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  1. Hidden Hands: Blood & Metal Available via TDM Mission Downloader ============================================================== Title: Hidden Hands: Blood & Metal Filename : hhbam.pk4 Author: Jack Farmer Date of release: 01.09.2024 (Version 1) - 14.09.2024 (Version 2) - 28.09.2024 (Version 3) - 28.11.2024 (Version 4) - 25.07.2025 (Version 5) EFX: Yes Subtitles: Yes ============================================================== Hidden Hands series: I - Initiation II - Vitalic Fever III - The Lost Citadel IV - The Anomaly V - Blood & Metal ============================================================== Jack Farmer: mapping & drafts, briefing videos Amadeus: revision/editing of all texts for readables, narration and dialogues Joebarnin: custom scripts & prefabs and trouble shooting Datiswous: subtitles for all conversations, broadcasts, recordings and thief comments Dragofer: consultation for scripts, models and trouble shooting =============================================================== Beta testers: Cambridge Spy Mat99 Bergante Joebarnin wesp5 grodenglaive TheUnbeholden Acolytesix CrisiusXIII Release testers: Mat99 AluminumHaste =============================================================== Voice actors: AndrosTheOxen (all missions) Bikerdude (mission 1 and 2) Boylag (mission 1) Goldchocobo (mission 2, 3 and 5) Malasdair (all missions) Mary-Anne Stanke (mission 4) Narrator (mission 1 and 4) Purgator (mission 1 and 3) scodysk (mission 4) the double dutch king (mission 3 and 5) Xander Grant (mission 4) Yandros (mission 2 and 4) ================================================================ Pilfered items: - roulette wheel and alien model with thanks to Goldwell (taken from "AC II: New in Town") - pagan woman character and a select building facade with thanks to Fidcal (taken from "Heart of Lone Salvation") - skybox in mission 4 taken from Sotha's "TP: The Transaction" - mission 3 ("Down we go.") previously known as "The Cloister" - taken from the abandoned "Crucible of Omens" campaign, mainly created by the Dudes (JDude and BikerDude) and some other legacy missions makers ================================================================ New assets: - radio model and skin by Epifire, prefab produced by Bikerdude - several technical drawings provided by wellingtoncrab - keypad designed & coded by MirceaKitsune - flying bats designed & coded by STRUNK ================================================================ New sound fx / music: - factory and machine noises by inspectorj - machine sounds by lupalenzuela - rocks_falling_in_cave by unidentified contributor from freesound.org - vinyl_record_pop by joedeshon - ambient_battle_noise by pfranzen - distorted-wolf-howl by hail_pinson - roaring_sea by allthingssound - slideshow_projector by andreaskg - whistling-in-cave by retroguy23 - scary-ghost-wolf-howling by brainclaim - "Rivercare" by Adrian Wilaert - "Leave Her Johnny" by Roger McGuinn used under https://creativecommons.org/licenses/by-nc-nd/3.0/us/ All other new ambient tracks & sound fx created by Jack Farmer, occ. with gigagooga sound samples ================================================================ Special thanks go to: @joebarnin, who completely altruistically analyzed many game bugs, provided several clever scripts and even played through the initially very buggy game twice. It was an ordeal not even described in the first Builders book! Jeff, thank you very much! @datiswous, who, despite the enormous scope of the game, did not let himself be deterred from creating suitable subtitles for all dialog, comments, briefings and recordings. A truly monumental task! @Mat99 & @Bergante, who tried out things I would never have thought of and showed me once again that I absolutely have to take part in the next brain function enhancement surgery! ...and finally our friend, the incredible @AluminumHaste, who dared to do another detailed run-through at the end of the beta testing, which allowed for several more improvements and polishings. ================================================================ Thank you everyone at Fractured Glass for consultation and help in general! ================================================================
  2. Water shader. Fog light for depth + reflective surface + scrolling textures + "sparkles" cubemap. This "liquid" func type for animated water surfaces is still experimental or are people using iit? Edit: Unfortunately textures/sfx/vp3 material from tdm_sfx_legacy.mtr used for heathaze conflicts with the water, which is a shame. Texture was made in Material Maker
  3. We have been collecting textures for 4+ years, by nearly a dozen different people. It is inevitable that some textures will not stand up well in terms of quality. This thread is the place to nominate textures you think are poor and should be either fixed or removed. The following process will be followed (we are currently on step 1):
  4. So I thought I had found a new and BETTER way of creating lit/selflit windows for TDM, but discovered fairly quickly that some window textures are already using this mething, but that unfortunaly the vast majority are not. The aformerntioned method is that we use the stock material def for the frame (so you retain the diffuse & bumpmap details), and then only 'blend add' the lit window panes which are a separate texture. An example stock texture that uses this method already - textures/darkmod/window/wooden_frame01/wooden_frame01_lit What we have above is an overlay of JUST the window panes, and its just this texture that is RGB boosted! I don't know why we HAVENT been doing this in the core mod all this time, and to quote @nbohr1more"Boosting the diffuse is a pretty poor way to achieve that effect." And unfortunately a LOT of the core window textures are using this poor method instead of the window pane overlay method. Ive already spent some time in establishments of lower affairs (the line from the gatehouse popped into my head, heh), making overlay versions for frost_salamander for his recently released FM. Please see the zip arcdhive below. @Amadeus has already had a look at and used some, in his upcoming wip - - https://drive.google.com/file/d/11168eiBj_m-Lu5d-8FLYUgM7J1MC_92h/view?usp=sharing So @Amadeus suggested that I list all the window textures that need looking at. I haven't included the ones I have already fixed in the wip archive above - textures/darkmod/window/diamond_pattern02/diamond_pattern02_*** - the lit versions from this series have a diffuse that is basically black, but thankfully the unlit version has a diffuse that can be used. textures/darkmod/window/ornate/stained_colourful_dirty textures/darkmod/window/ornate/stained_colourful_dirty2 textures/darkmod/window/pointedtop_big01/pointedtop_big01_*** - there are lit versions in this series, but they are not using any diffuse/bump. So these are perfect to use as overlays as they are. textures/darkmod/window/diamond_pattern01_*** textures/darkmod/window/diamond_pattern_andbars01_*** - So these are good candidates to be used as overlays with some tweaking, but we need a much better diffuse/bump. textures/darkmod/window/largesquare01_barelylit - poster child of why this thread was created, all the lit versions of this series are just RGB boosting the diffuse. textures/darkmod/window/roundtop_diamond_pattern01_*** textures/darkmod/window/simple_square01_***- this series also has very poor cropping on the edges. textures/darkmod/window/smallpanels_4w_dirty01_*** - this series has diffuse that is basically black. textures/darkmod/window/smallpanels_4w_dirty02_*** - this series has diffuse that is basically black. textures/darkmod/window/smallpanels_4w_dirty03_*** - this series has diffuse that is basically black. textures/darkmod/window/smallpanels_industrial_mesh_selflit textures/darkmod/window/square_pattern01_*** - this series needs a complete overhaul.
  5. for those still dabling in retro hardware heres some interresting sites https://windowsupdaterestored.com/ windows updates for win 9x to xp https://www.techpowerup.com/forums/threads/tpus-nostalgic-hardware-club.108251/ links to various sites with old software and information on setting up older systems hardware.
  6. I have problem with unintentionally translucent models in gui: [img]https://imgur.com/a/ctxvu6P[/img] windowDef Desktop { rect 0, 0, 640, 480 backcolor 0 ,0 ,0 ,0 visible 1 nocursor 1 renderDef rosary_cord1 { rect 0, 0, 640, 480 visible 1 model "models/erh_rosary_cord_bow_b.ase" needsRender 1 modelRotate "gui::Offset_vert"/4, "gui::Offset_horz"-22.5, 0, 1 modelOrigin 0, 0, 0, 1 viewOffset ("gui::cord_horz1"*250)+50, "gui::cord_vert1"*250, 80, 1 lightOrigin -200, ("gui::light_Offset_vert"*100), "gui::light_Offset_horz"*100, 1 lightColor 0.8, 0.8, 0.8, 1 } renderDef dice1 { rect 0, 0, 640, 480 visible 1 model "models/erh_rosary_dice.ase" needsRender 1 modelRotate "gui::Offset_vert"*2, "gui::Offset_horz"+45, 0, 1 //+135 modelOrigin 0, 0, 0, 1 viewOffset ("gui::dice_horz1_n"*250)+50, "gui::dice_vert1_n"*250, 80, 1 lightOrigin -200, "gui::light_Offset_vert"*100, "gui::light_Offset_horz"*100, 1 lightColor 0.5, 0.0, 1.0, 1 //purple } } (-there are 8 models of cord and 8 of bead.) This is a rosary, reacting to the player's viewing angles. But you can see the model's back. Sometimes it goes away at some angles of the player's rotations. In some arrangements of renderDef bracelets, a few models work fine, the rest don't.
  7. A set of some 200 missions is a lot to sift through to find what one likes. I never used your site but if it provided functionality to search missions for parameters like approximate playtime, series v standalone, and tags like undead, spiders, mansion, city, etc, then it sounds plenty useful. Can the functionality be incorporated into the main web page? Perhaps even integrated to fetch underlying data from the wiki (so that trusted editors can keep the parameters up to date)?
  8. hmm another small problem creept up from behind when doing SDL3 builds. SDL3 removed the old hardware gamma ramps from the library so dhewm uses a shader based version. unfortunatly for my hybrid GLSL/ARB interaction renderer it only works in ARB mode because it is hacked into the interaction shader stage instead of the material shader stage and sadly i do not have an implementation of this hack in GLSL . I have a rough idea how to do it but i lack some skills in regards to working with hardware shader code. i do however have an old codepiece which i used in quake as a replacement for the old gamma ramp code but it needs a little work. what it does is actually really simple, it uses the same code as overbrights but scales the output with the gamma value. also overbrights tended to use a texture this code foregoes that completely as it is unneeded and instead outputs to a fullscreen quad. it works somewhat good in quake but there are two values in dhewm brightness+gamma so i might have to get creative.
  9. I should start by saying the suggestion was inspired by this exact feature being successfully implemented in the FPS Red Eclipse (Cube / Tesseract engine) for a long time with very good looking results. I'm a developer or at least mapper for RE as well, if you need more information I'll ask its admin Quin for more technical data on how the system works. I can also find or create a video showing how the wind mechanism functions if anyone can use that. TheDarkMod currently lacks any real system for simulating wind: If you want to make a FM that takes place in a stormy environment that looks good, you're out of luck. All we have is a handful of animated props animated to appear as if swaying in the wind, namely a tree and banner that move slightly: You can't adjust the intensity nor the direction of the wind effect, at best you can maybe tweak the animation speed to match the wind strength you'd like to depict. There is a much better way using vertex shader deforms defined in the global shader. The first step is defining wind direction, this can be done as a property of the location info and / or using an entity for radial wind direction. When touched by a wind value above zero, models (static or animated) will play a sine wave animation on vertices, its direction and distance and frequency defined by the wind entity spawnargs and the entity's distance from its epicenter. Obviously models must specify which vertices should be wavy, the most common way is using vertex colors though an intensity texture also works if that's preferred, in any case models must include per-vertice information to specify which points should sway in the wind and by how much. Particles also need to be blown away by the wind but that should be very simple, further effects like affecting the direction of noise transmission are optional and can be done later at best. Existing assets will need to be modified to make use of this. This includes every tree and grass so branches and leaves are affected by wind the further they are from the trunk and the base of the tree, obviously this should also be done for all banners and even the clothes on AI so you can see the the sleeves of characters flutter in the wind. All particles should be affected including flames and smoke so torches blow to the side. Note that old maps would not be affected even after the assets are modified since they'd need to specify wind information for the effect to activate.
  10. If you change translation, rotation and scale at different rates it will make looping less obvious. I'm not aware of any random number generator / procedural noise that you could plug in into materials but you can make arbitrarily big table of numbers and use that. I guess you could also multiply / mix different tables. I'm also using rather simple texture generated in GIMP. You can add more variation. One more thing that one can do is animating the strength of parallax occlusion mapping effect. For example: blend parallaxmap map textures\darkmod\cloth_folds_disp min -0.05 max 0.05 * sinTable[time * 0.1] Could be useful. I don't think you can animate strength of bump maps the same way, unfortunately.
  11. damn i was 7 when the 8080 intel chip came out im starting to fell like an old geezer. the intel 386 scheme actually survived well into 2010 and you could actually buy a 486 processor brand spanking new up untill 2007 . so it seems to have had excellent longevity. the 386 could actually run NT4 and that was a 16 mhz processor lol. i know that for a fact because some kid dragged off with our old server at my workplace at the time, and that one was a 386 with a seperate floating point processor. it also weighed a ton... poor kid
  12. I put it on a test_liquid.liquid model from the liquidmodel test map: What it looks like without scrolling:
  13. ============== -= IRIS =- ============== WELLINGTONCRAB TDM v 2.11 REQ Ver. 1.3 *For Maureen* -=- "Carry the light of the Builder, Brother. Unto its end." -Valediction of the Devoted "What year is this? Am I dreaming?" -Plea of the Thief Dear Iris, I am old and broken. When we were young it felt like the words came easily. Now I find the ink has long dried on the pen and I'm as wanting for words as coin in my purse. I can tell we are nearing the end of the tale; time enough for one more job before the curtain call... ============== -Installation- Requires minimum version of TDM 2.11 **Dev build dev17056-10800 (2.13) fixes several visual effects which have been broken in the mission since the release of 2.11. For that reason playing with that version or later is currently recommended** -Iris does not support mods or the Unofficial Patch- Download and place the following .pk4 into you FMs directory: Iris Download ============== *Thank you for playing. Iris is a large mission which can either take as quickly or as long as you are compelled to play. I hope someone out there enjoys it and this initial release is not completely busted - I tried the best I could!* *Iris both is and isn't what it seems. If commenting please use spoiler tags where appropriate. If you are not certain if it would be appropriate a good assumption would be to use a spoiler tag* *Support TDM by rating missions on Thief Guild: https://www.thiefguild.com/* ============== WITH LASTING GRATITUDE: OBSTORTTE - Whose gameplay scripts from his thread laid the foundation which made the mission seem like something I could even pull off at all. Also fantastic tutorial videos! DRAGOFER - Who built upon that foundation and made it shine even brighter! And whom also provided immeasurable quantities of help and encouragement the past couple years on the TDM discord. ORBWEAVER & GIGAGOOGA - For generously offering their ambient music up for use. EPIFIRE - Who lent me his fine trash and trash receptacle models. AMADEUS - Who was the first person who wasn't me to play the damn thing and provided his excellent editorial services to improving the readers experience playing TESTERS AND TROUBLESHOOTERS: AMADEUS * DATISWOUS * SPOOKS * ALUMINUMHASTE * JAXA * JACKFARMER * WESP5 * ATE0ATE * MADTAFFER * STGATILOV * DRAGOFER * KINGSAL * KLATREMUS - What can I possibly say? Playing this thing over and over again could not have been easy. Deepest thanks and all apologies. -=THANKS TO ALL ON THE TDM DISCORD AND FORUM=- ==SEE README.TXT FOR ADDITIONAL ATTRIBUTIONS & INFORMATION== HONORABLE MENTION: GOLDWELL - If I hadn't by chance stumbled into Northdale back in 2018/2019 I would probably still be trying to get this thing to work in TDS, which means it probably would not exist - though more details on that in readme. ============== Boring Technical Information: *Iris is a performance intensive mission and I recommend a GTX 1060 or equivalent. I find the performance similar to other demanding TDM missions on my machine, but mileage may vary and my apologies if this prevents anyone from enjoying the mission.* *Iris heavily modifies the behavior of AI in the game, how they relate/respond to each other and the player. So they may act even stranger than they do typically in TDM. Feedback on this is useful - as it can potentially be improved and expanded upon in future patches.* -=- This is my first release and it has been a long time coming! If I forgot anything please let me know! God Speed. 2.10 Features Used:
  14. So following on from the conversation here - Here is the first draft of a basic block-out of that church, if there is interest I will complete the creation info a flashed out prefab and model - church.pfbx
  15. Back in the day, Tels managed a squad of volunteer translators for TDM. I am not Tels, and could never do that. Nowadays, language translation using AI, either traditional machine learning (ML) models or large language models (LLMs), is common and increasingly fluent. It is often used as an adjunct to speed the work of professional human translators. By itself, AI translation can be imperfect but usually sufficient. Can this "sufficient" approach be used for TDM, to expedite translations? Let's see. I gave some initial thought to a bulk-translation daemon that might range across FMs and fill in all missing translations, without necessarily involving mappers. In the future, possibly AI could tackle that whole enchilada. I was at first visualizing something more modest: a backbone in a standard programming language (I sketched out C++ and C# projects, but lots of other possibilities) that would make calls to an API (I looked at those of Google Translate and ChatGPT). However, I changed focus due to certain concerns... Different FMs, and subsets with each FM, would likely have far better translations if they were properly grouped, ordered, and translated separately, with an appropriate context (e.g., phrase engineering) added. The FM's mapper is best placed to provide this grouping and context. I'll detail what I mean in the next few posts. The mapper would not be expected to know any TDM-supported languages besides English. Instead, each translated phrase could be back-translated to English and examined. Is the "round-trip" meaning OK, even if the English words have changed? Problematic translations could have their context tweaked and rerun. Many AI systems, particularly for API access, require a billing commitment (e.g., credit card). For a professional translator, this is no problem, and subscriptions allow access to more (and putatively better) models and higher quotas. This seems less appealing for TDM. A few paid AI systems have a no-subscription, pay-as-you-go account tier. The cost per translate is typically pennies. But it does introduce quota- and expense-management, and may exclude API usage. Access via API requires an API key (or at the higher end more elaborate security regime), with attendant key-security headaches. Which AI model is thought "best" for translation? Doesn't matter too much, because we can't afford the best. Furthermore, there's endless churn among AI models, with antidotal reports that a given model fluctuates in quality over time, and successor models can be worse than their predecessors. So, with these concerns in mind, I looked for public web-based AI sites that require no billing and provide low-quota but adequate AI. The mapper would enter and retrieve data manually. I will focus on ChatGPT in this exploration, after a quick preliminary test confirmed some promise. Also, as this exploration proceeds, I hope to propose changes to TDM to make it more viable for "sufficient" quality machine translation. Problem areas are incomplete fonts, space-constraints, and layout issues for translated strings. My proposals will likely surface as separate forum threads. That's enough for now. I'll be trying for 1 or 2 substantive posts per week, as I tackle a particular FM.
  16. hmm its actually rather advanced and unfortunatly a bit of a pain to setup. one example is hrtf (headphone surround) which requires mapping sound locations with a tool they provide. https://deepwiki.com/kcat/openal-soft/5.3-gui-configuration-tool lists a good deal of which steps needed. for all other cases it is probably better to ask on the github forums for it. attached my own config for dhewm3 which sounds somewhat ok. drop it next to the dhewm3 executable. if you feel up to experimenting you can add your own settings to it alsoft.zip
  17. By "IP", I'm thinking you mean my machine's address (not intellectual property). Yes, if an AI was not privacy-preserving, and actively monitoring for and reporting IRL criminal activity (likely many are), and misconstrued what I was doing, then I see your point. For my particular FM, the phrases don't really imply any criminal acts, just clues. This is not the case for all FMs. In those cases, when untrustworthy AI systems allow rich prompts, it's probably a good idea to specifically indicate you are writing for a fictional mission within a PC game. Also, the activity itself, translating into a fixed suite of multiple languages, is probably not something an actual criminal enterprise would do. Talking in the forums about your FM under development would also show that your intentions are not real-world crimes, and I'd like to think ward off all but the most wrong-headed prosecutions.
  18. I just found out that one of the recent TDM updates changed the revenant spirit model to look much better. One of the main criticisms about my first FM has thus been retroactively remedied, hurray!

    Also slowly chipping away at a new spooky WIP, rough year + hectic teaching schedule != great productivity, but we're making progress again.

    1. Show previous comments  3 more
    2. datiswous

      datiswous

      I saw it in fm Winter harvest I think. It looked like the spirit had calk all over it.

    3. datiswous

      datiswous

      I wonder if this is also a revenant spirit. This is from fm A house of locked secrets.

      image.thumb.png.14bca9136836e6c4259c2954391d2def.png

    4. Ansome

      Ansome

      No, those are not revenant spirits. I've seen variations of those enemies in a few FMs and that black texture with the yellow eyes is intentional.

  19. that's super impressive result, Is it from the Leonidas drone defense system? (Because there was news about it recently) I'm still curious why Electrolaser never made it to defense market and straight out abandoned(Even though this project may still be quietly ongoing, we will never know.) : Electrolaser - Wikipedia Everything seems possible in the hands of the DoD There is new technology after the use of fiber optic cable to avoid jamming : New Alternatives to GPS could Be Jamming- and Spoof-Proof - IEEE Spectrum . The keywords are imu and gyroscope on chip components. I'm wondering about how difficult it is to implement laser communication for small sized drone? (even though weather and alignment could be obstacles)
  20. One of the German voices says "Weapons, weapons for the poor!"
  21. Nice to hear about this. That's an impressive roster of languages... but there's always the question, how good is it for translation to the particular language(s) one needs? Privacy-centered is great too, although perhaps less important for happenings in the fictional TDM world. I was also looking today at Anthropic's Claude Haiku 4.5 announcement, which seemed to suggest that the free tier includes access to it through its API. (In the long run, I can see driving forward/backward translations through different model APIs.) Haiku is claimed to be a small but powerful AI model. A general concern about making models small is that they are less knowledgeable, so maybe less good translations. So many AI systems, under such swift change. In the meantime, I'm taking a slow, cautious, and somewhat piecemeal approach, seeing where the translation problems are, and how to fix them.
  22. Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to take a look at the draft of this addendum to see whether everything looks correct: https://www.ttlg.com/forums/showthread.php?t=148487&page=16&p=2473352&viewfull=1#post2473352 Thanks!
  23. Hello! Tracking down information on software and plug-ins that work with D3 / TDM can be a tough. So I have created a thread here where people can post what software/ plug-ins/ tutorials or other references they've had success or failure with in TDM. 3DS MAX 2013 64bit .ase - Default .ASE model exporter works. However you have to open the .ase file in text edit and manual change the *BITMAP line on each material to read something like: "//base/textures/common/collision" which allows the engine to read the correct material path. md5.mesh / animation - Beserker's md5 exporter/importers for 3dsmax. http://www.katsbits.com/tools, Importing and exporting works. The model must be textured, UV'd, with a skin modifier attached to the bones to export. PM me (Kingsal) for help with this. Imported models using the script will not be weighted appropriately, so this is not recommended if you are simply trying to edit existing tdm content. (Use blender instead) MAYA 2011 32bit md5.mesh - So far I've not had any luck with Maya 2011. I am using Greebo's MayaImportx86 for Maya 2011. I've got the importer working however I get a "Unexpected Internal Failure(kFailure)" and the import fails. This could be due to something finicky in Maya that I am not doing correctly. Will keep trying.. Blender 2.7 about - Blender is commonly used and pretty well supported on the forums/ wiki. Various versions may work as well - https://www.blender.org/download/ md5.mesh / animation Blender MD5 importer/exporter (io_scene_md5.zip): https://sourceforge.net/projects/blenderbitsbobs/files/ Sotha's guide Blender Male/ Female rigs by Arcturus - Here Edit by Dragofer: more links found in this post.
  24. My approach would be a bit elaborate and require few small cripts: 1) teleporting will check the difference between player's origin and this doorframe model origin, and add the same difference to doorframe model's origin in second room. 2) The one sided teleport: you need an invisible, fast moving "door"; trigger_multiple on one side calls little script that just $spec_door.Open(); the oposite trigger_multiple $spec_door.Close(); it. The teleport trigger_multiple in the middle checks if($spec_dood.isOpen()) to know if it should teleport player. trigger_multiple have even "call" spawnarg for scriptfunctions. void close_teleport() { $spec_door.Close(); } void open_teleport() { $spec_door.Open(); } void use_teleport() { if($spec_door.isOpen()){ $spec_door.Close(); vector difference = $player1.getOrigin() - $first_doorframe.getOrigin(); difference = $second_doorframe.getOrigin() + difference; $player1.setOrigin(difference); } }
  25. Type of mission: Mansion/Estate/Horror Story: Lord Blackgrove recently purchased a rare expensive artifact. The whole family has now disappeared leaving the manor empty. Time to check out the manor and see if the artifact can be found. Build time: My first map ever, 300 hours (5 months). Credits: Kingsal - Breaker script for light switches and elevator Dragofer - Ambience Track 'Intent' Springheel and Sotha - Video Tutorials (those videos really helped) Feedback and testing: Cambridge Spy, Dragofer, nbohr1more, Acolytesix, wesp5, Shadow, Zerg Rush, AluminumHaste, prjames The whole community. Download (1.03): https://drive.google.com/file/d/1wZc_nqHoX7kQvzfg08EpoRy2hyuH7mw3/view?usp=sharing Edit: Version 1.02 provides large performance improvements in the outdoor areas. Be sure to set TDM Object Details (LOD) to Normal (or lower) to take advantage of some of the optimizations. Edit: Version 1.03 further improves performance around hedges thanks to HMart's alternative hedge model. I’ve had a mission like this in mind for years. My main influences and inspirations are: Deus Ex - Chateau DuClare (https://youtu.be/9QLT_l8aH78) Clive Barker’s Undying - Main Mansion (https://youtu.be/t8PyXhCQB3Q?t=90) Thief Deadly Shadows - Shalebridge Cradle (Almost everyone should be very familiar with this one) (https://youtu.be/Rw4YZuRUgXA) In case anyone gets stuck and needs help, I’ve listed some questions and answers below that will hopefully help. FAQ
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