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I'm kinda rusty with DarkRadiant, is there a way to select and move multiple vertices at once? Would be useful for adjusting patch meshes Edit: of course i figure it out instantly after posting, after shift-dragging a selection area around the vertices you need to press enter to confirm the selection too!
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Any chance of implementing the Doom 3 GUI/computer interfaces stuff with the street signs, so you could theoretically fit in any name with little work without having to touch the actual texture? Or at least that's how I for some reason assume the signs in Doom 3 were made, I could be way off..
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Extremely slow framerate in DarkRadiant
Spitter replied to Spitter's topic in DarkRadiant Feedback and Development
Cheers, this worked! Disabling desktop composition seemed to be the trick. -
This was a fun map There's some nice mantling action, and I keep forgetting how effortlessly easy it is compared to Thief!
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Not sure where I should've posted this so I just plopped it here. I just installed Darkmod 1.0 and DarkRadiant 1.0.2 x64. However I'm getting a severely low framerate in both the 3D view and the 2D ortho view. I'm talking about several seconds per frame I haven't had a chance to try the 32 bit build yet but I'll give it a shot. I'm using 64 bit Win7 (RC) and a Geforce 260 GT with 190.38 drivers in case this info is of any use.
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Actually that's an issue I've always had with Doom 3 (and thus Darkmod) - I've always felt that the physics are too fast, even comically so. This is easiest to see if you load up Thief or Half-Life 2 or something and just start throwing stuff around and then compare it to Doom 3, everything just feels faster in Doom. I'm not sure if the physics values used in Doom 3 are more realistic, but they certainly feel less "good" and "satisfying". The physics just lack that oomph factor present in other games.
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Yeah the default Doom 3 headbob when crouching is absolutely insane, I don't know what they were thinking at id.
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Is the version on Steam localized? I believe the Steam version has been confirmed to work with Darkmod (and Darkradiant?) anyway.
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Itches, Glitches & Anything Else...
Spitter replied to greebo's topic in DarkRadiant Feedback and Development
I just got back to darkmod mapping and finally switched completely over to DarkRadiant. And I have to say wow! It's really gone a long way and apart from the lack of shadows in the 3d preview it's far superior in pretty much all areas. I'm especially in love with the texture tool dialog, I can't believe I've been able to work without something like this before. So yeah, just chiming in with my support. -
Make a map for another game in the mean time.
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It's the specular/light combo, I should try toning it down a tad.
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If you're working on my window texture, you really shouldn't use the low-res jpegs I posted in this thread. I'll upload the latest tgas (or even the 30 mb PSD files if you really want them) to the betamapper repository soonish (I can't do it right now). I'll have to look into tweaking the normal further when I have a free moment.
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Well I improved the normal map, although as always the results I get from the nvidia plugin are iffy at best. http://www.interstellarburst.com/jani/baet/windowtex-5.jpg http://www.interstellarburst.com/jani/baet/windowtex-6.jpg
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normal specular Nothing particularly thrilling I'm afraid. A simple height map -> nvidia plugin conversion
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As a side note I have an industrial window texture if there's any interest. I have no idea if the normal and specular maps are up to the standards though as they're not exactly my forte.