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OrbWeaver

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Everything posted by OrbWeaver

  1. It would have a black outline, because the surface is curving away from the light and into shadow. I agree about the specular though, a wooden beam probably wouldn't have any specular at all.
  2. I think you're underestimating the number of models that will be present in a fully-fledge toolset. Imagine all of the many T3Ed models, compressed into a single-level context menu. You would also lose the ability to preview models before adding them, which is often useful. Is loading the models in the inspector really that much of a problem? You should only have to do it the first time you display the dialog.
  3. Actually no, arachnophobia is a learned behaviour not an innate one. Young children are not frightened of spiders unless they learn it from their parents, although as they grow up they are likely to develop a certain unease due to the large number of negative cultural associations.
  4. Yeah but I made the jocks disappear with my l33t Nerd Science.
  5. The Bonehoard was by far my favourite Thief level, I hope this project goes a long way.
  6. Very glad you like it. There are lots more interface improvements on the way.
  7. According to this, Knecht can be translated as "farm labourer" which is very similar to "harvestman" in meaning. Cobweb generally refers to random strands of web that you find on your ceiling, it would never refer to an orb web or any obviously regular spider creation. A tangled spider web in the corner of a room could be referred to with either term.
  8. There are actually three different things termed "daddy long legs": Pholcus Phalangioides, a type of non-spider arachnid called the Opiliones, and the cranefly which is a winged insect. The chances are that two people discussing daddy long-legs aren't even talking about the same species.
  9. I can't see what advantage it would give you. The entity menu is cluttered enough already, and adding every single model would make things a great deal worse.
  10. That one would never scale down to 32x32 and still be visible. It is interesting that you find it scarier than the more bulky Tegenaria, although since Pholcus will eat most other house spiders, perhaps you just possess an intuitive grasp of the arachnid food chain.
  11. I assume you mean "Shader not found", as I have never seen anything say "render not found" before. Where is this displayed, have you loaded a map or is it on a brush you create? Did you set your Doom 3 path in the dialog that displays when you start the program for the first time? You also need to set the mod path in File -> Project Settings (select Custom Doom 3 modification and type "darkmod" in the text box) in order to see any DarkMod assets.
  12. I used a Konica Minolta DiMage Z3, which has very good zoom (12x) and macro facilities. Given that my primary reason for wanting a camera was for photographing spiders and making textures, this was an ideal choice. Of course KM no longer make any digital cameras. Interesting, is this in Germany? I've certainly never seen one in the UK.
  13. It's actually a Sydney funnel-web spider (Atrax robustus), which is about as far from an Orb Weaver as it is possible to get while still being a spider. I guess I should really replace it with one of my own pictures.
  14. The best thing to do would be to find some way of softening the flash, I have heard that wrapping some kind of thin paper around it can help. As with shadow removal, attempting to correct the glare after the fact using Photoshop is never going to give you more than "adequate" results, and will probably make the texture look strange when you try to tile it.
  15. Shadow-removal is not really a good solution, as it necessarily tends to reduce everything to a flat gray. The best way to avoid this problem is to control the lighting when you take the photo, such as taking the photo on an overcast day and illuminate it head-on with a flash.
  16. It doesn't, it just requires extra work to maintain two separate UI paths for the same component, particularly where sizing and packing is concerned. This is something I would prefer not to do, but if people like the splitpane view I guess it will be necessary to support it.
  17. That's basically what splitpane view does, stuff like the Entity Inspector becomes a popup rather than a page in the group dialog. This of course requires an additional keybinding and/or menu item to display it.
  18. No I haven't, I guess I should do that since it is quite an important fix.
  19. Japanese is weird though, it has hardly any tenses or other grammatical structure, but about 25 different words for "I" depending on the age, sex and social positions of the speaker and audience. Not a language for me really, I am not at all big on the whole "social hierarchy" thing.
  20. I keep thinking I should learn German, it seems like a really logical language (like Latin) without all of the pronounciation issues of French. Russian is similar apparently, and very easy for scientists and engineers to learn due to its regularity.
  21. That's schadenfreude. I guess they're pretty similar in meaning though.
  22. Schadenfroh is "mischievous" or "maliciously cheerful".
  23. Unfortunately such a system fails the most basic cost/benefit analysis. Cost: considerable algorithmic and coding issues relating to detecting how "well" the player is performing. Benefit: most players probably wouldn't even notice, others would find it frustrating
  24. FIXED Edited by NH: Moved Spider discussion to off topic.
  25. You are more or less right, the selected brush should be added as a child of the func_door, but this is not happening. It is not just a problem with the naming, but with the child/parent relationship that is maintained by DarkRadiant (all brushes have to be children of an entity, usually this is worldspawn but it can be func_static, func_door and others).
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