What new features would you like for the next NewDark update (Suggestions) - by Cardia
skacky on 26/7/2018 at 13:40
One thing I'd like to see is the inclusion of coordinates in monolog for warnings/errors such as totally coplanar... ick. or the dreaded remove_poly_edge. This would make finding the offending brushes far easier. I think it's already the case for a few errors such as SplitPortalPolyhedronByPlane or SplitPolyBySides. I haven't encountered these two in a while so I could be wrong, but I believe it's the case.
trefoilknot on 26/7/2018 at 14:44
I'd love the ability to clone an object along with it's links (as an option, not by default).
Yandros on 27/7/2018 at 03:31
You can do that in a slightly roundabout way by exporting it as a multibrush and then importing it multiple times (links are preserved). Or, of course, creating archetypes with the links and instantiating them.
PinkDot on 27/7/2018 at 11:59
I have an easy request:
Self Illumination property to accept RGB values.
ZylonBane on 28/7/2018 at 17:27
You mean Extra Light. Self Illumination is the property that controls the brightness of self-illuminated model materials.
Drifter82 on 29/7/2018 at 06:35
Quote Posted by ZylonBane
Translation: Make NewDark run my ridiculous vanity mission because I have no idea how to work within reasonable technical constraints.
Translation: I'm unhappy.
PinkDot on 29/7/2018 at 08:03
Quote Posted by ZylonBane
You mean Extra Light. Self Illumination is the property that controls the brightness of self-illuminated model materials.
Yes, thanks for correction - I meant Extra Light property.
GORT on 30/7/2018 at 12:57
I think this was already mentioned a long time ago, but I would like to have this implemented.
[video=youtube;pbZZ95hAKX8]https://www.youtube.com/watch?v=pbZZ95hAKX8[/video]
PinkDot on 30/7/2018 at 16:42
This would be super cool. I heard the code already existed in the original game, but had not been activated in the released game. (maybe for performance reasons?)
[dreamModeON]
This seems to work on brushes so far. It would be great, if for the consistency of the look, it could work on static meshes as well (respect the 'Immobile' property).
In certain cases you'd want it to work on static meshes without Immobile property as well - let's say doors or breakable obstacles, as this could spoil secret passages or just look wrong in certain cases.
Having it work on dynamic objects, like AI or moving parts would be too much to ask, I guess. (even in dream mode! ;) )
[dreamModeOFF]
nicked on 31/7/2018 at 09:37
So how was that video made? Has this already been implemented somehow?