag/2.8.0 and of course linked from the website https://www.darkradiant.net Thanks go out to all who helped testing this release! Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. Changes since 2.7.0 Feature: Selection by Filter Feature: Preserve grouping information when copy-pasting between multiple open instances of DR Feature: Add Portable Map Format storing map and additional data in one single file Feature: Preserve grouping information in prefabs Feature: Model chooser now lists .md3 models Feature: The Dark Mod: Let DR look for either 32-bit or 64-bit TDM .exe's Feature: The Dark Mod: Added ability to edit difficulty names Feature: The Dark Mod: Add Move up/down buttons to Conversation Editor Feature: Add type-to-search ability to AI vocal set and head chooser dialogs Feature: Let DR remember the shader in ShaderClipboard after closing Feature: Add option to show "Other Materials" in Texture Browser Fixed: Edit Objectives dialog doesn't adjust its height when selecting a component Fixed: DR can't find materials whose names start with table Fixed: It's possible to delete the classname spawnarg through the context menu Fixed: All spawnargs with the same value as the "name" spawnarg iterate when the entity is cloned Fixed: Removing a Stim/Response entry can break the remaining entries Fixed: Loading error caused by non-Latin character in filename Fixed: Texture Tool: crashes on brush surfaces with texture scale 0 Fixed: Undo after thickening a cylinder cap along vertex normals causes crash Fixed: Readable Editor Crash Fixed: Python 3.8 does not get linked (Linux) Fixed: ConnectNamespacedWalker Warning when cloning selection containing links and targets Fixed: Show English difficulty names in the Difficulty Editor instead of the #strNNNNN IDs Fixed: 'Reload models' reveals hidden models Fixed: 'Show help' etc. checkboxes in entity inspector aren't remembered by DR Fixed: 'Show help' tooltip text updates incorrectly Fixed: Changing classname ties entity's visibility to 'Default' layer Fixed: Resized Models lose their scale in auto-saved maps Fixed: Autosaves don't save last camera angle & position Fixed ToggleFullScreenCamera command for Embedded and RegularLeft layouts Tweak: Removed/disabled close button from all dialogs Tweak: Allow fixed Subdivisions to go higher than 32 Tweak: Targeting projected lights: let the line point to the light source instead of the light volume's midpoint Tweak: Collapsing a folder in a treeview now collapses all child elements too The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  6. Perfect! That did the trick. Added the extra lines for the other painting too. I feel like this is a game bug that should probably be addressed in the stock assets for 2.08 though. I'll get back when I have a few more bugs ready to be squashed
  7. Ok, bug #2 then! I have a couple of stealable paintings in the mission, that are have regular stock skins. When I steal the painting it leaves a black frame, like when you put in invalid skin arg on an object. Since all ripped painting skins are the same, how can I set it to display that when the painting has been stolen? https://imgur.com/wYtzOie I assume this is a failing of the TDM stock assets? It happens in both 2.07 and 2.08.
  8. Inn Business It's business, at an inn, over three nights. Development screenshots: Download: https://drive.google...dit?usp=sharing Update 1.48 uploaded March 8th, 2014, one change: patches key rarely not being frobable in one of its possible spots Big thanks to my beta testers: Airship Ballet, Kyyrma and AluminumHaste! Development supporters of note: Sotha, Springheel and Obsttorte. Also thanks Sotha, for urinating in my mission. ;-) And thanks Kyyrma for the title screen! My appreciation to all forum/wiki contributors, without whom, this wouldn't exist. Thanks to positive commenters on my previous mission too, extra motivation helps! :-) Note this uses campaign features, what you use the first night, impacts subsequent nights. And to quote a tester, "...the level is maybe best experienced in more than one sitting". If you do pause between nights, please be sure to save, you can't begin partway through effectively. (If you accidentally start a night you already completed, just fail the kill objective to switch to another night.) If your frame rates are too low facing the cemetery, please reduce your "Object Details LOD" setting. It was designed with "AI Vision" set to "Forgiving", to be able to sneak through with minimal reactions, if you want more/less, adjust your settings accordingly. There are several random, conditional aspects, and ways of going about things, so others might have slightly different experiences. Post here if you discover hidden objectives for extra points! My condolences to loot completionists, I made a bit on the third night hard, you've got your challenge cut out for you! Speaking of which, there's a TDM bug that mission complete totals too high, here are the real amounts per night: 2026/970/202. Oh, there is something that in the U.S. would be rated PG, in case you play with kids in earshot. I hope you enjoy playing it, feel free to let me know you did, and I'm glad to respond to inquiries (like how stuff was done, nothing was scripted). (Note which night you are referring to if it's something specific.) (Please remember spoiler tags to not expose things meant to be discovered by playing.) Like so: [spoiler]secrets[/spoiler] Developed for TDM 2.01. PS: Thiefette, good news, no spiders! Springheel, if you find an optional objective you can skip...you might find it immersion breaking. Others, no undead! There are a couple other interactive critters though. :-) Edit note: Some posts below were from users of an unreleased version of TDM 2.02 which broke several things, they do not reflect regular game-play.
  9. We didn't make the holidays (such a busy time of year) so here's a New Year's gift, an unusual little mission. Window of Opportunity Recover an item for a regretful trader out in a wilderness setting, and discover more! Available within the in-game mission downloader or: Download: http://www.thedarkmo...ndetails/?id=79 Alternative: https://drive.google...WTMzQXZtMVFBSG8 Some unorthodox gameplay on regular/ghost difficulties. (Arachnophobes might prefer short mode...) Please expect to need your lantern in regular and ghost modes! Short ("easy") mode is a smaller map, so if you are looking for areas others reference below, or 100% of the loot, you'll need to play on another mode. I wanted to create my first mission before I became influenced by too many others' ideas, and limited myself to what has been done before. As such, this mission is not set in a city/town, and has some features that are likely to be provocative. There's a section some really like, which others don't, either way I kept it short to not last too long. That being said, I hope you do find it fun! :-) Special thanks to those who provided valuable testing and feedback: Goldwell, Kyyrma, plotzzz, 161803398874989, PPoe & Bikerdude (who also contributed a sound). (Please remember spoiler tags to not expose things meant to be discovered by playing.) Like so: [spoiler]secrets[/spoiler] If you are having trouble finding the main objective, here's what to pay attention to in the mission for hints: There is a spot it's possible to get stuck on the ground in the corner by the cliff/rockfall where there's a rope laying on the ground, please take care if you poke around there!
  10. Description: Fleece the mansion of a former colleague that betrayed you. This is a relatively small, straightforward thieving mission set in an upper-class neighborhood. Version: 1.0 File: The mission is now available via the in-game downloader. If you need to download it separately, the link is below: PK4: https://drive.google...dit?usp=sharing Beta Testers: Airship Ballet RJFerret Thanks: First, to my excellent beta testers, who were prompt with responses and thorough with their testing. Several small but important gameplay tweaks came about as a result of beta testing, and the mission is better off for them. Second, to Fidcal, who I've not had the pleasure of "meeting" on the forums. His incredible tutorial made this mission possible. Third, to everyone who helped me out in small ways on the forums. Grayman graciously fixed a couple problems for me via PM, and several of you answered my questions in the Newbie thread. Notes: This is my first FM for any Thief game, and incorporates many of the techniques learned in Fidcal's A-Z tutorial (as well as a couple others I picked up along the way or during beta testing). It was intended as equal parts playable, fun mission, and as a way for me to learn how to make a functional level using DR. I'm happy with the result, and I hope you are too! As a secondary note, from installing Dark Radiant to typing this sentence, it couldn't have been than two months. My hobby-level skills as a graphic designer and programmer undoubtedly helped some, but honestly most of it was just slogging through Fidcal's tutorial in my free time. Anyone can learn this quickly and create working, fun levels. Preview Shots: {note, some of these locations will look slightly different in the final version, as these were taken before beta testing} http://imgur.com/a/AuxWJ
  11. A bit more grounded discussion on UE5 demo: https://www.youtube.com/watch?v=5KgWJ1RxDhw It also aligns with what I've been thinking, e.g. that the quality of the character model is still last gen. Or that these 30-million polygon models are just impossible to have in a production environment. I've also checked the latest Megascans video: And you know what, I thought I had a pretty beefy rig. This scene runs at 20 fps for me, in a viewport. In fullscreen mode is more like 5 fps. And it really doesn't look much better than e.g. last Uncharted games. But right now I kind of understand why they've been pushing this "no-polygon limit" approach – so they can bind you to use Megascans and their hugely unoptimised assets. This scene is also not possible to have in a current production environment (i.e. a full game with AI logic, etc.). But AAA companies will jump at this as fast as they can, because the workflow they propose in this video is hugely beneficial to them. Once Megascans libraries are comprehensive enough, the role of "3d artist" will be to search through them, find an asset, choose from available dropdowns, push some sliders on a material level and insert asset into a level. In a sense, there will be no need for a 3d artist, as level designers could easily do that job themselves, or there will be a highly replaceable "asset finder" post, where any monkey with a week of training would do. But that's AAA business I guess, indie games will still hire modelers and 3d artists with a classic skill set.
  12. The nights are getting colder and you need to pay your rent on time before you get tossed out into the winter air. Luckily, your neighbor told you about a mysterious merchant from faraway shores who has come to the small hamlet of Wilford's Hollow, and he's staying at the inn next door. What's more, he's brought something with him... Gameplay Notes: 1) This is a fairly small map, but I did intend for this map to be a bit harder than normal Dark Mod missions, even on the lowest difficulty setting. But there will certainly be plenty of rewards for the careful thief... 2) This map implements the func_peek mechanic by allowing players to peek through any door that has a keyhole by leaning forward. PLEASE NOTE: This function has been known to cause crashes for players using the 32-bit version of the Dark Mod 2.07 (should be fine for those running the 64-bit version). While this function has worked painlessly for some, please be aware that crashing may occur. At no point in this mission is it required to use the func_peek mechanic, it is purely optional, so feel free to not use it. Download: This FM is available via the in-game downloader FM: https://drive.google.com/file/d/1jNAirhBAB0MPWaXzQO6crCgJVZeOcFFl/view?usp=sharing Promotional Screenshots: https://drive.google.com/drive/folders/1bwuy0QPhaGpV32CgEdXhBIA5KgvcRueN?usp=sharing Credits: A HUGE thanks goes out to JackFarmer, Dragofer, and Bikerdude for scripting, EFX, custom ambient tracks, assets, answering a billion of my questions and doing so, so, so much more to make this mission something special. Thank you! Another GIANT thank you to my beta testers: Jedi_Wannabe, Bienie, Filizitas, joebarnin, bikerdude, Cambridge Spy, STRUNK, Lonewanderer, Rezar. Thank you all very much for your wonderful work and eye for detail! And another thank you goes out to Goldwell and Grayman for scripting help and patient guidance. Assets are from: Springheel's Superb Modules Dragofer's Delightful Assets dmw's Dazzling Textures Spooks' Spectacular Painting for the Loading Screen R Soul's Fantabulous Assets JackFarmer's Miraculous Machines and Sounds Bikerdude's Bountiful Assets ***PLAYER BEWARE*** SPOILERS lie in the depths below. I strongly suggest playing it first so you don't spoil the fun for yourself ***
  13. There's now an editable fan mission list on the wiki, for the sake of tracking missions made for The Dark Mod. Please read and follow the guidelines, and help keep the list up to date! Direct link, but also accessible from the wiki title page: http://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod Discussion of changes (format, policies, entries, etc.) can take place in this thread. --------------------------------------- There is also now a wiki page to track upcoming fan missions: http://wiki.thedarkmod.com/index.php?title=Upcoming_Fan_Missions Submissions, progress, and any discussion for missions under construction can take place here: http://forums.thedarkmod.com/topic/11639-upcoming-fan-missions/
  14. Announcing the Release of 'Requiem' for The Dark Mod! Download Download the latest version of the Dark Mod here: http://www.thedarkmo...wnload-the-mod/ Download the mission here: Mediafire: http://www.mediafire...u89/requiem.pk4 Southquarter: http://www.southquar...ons/requiem.pk4 Fidcal.com: http://www.fidcal.co...ons/requiem.pk4 Create a folder in your Dark Mod install with the path "darkmod/fms/requiem" and place the downloaded .pk4 file inside. When you load up The Dark Mod, the mission will appear on the "New Mission" page. Requiem can also be found directly using the in-game loader. Gameplay Notes While this mission is playable in TDM 1.8, for an optimal experience please download and play in TDM 2.0 (or higher). Most inventory items in the game can be dropped, so no need to carry them around after they are no longer of any use. Note that If you use noclip or other console commands while playing, there is a good chance that you will break the intended flow of gameplay. Credits Mapping and Readables: Gelo R. Fleisher Voice Acting: Goldwell Additional scripting: Obsttorte Additional textures and assets: Flanders, Sotha, Grayman, Springheel, Bikerdude, Obsttorte Additional map optimizations: Bikerdude Testers: Bikerdude, Obsttorte, Gnartsch, AluminumHaste, Baal, nbohr1more, PPoe Custom Soundtrack: Leonardo Badinella - http://leonardobadinella.com/ Additional Music: Lee Rosevere - http://freemusicarch...c/Lee_Rosevere/ Marianne Lihannah - http://www.funeralsinger.net/ Vox Vulgaris - http://www.last.fm/music/Vox+Vulgaris/ A note from the author Hi all. While I've been involved in indie game development for a while now, I'm first and foremost a writer. My most recent project has been a novella that tries to capture the visual feel and tone of the Thief series (you can find the link below). As I was writing, I found myself playing a lot of Thief and Dark Mod fan missions, and got to thinking that maybe I wanted to make one myself, as a companion piece to the book. When I finished up writing, I had a bit of down time and decided to take the plunge. Having never done any serious mapping before, my plan was to make a small mission that I could bang out in a month or two and call it a day. Well, as sometimes happens, the project got a little bit bigger than I had planned. Ten months, and lots of elbow grease later, Requiem is finally ready for you to play. I'd like to thank everyone who helped pitch in to help make Requiem come alive, from those who took the time to answer my many questions on the forums to those who actively contributed to the FM. I especially want to thank Bikerdude who served as my mapping mentor, and Obsttorte whose clever scripts really turned what was in my head into the game that you are playing. Above all, I want to thank you for downloading and playing Requiem; I hope you enjoy it. Links of Interest Author's Blog: http://gfleisher.blogspot.com/ Companion Novella (Amazon): http://www.amazon.co...k/dp/B00BYEW02M Companion Novella (Smashwords): http://www.smashword...oks/view/298956
  15. Following the discussion of the Released and Upcoming thread Fidcal and I came up with some ideas how we could save abandoned labours of love. We came up with the following for contributing and adopting unfinished work maintained in this thread: How to contribute? If for any reason you decide to quitworking on a map, map parts, etc. please consider contributing your abandoned work to the community! Alike poof of concepts and appealing results from "just playing around" may be interesting for other people to use or continue. To do so just send me a private message with all helpful information about your work so far (see format right below) and a link where I can download it. Please do not post any download link in this thread. I will archive your work on one of the Team's TDM servers plus backup on my own and list your map like this: FM's (WIP) Name: ... Former author(s): ... Current author(s): (If any) Status: (free for adoption / in work) Due Date: (the next date I expect a new WIP version and progress report) Type: (Mansion, City, Crypt, Wilderness, ...) Theme: (Gold Heist, Horror, Story Focused, Inventors, ...) Progress: (Geometry, Details, AI, Gameplay, ... in some rough percentage) Informations: (anything the authors like to share about the work so far) How to adopt? Send a PM to me. (Please do not contact any team member. I will consult with them where needed.) If you have already released an FM for TDM then most likely adoption will be granted. If you have never released an FM most likely it won't. If you did release FM's for Thief or a mod for any other game please send details that help us to decide. If you're the Original Author you can always pick up your committed work again as long as it is still (or again) "free for adoption". What do we expect from authors who did adopt assets? All former authors must be given credit upon release. You may like to use the unfinished assets the way you like: use parts in your own map or continue finishing the abandoned map. I will set a due date by default between 3 and 4 months. We do expect you to do a brief progress note and send the latest WIP files (to me) (or a good excuse!) by every due date. I'll update the archives on the TDM servers with the your latest WIP map and set the next due date. If nothing is heard from you then the latest work can be again offered for adoption. Someone else might want to finish the FM. We and the former authors have to trust anyone given responsibility of the assets of a possibly already superb unfinished map. If someone miss a few days no problem. But I expect the new mapper to be dedicated to send work progress reliably and uncalled to me to update the archive and the thread informations: If I do not get an update until due date I will set the status "free for adoption" again and due date: "no update from author in time". Please note: Don't rely on me calling the author, nor do any reminders! We all know it sometimes happens that people cannot continue a work for different reasons (if so, please PM me), lose interest or worst case just vanish ! Our strict rule for regular updates should make sure that entrusted maps won't get privately shelfed or ever lost, are really worked on and allow other authors to adopt a work if a map is abandoned again. We hope to so see a some great unfinished works being worked on again and completed. So, fellow authors ... contribute your unfinished work Abandoned Works _________________________________________ Work Name: Bank Former author(s): Arcturus Current author(s): - Status: free for adoption Due Date: - Type: Band / Mansion Theme: - Progress: basic Geometry Informations: Pictures , Inspiration Work Name: Canals Former author(s): Baddcog Current author(s): - Status: free for adoption Due Date: - Type: City Theme: - Progress: much of the Geometry Work Name: Castle Former author(s): Shadowhide Current author(s): - Status: free for adoption Due Date: - Type: Castle Theme: undefined Progress: very basic Geometry Informations: none Work Name: (Four) WIP Castles Former author(s): Johannes Burock Current author(s): - Status: free for adoption Due Date: - Type: Cellar, Castle Theme: undefined Progress (as of December 2011): Geometry with Visportals, etcetera Informations: The WiP are a started cellar of a castle and two started castles. Maybe someone can bring the cellar, the castle and the caves (of all my abandoned WIP's) together, that should be one mission at all. Video and Picture... Work Name: (Two) WIP Caves Former author(s): Johannes Burock Current author(s): - Status: free for adoption Due Date: - Type: Cave Theme: undefined Progress (as of December 2011): Geometry with Visportals, etcetera Informations: The WiP are two caves, the second a very small but nice one. Maybe someone can bring the cellar, the castle and the caves (of all my abandoned WIP's) together, that should be one mission at all. Video and Picture ... Work Name: High Society Former author(s): Radiatoryang Current author(s): - Status: free for adoption Due Date: - Type: Mansion / Chateau Theme: undefined Progress: Geometry, custom Texturing Informations: Started with the idea for a giant mansion-fest like Bafford or Running Interference ... Screenies: Exteriors, Interiors, Textures Work Name: Life in Luxery Former author(s): Theothesnopp Current author(s): - Status: free for adoption Due Date: - Type: City Theme: undefined Progress: Lot of Geometry done. Informations: Broken in TDM 2.x. Requires update, heavy sealing and portaling. Work Name: Lost City Former author(s): Theothesnopp Current author(s): - Status: free for adoption Due Date: - Type: City Theme: Lost City Progress: A few leafs. Made it again runable under 2.07 by Geep (2020) Informations: Can be a nice start for any anyone who like to proceed from a started map template - particular for non veterans. Work Name: Neighbours Former author(s): Theothesnopp Current author(s): - Status: free for adoption Due Date: - Type: Medium sized interior, may be turned into an exteriors. Theme: undefined Progress: Basic Geometry and a few Interiors Informations: Runs in TDM 2.0 but probably need lots of fixing. Work Name: Setting the Scene Former author(s): _Atti_, with a few touches by Bikerdude Current author(s): Geep, JackFarmer & _Atti_ Status: in work Due Date: - Type: City / University like facility Theme: Exploration / Story Progress (as o 2012): Geometry: 90%, Details: 30%, AI and Gameplay: 5-10% with a few touches added by Melan, and made it again runable under 2.07 by Geep (2020). Informations: In the deep of Bridgeport lies the Fangedbarrow Facility , an enclosed school of arts and science, where lately people start showing a variety of strange behaviors, inner conflicts and mysteries ... Work Name: The White Rose Hotel Former author(s): Roman 'Skacky' Barrilliot, Springheel. Bikerdude Current author(s): - Status: free for adoption ( Bikerdude could consult and help ) Due Date: - Type: Mansion / Hotel Theme: Wealthy posh Victorian Establishment. Think Cosas: Mission X and The Grand Hotel (T2X) in TDM Progress (as of Februar 2012): Geometry: 100%, Most loot arleady placed, some lighting and AI, and a story expose by Springheel. Informations: This map is rather large. The Geometry has been much finished by skacky to continue to flesh out the misson. Springheel reworked the lighting, did add some additional assets and came up with an story expose. Click here for WIP pictures. Work Name: Shadowhide's Unnamed City Mission Former author(s): Shadowhide, Bikerdude Current author(s): Bikerdude Status: adopted Due Date: - Type: City Theme: - Progress: ? Informations: No specific
  16. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  17. Just so this is available in a stickied place https://forums.thedarkmod.com/index.php?/topic/20384-video-introduction-to-dark-radiant-for-new-mappers/
  18. Ah thank you fpr so much input on FMs that use scripted sequences and on the creation process. I remember doing some main character voice sets when I was building my FM, but those didn't evolve NPCs, so I only had to record it (actually a helpful member of the forums did it - thank you @betpet) and write a shader. I read through the wiki and saw that there is a convenient tool for creating NPC dialogues, that at least from the looks of it doesn't really seem to be that much work considering the huge benefits those conversations are able to give to an FM's atmosphere and story telling. However somehow I never noticed some FMs you were mentioning. The Accountant is a very nice example of how you can use NPC dialogues or even to give new objectives ingame without text boxes or books. I will make sure to check the other FMs as well. Thank you for all your suggestions! What is your opinion on making "pre-defined" conversations? Would it make sense to have some audio files available for mappers to setup custom conversations? I remember in the game Half-Life NPCs had some kind of stock material for random chatter in the way of "Question from NPC 1 -> Answer from NPC 2". For TDM there could be audio material for each of the current voice sets and mappers could set up small conversations apart from the automatic monologues we currently have for NPCs. So a big chuck for generating dialogues would be erased (recording and normalizing speeches and creating their shaders). To try to keep them non-repetive for multiple FMs these pre-recorded lines could be like in Half-Life where each chunk of a dialogue can be interchangeable with the question -> answer setting. I think this would make it easier for mappers to create a little variety with NPCs and make them more lifelike without a big hassle. What do you guys think?
  19. Things like dynamic global illumination, advanced physics, destructible environments, that sound reverb they mention at 3:05 and just the scale of maps that you can make, all these things can enhance gameplay. Modern editors are also far more convenient to use. You can just drag and drop your assets. Now you won't even need to make low poly models (realistically you will for at least some models because high poly scans or sculpts take too much memory).
  20. Root cause is: wxgtk also tags incomplete releases, so the latest isn't offered to install.
  21. Darkness_Falls glad to help btw not that it matters, but FBX 2006 has nothing to do with Maya 6.0 (from 2004) that version didn't exported to FBX yet. Now idtech 4 is a old engine, TDM team has updated it in many rendering side aspects but the way assets are imported and made for the engine have not changed that much, it was made before alembic based baked effects or baked large scale physics (like HL2 cinematic physics) were a thing, so in this engine you need to use the tools that were made for it, there's no other (easy) way, not without going through some crazy hoops, like the guy that made a Quake 4 level using Raytraced baked lighting, mixed with real time lighting (Strombine), even tho the engine has no easy support for that, but anything is possible if you think outside the box and are willing to work hard for it. To import particle effects from Maya into TDM you could, bake the particle rendering into a series of images (frames) and then just use a image strip or make a video animation and in TDM use a plane that always looks at the player showing the animation. Of course this way there's no real 3D depth for it nor the particle effect get affected by the lighting, but depending on the usage/effect that perhaps doesn't matter. IMO if particle effects is what you want to work on the best is to learn the DR particle editor. About importing models to TDM, yes you need to go through the following formats, (optional) MD3, (vextex animation and low poly static models) old quake 3 days format, MD5 the main recommended format for animations, well supported well integrated, used for skeleton based animated models only, can also be used for simple static models but no one uses it for such; (optional) LWO and ASE, two formats used for static models only, no animation supported, the first is a binary format, fast for the engine to load but "impossible" to edit by hand the second is a text based format (like MD3/5), "slow" to load but very easy to read and edit by hand, personally I recommend LWO (I use Modo...). So you need to export from Maya in any of this formats or find a tool that converts .fbx to this formats successfully, in last resort you can try Noesis.
  22. I notice that the Issue has been Fixed. Can I ask which fix was implemented? Also, one of the comments by duzenko in the bugtracker mentions this thread: https://forums.thedarkmod.com/index.php?/topic/20365-script-string-length-128-workaround/&tab=comments#comment-446786. I don't have access to this thread for some reason. Is it important that I read this thread? If so, I'll need access. Thanks
  23. freyk

    subtitles

    A more recent topic about this, see https://forums.thedarkmod.com/index.php?/topic/18701-subtitles-in-intro
  24. Oooh boy. It's been a good few years I haven't checked these forums. Good job @Dragofer. Those assets were bad and honestly, big part of the reason I stopped helping around here. My workflow was atrocious due to (in order of importance): 1st) Lack of knowledge and experience. I had just stared dabbling in 3d modeling/texturing as a hobby for less tha a year to any serious degree at the point. Now it's been a few years, worked on a couple of games in a serious team effort, went to uni about Game Development and working on my own game right now. As such this has been fixed to a big degree. 2nd) The tools themselves. I couldn't stand Lightwave (still can't) and was seriously focusing on PBR workflows and the traditional texturing felt wrong to me. I'll keep an eye around for a while now and if I see progress on that second one (as in being able to use the tools I know, because there was nothing wrong the way it was, just not for me) I might try and help again. So once again, good job on my old assets, glad the community is still going and.. Sorry for bailing out on all of you, especially @grayman and a couple others. Cheers.
  25. see also our reactions at topic: https://forums.thedarkmod.com/index.php?/topic/19755-nice-game-development-series-war-stories/
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