Sperry on 1/1/2020 at 23:42
Quote Posted by skacky
For the last one, you can open DARK.CFG and edit the object counts limit. I use this:
; object counts
obj_min -18192
obj_max 8184
max_refs 47740
However this is for a NewDark installation, I don't know if you can go this high with OldDark.
Thanks for the info, skacky. I have one question: what would be the best way to know if modifying the dark.cfg file DOESN'T work? I wouldn't want to override preexisting objects by accident, or make too many modifications before realising that the dark.cfg changes permanently messed-up my mission.
Quote Posted by FireMage
I actually wanted to ask "what ladder model do you plan to use?"
Since the Custom Arm Model should be for TG, I will simply use the TG arm with a few tweak to make it looking good but for the ladder it will carry, I'll need to know the model name since there are several models in OBJ with different sizes and textures.
I would be weird to grab a long wooden ladder and see Garrett holding a shot metal ladder.
Ah right, understood. It must be a wood ladder, if possible, i suggest using CoSaS ladders, (
http://spirited-tech.com/thief/2018/09/03/wooden-ladders-pack-by-team-cosas/) such as the ones found here.
As for the broadheads, the mission could work without them, however, it would have been nice to have a few extra broadheads in this manner. I guess I'll have to abandon this idea. Let's concentrate on what's absolutely essential.
Psych0sis on 2/1/2020 at 00:54
The best way to do that would be to update to newdark and then you will be able to modify it easily :)
Sperry on 2/1/2020 at 15:35
Quote Posted by Psych0sis
The best way to do that would be to update to newdark and then you will be able to modify it easily :)
Thanks Psych0sis, I might do that some day, but not yet. For now I'm sticking with old dark. I've already adressed this issue elsewhere. I'm actually fond of old dark limitations, even though I acknowledge the potential of new dark. Changing now, and getting used to new dary, would be too much work. I find that in the case of DromEd, as in art, it is the resistance of an artistic medium that determines its creative potential. :cheeky:
Also, I'm still using the same laptop computer to DromEd since 2008, which does not have an internet connection. Because of this, downloading new patches, software, and ressources is a real pain!
FireMage on 4/1/2020 at 22:10
Check your PM mate and tell me if everything is working ! ;)
Sperry on 4/1/2020 at 23:39
Thank you so much! Looks like everything is there. Interesting keys! I'll check all of this in DromEd tomorrow and let you know asap if everything works (this could take a few days as I have a plane to catch).
Sperry on 11/1/2020 at 10:56
Thanks FireMage, for everything. Your help and support is tremendous :-) Schwaa's custom mesh now works in game. I might have little tweaks to it, but I'll let you all know when and if this becomes necessary. So solved for now :-)
I have a small question regarding objects: would it be possible to have a single object having two overlapping textures? For example one lower texture set to replace0 (so I can set a texture from any of the families), and a second overlapping texture, with some alpha and only little details hi-lighting the peculiarities of the object? I'm assuming that would allow one to easily modify the texture on the base of a lever for example, to have it match with the surrounding environmental brushes, without compromising the little details of the lever. So is this possible?
Also, I've solved my arrow emit problem by simply creating a chest in the mission with the shape of a broadhead, linked it to a proper arrow, and set it to destroy itself when frobbed. Problem solved :-)
FireMage on 11/1/2020 at 12:25
By two overlapping textures, you mean, having somekind of texture above the other like a filter or overlay? Well, it's possible but the object would need to have a few polys.
I don't know if oldDark would display it right tho... :erg:
That's something to try out
R Soul on 12/1/2020 at 13:38
The best solution for the lever texture is to make a copy of it and add the changes directly, then copy the .bin file and tell it to use the new texture.
Editing the .bin file:
(
https://www.ttlg.com/forums/showthread.php?t=150290)
FireMage is correct that adding overlaying polys could cause display problems.
If they're too close to the lower surface you'll get (
https://www.youtube.com/watch?v=CjckWVwd2ek) z fighting - the effect may only become visible when the player is a few feet away. If there's enough of a gap to prevent z fighting, chances are it'll look too much like a sort of halo.
Sperry on 13/1/2020 at 14:54
Ok understood. Let's avoid z fighting and other display problems. I'm glad to see that the way I modified textures so far is in accordance with your tutorial, R Soul!
Also, I'm happy to announce that I succeeded in getting the cell count of my mission from 30000 down to 24500 (just below the limits of T1 old dark). The entire mission is now playable, and the brushwork is entirely complete (except for some minor texture alignments).
One of the issues I'm still struggling with is the max obj ids, which as of now is still way above acceptable limits. I'm finding inspiration in (
https://www.ttlg.com/forums/showthread.php?t=72014&p=854417&viewfull=1#post854417) some of Shadowspawn's comments from 2003, on how to give unfrobbable and inanimate objects properties and scripts traditionally given to unrendered markers in order to optimise object count. Also, I remember reading about other methods to surpass old dark object limits, such as spawning objects with the help of S&Rs. I unfortunately was not able to find this post despite searching for it. If any of you know other ways to optimise object count, please let me know!
PinkDot on 13/1/2020 at 16:23
Quote:
Also, I remember reading about other methods to surpass old dark object limits (...)
Hold, on...
Quote:
I'm actually fond of old dark limitations,
Why would you be trying to surpass something you're fond of?!?
The best way to surpass these limitations is to switch to New Dark. That's what it had been made for.
Even taking into account a couple of changes this may (or may not) require, it will take you much less time.
Everyone is on NewDark here since it came out 7 years ago or so - you're literally the last dinosaur here...
Afraid of changes? Just make this leap - you'll be fine!