Jump to content
The Dark Mod Forums

Xcen

Member
  • Posts

    80
  • Joined

  • Last visited

  • Days Won

    11

Everything posted by Xcen

  1. http://forums.thedarkmod.com/topic/13560-standalone-ase-exporter-beta-3/?do=findComment&comment=280073
  2. Had the same problem when I switched back from 2.0.x to 1.8.1. Delete \AppData\Roaming\DarkRadiant and restart DR.
  3. The problem with my guide was that I used Blender 2.75a which isn't fully compatible with the exporter. You can't export the shadow and collision meshes with it. Here is a revised version: I switched back to Blender 2.70a and the steps to add a shadow and collision mesh start at 28 and end with step 39. 1. I use Blender 2.70a with default settings. Nothing changed. Like a clean install. I started from your first uploaded .lwo model. 2. Start Blender. 3. In the top left click on "File" and go to "User_Preferences" 4. Go to "Add-ons" -> "Import-Export" -> and activate "Import-Export: Import LightWave Objects" 5. Download this exporter: http://www.blenderartists.org/forum/showthread.php?336749-The-LWO-import-export-project 6. In the "User-Preferences" -> "Add-ons" go to "Install from File...", install the exporter and make sure it is activated. 7. In the top right is a window named "Outliner" where you can see a "Camera", "Cube" and "Lamp" entity. 8. Right-click on the names ("Camera", "Cube" and "Lamp") and delete them. 9. Go to "File" -> "Import" -> "LightWave Object (.lwo)" and load your model. 10. In the top right "Outliner" window left-click on your model. Now you should see an orange outline on your model. If not press key 'a' to select your model. 11. Check that you are in "Object Mode". Near the bottom of your window to the right of a "Object" menu you can select a mode (Object, Edit, Sculpt, Vertex, Weight and Texture). 12. On the left side go to "Tools" -> "Edit" -> "Shading" and select "Smooth". 13. Now press key 'tab' or click "Object Mode" near the bottom of your window and change it to "Edit Mode". When changing to edit mode you can see every triangle/quad hightlighted in orange. If not hit 'a' 14. Press 'a' to deselect your model. 15. Near the bottom of your window check a box (a cube with an orange line) named "Edge select". 16. If you right-click on an edge you can select it. Press and hold 'shift' while you right-click and select some edges that you want to split. 17. With the edges selected press 'ctrl' and 'e' to open the "Edges" menu and select "Mark Sharp". Now you should see a cyan line (and some orange sparkling through). If you want to unmark an edge go to "Edges" -> "Clear Sharp". 18. Change back to "Object Mode" with 'tab' and then press 'a' to deselect your model. 19. On the right side below the "Outliner" is the "Properties" window. Sometimes you need to rescale the window to make all entities visible. Just left-click on the border and drag. 20. Select the wrench icon to open the "Modifiers". Go to "Add Modifier" and select "Edge Split" in the second column. 21. Uncheck "Edge Angle" and make sure "Sharp Edges" is activated. Don't hit "Apply" yet. 22. Now the previously marked edges look sharp. But the modifier isn't applied yet. You only see what you will get when you apply the "Edge Split" modifier. 23. Press 'tab' to switch back into "Edit Mode" and select all edges ('shift' + right-click for selection and 'ctrl'+'e' -> "Mark Sharp" to mark for splitting) 24. When every edge is marked for splitting go back into object mode (press 'tab') and hit "Apply" in "Properties" -> "Modifiers" -> "Edge Split". Make sure only "Sharp Edges" is checked. 25. If your model isn't triangulated go to "Edit Mode" (hit 'tab'), select everything (hit 'a') and press 'ctrl'+'f' to go to the "Faces" menu and select "Triangulate Faces". 26. To change the name of the material go to "Properties" on the right side and go to "Materials". 27. Below the list on the top is a field where you can enter or edit the name. Change it to the name of your material in the ".mtr" and hit 'enter'. Now you should see the new name in the list on the top. 28. To add a shadow and collision mesh to your model hit 'a' to deselect everything and 'tab' if you are not in "Object Mode" or select it on the bottom of your "3D View" window. 29. When in "Object Mode" press 'shift'+'a' to open the "Add" menu go to "Mesh" and select a mesh type to use as a shadow mesh. 30. Now there is a second object in the "Outliner" window on the top right. 31. Smoothing, edge splitting or a proper and clean uv map aren't necessary for shadow and collision meshes. 32. If you are still in "Object Mode" hit 'tab' to switch to "Edit Mode" and select the "Shading / UVs" on the far left. Go to "UVs" and select "Unwrap" and "Unwrap". Alternatively you can hit 'u' to enter the "UV Mapping" menu and select 'Unwrap'. 33. To see your uv map go to the bottom left of your "3D View" window and drag the window to the right. Now you get a second "3D View" window to the left of your "3D View". 34. Click on the cube symbol on the bottom left of your new window and switch to to "UV/Image Editor" mode. 35. Now you can see your uv map. If not hit 'tab' and switch to "Edit Mode" and 'a' to select everything. 36. To add a material go to "Properties" on the right and go to "Materials" and "New". 37. Change the name of the material to something from the "tdm_textures_base01\materials\tdm_collision.mtr" for the collision mesh. For a shadow mesh use "textures/common/shadow" or "textures/common/shadow2". 38. Shadow and collision meshes need to be triangulated too. Go to "Edit Mode" ('tab') press 'ctrl'+'f' to open the "Faces" menu and select "Triangulate Faces". 39. If you have more then one object you need to export them to one layer. To do this switch to "Object Mode" ('tab') and select the objects in the "Outliner" window (top right) with 'shift'+'LMB'. To merge them 'ctrl'+'j'. Click on the plus symbol on the left of your objects name in the "Outliner" window and again on the next plus. Now there should be the name of your texture, collision and shadow materials. 40. For export make sure you are in "Object Mode" (hit 'tab'). 41. Go to "File" -> "Export" -> "Lightwave (.lwo)". 42. On the bottom left there is a "LwoExport" window. 43. Check "Smoothed". Actiavate "idTech compatible". And uncheck "Recalculate Normals". If there is something inverted ingame make sure to uncheck this one. 44. "LwoExport" in the top right.
  4. IPS and PLS without A-TW polarizer show large amounts of IPS glow. Sometimes so strong you can barely distinguish darker tones at all even in a perfectly dark room. Currently sitting in front of an IPS and it sucks for playing darker games. Here are some examples: http://hardforum.com/showpost.php?p=1039115916&postcount=2 The 20WMGX2 is a normal IPS without polarizer. Here the same: http://forum.xda-developers.com/showpost.php?s=44df8ca5a8d8393e53c7152d499047b6&p=47122975&postcount=4 HP without. Price doesn't matter. There is no difference in the amount of glow between a cheap Dell U2414H or a NEC SpectraView Reference. Same with Eizo CG except for the CG246 ( http://www.prad.de/en/monitore/review/2012/review-eizo-cg246-part8.html#Viewing ). VA has the opposite problem. Darker tones in the middle of the screen crush to black. Plus some contrast shift to the edges. http://hardforum.com/showpost.php?p=1040354042&postcount=428 Eizo FG2421 and BenQ GW2760HS have VA panels. I wouldn't recommend TN. For reviews: http://www.prad.de/new/monitore/testberichte.html http://www.tftcentral.co.uk/ https://pcmonitors.info/ http://hardforum.com/forumdisplay.php?f=78 Other problems are PWM and noise. You don't want a flickering screen that emits a nice high pitched buzzing sound. Same as above. Price doesn't matter. Even with the most expensive NEC and some Eizo you will get both. Input lag is another problem. 144Hz doesn't matter much if the display electronic features two frames latency. And then there is colour management. In short get one with 100% or close to 100% sRGB coverage or programmable LUT for gaming and everyday use. If you really need aRGB or a larger colour space you will know it.
  5. You don't need to recompile if you change models, materials or textures. The entity that you placed in your map is just a link to a model. TDM looks for a "model" in folder "models/darkmod/furniture/" with the name "leather_chair_001.lwo". As long as there is a model with this name it doesn't matter what changes you made. You build two additional meshes and give them the materials "textures/common/shadow" or "textures/common/shadow2" for a shadow mesh or "tdm_collision_metal" for a collision mesh. There are more materials for collision in "tdm_textures_base01\materials\tdm_collision.mtr". http://wiki.thedarkmod.com/index.php?title=Prefabs DarkRadiant or a text editor. Here is how I did it: 1. I use Blender 2.75a with default settings. Nothing changed. Like a clean install. I started from your first uploaded .lwo model. 2. Start Blender. 3. In the top left click on "File" and go to "User_Preferences" 4. Go to "Add-ons" -> "Import-Export" -> and activate "Import-Export: Import LightWave Objects" 5. Download this exporter: http://www.blenderartists.org/forum/showthread.php?336749-The-LWO-import-export-project 6. In the "User-Preferences" -> "Add-ons" go to "Install from File...", install the exporter and make sure it is activated. 7. In the top right is a window named "Outliner" where you can see a "Camera", "Cube" and "Lamp" entity. 8. Right-click on the names and delete them. 9. Go to "File" -> "Import" -> "LightWave Object (.lwo)" and load your model. 10. In the top right "Outliner" window left-click on your model. Now you should see an orange outline on your model. If not press key 'a' to select your model. 11. Check that you are in "Object Mode". Near the bottom of your window to the right of the "Object" menu you can select a mode (Object, Edit, Sculpt, Vertex, Weight and Texture). 12. On the left side go to "Tools" -> "Edit" -> "Shading" and select "Smooth". 13. Now press key 'tab' or click "Object Mode" near the bottom of your window and change it to "Edit Mode". When changing to edit mode you can see every triangle/quad highlighted in orange. If not hit 'a'. 14. Press 'a' to deselect your model. 15. Near the bottom of your window check a box (a cube with an orange line) named "Edge select". 16. If you right-click on an edge you can select it. Press and hold 'shift' while you right-click and select some edges that you want to split. 17. With the edges selected press 'ctrl' + 'e' to open the "Edges" menu and select "Mark Sharp". Now you should see a cyan line (and some orange sparkling through). If you want to unmark an edge go to "Edges" -> "Clear Sharp". 18. Switch back to "Object Mode" with 'tab' and then press 'a' to deselect your model. 19. On the right side below the "Outliner" is the "Properties" window. Sometimes you need to rescale the window to make all entities visible. Just left-click on the border and drag. 20. Select the wrench icon to open the "Modifiers". Go to "Add Modifier" and select "Edge Split" in the second column. 21. Uncheck "Edge Angle" and make sure "Sharp Edges" is activated. Don't hit "Apply" yet. 22. Now the previously marked edges look sharp. But the modifier isn't applied yet. You only see what you will get when you apply the "Edge Split" modifier. 23. Press 'tab' to switch back into "Edit Mode" and select all edges ('shift' + right-click for selection and 'ctrl'+'e' -> "Mark Sharp" to mark for splitting) 24. When every edge is marked for splitting go back into object mode (press 'tab') and hit "Apply" in "Properties" -> "Modifiers" -> "Edge Split". Make sure only "Sharp Edges" is checked. 25. If your model isn't triangulated go to "Edit Mode" (hit 'tab'), select everything (hit 'a') and press 'ctrl'+'f' to go to the "Faces" menu and select "Triangulate Faces". 26. To change the name of the material go to "Properties" on the right side and go to "Materials". 27. Below the list on the top is a field where you can enter or edit the name. Change it to the name of your material in the ".mtr" and hit 'enter'. Now you should see the new name in the list on the top. 28. For export make sure you are in "Object Mode" (hit 'tab') and the model is selected (hit 'a'). There should be an orange outline now. This is important. 29. Go to "File" -> "Export" -> "Lightwave (.lwo)". 30. On the bottom left there is a "LwoExport" window. 31. Check "Smoothed". Don't actiavate "idTech compatible". And uncheck "Recalculate Normals". If there is something inverted ingame make sure to uncheck this one. 32. "LwoExport" in the top right.
  6. Made a comparison. In both the upper one is with the green channel inverted. If the green channel isn't inverted everything that should look like it bumps into the surface looks as if it would protrude from it. It's easier to see in this picture: http://wiki.thedarkmod.com/index.php?title=Inverse_Normalmaps The stones protrude from the wall. If the lower half of the stones is cyan they protrude. They would bump into the wall when upper half is cyan. Blender named it "group_leather_chair_001". It doesn't matter. Opened your .lwo and converted it to .obj for better handling.
  7. Do you mean the blocky lines? That's the normal map. Everything else is caused by the compressed diffuse map.
  8. http://www.mediafire.com/download/kuzku9r5buk7ja5/tdm_epifire_models_2.zip - Moved leather_chair_001.dds from \dds\models\props\textures to \dds\models\darkmod\props\textures - Resaved dds. Something was wrong here. - Changed the material. - Moved leather_chair_001_ed.jpg and leather_chair_001_local.tga from \models\props\textures to \models\darkmod\props\textures - Resaved leather_chair_001_local.tga as 24 bit - Inverted green chanel in leather_chair_001_local.tga - Checked uv map. No problems found. - Smoothed model. - Fixed a nasty triangel on the top left. - Changed surface name from diningchair2_s to leather_chair_001
  9. Xcen

    Xcen's models

    Shears0001 Shears_0001_a3: http://www.mediafire.com/download/a7tl3tc7hpn2o44/shears_0001_a3.pk4 Old versions: Shears_0001_a2: http://www.mediafire...ars_0001_a2.pk4 Shears_0001_a1: http://www.mediafire...ars_0001_a1.pk4 Changelog: Shears_0001_a3: -Small texture changes Shears_0001_a2: - Moved origin - Rotated - Changed inherit to atdm:moveable_weapon_base
  10. Xcen

    Xcen's models

    Dagger0001 http://forums.thedar...post__p__350256 Dagger_0001_a3: http://www.mediafire.com/download/k1n0gxjlsqi31z1/dagger_0001_a3.pk4 Old versions: Dagger_0001_a2: http://www.mediafire...ger_0001_a2.pk4 Dagger_0001_a1: http://www.mediafire...ger_0001_a1.pk4 Changelog: Dagger_0001_a3: - New texture dagger0001plain. - Minor texture tweaks. Dagger_0001_a2: - New collision box.
  11. Lost motivation after countless crashes with 2.00 and 2.01. No problems so far with 2.02. WIP Tris: 384 Verts: 400 Texture size: 256x1024 No normal map. Still looking too clean but better than last time. Texture for sword model with 530 polys in the making. @Moonbo: Some walls are a bit thin. Dependant on the size of the building and the actual floor a half to two meters are not unusual. Most rooms are still cubes. Also try to break up the corners to hide texture seams. Supports and wood panels will do the trick. Maybe too many windows in picture 4 and 6. Try to integrate the windows better in the wall and overall support structures of your rooms. Be careful with that window texture. http://forums.thedar...525#entry302525
  12. Can reproduce your problem. The texturepath in your ase is wrong. Here's the solution: http://forums.thedar...post__p__343663
  13. Model and material seem to be ok. But I changed the texturepath to something more useable.
  14. Used the def from your first post and it loads without any errors.
  15. Reduced the tris count from 20 to 16. http://www.mediafire...tress_straw.lwo
  16. Change the texture path in the lwo model from models/Xex_models/comode_black to comode_wood Then fix line 50 in bikerdude.mtr: qer_editorimage models/darkmod/darkmod/props/textures/comode_black_ed to this: qer_editorimage models/darkmod/props/textures/comode_black_ed
  17. Forgot something important. Fixed and tested. Should be working now.
  18. void setup_objects() { entity foglight; //creates a new entity foglight = sys.spawn( "light" ); //spawns light foglight.setShader( "fogs/blendlight" ); //creates the foglight. replace blendlight with the name of your foglight/blendlight foglight.setRadius( 16384 ); //sets the size of the foglight foglight.bindPosition( $player1 ); //binds the foglight to the player foglight.setOrigin( '0 0 0' ); //exact spot from the players current position foglight.setLightParm( 3, 250 ); //shaderParm3; 250 is the density of the fog //color of the fog for the red, green and blue channel: foglight.setLightParm(SHADERPARM_RED, 0.1); foglight.setLightParm(SHADERPARM_GREEN, 0.1); foglight.setLightParm(SHADERPARM_BLUE, 0.1); } void main () { setup_objects (); }
  19. Xcen

    Xcen's models

    Longsword0001 Longsword0001_a3: http://www.mediafire...word0001_a3.rar http://ul.to/hpjlb9qr Fix longsword0001_a3 -> longsword0001_a4: http://www.mediafire...d/fix_a3-a4.rar
×
×
  • Create New...