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  1. A visually breaking change is planned for 2.13 (6354). Environment mapping is used when material contains a stage like this: { blend add cubeMap env/gen3 texgen reflect } Historically, there are two separate shaders for this case: one if the material has bumpmapping, and one if it does not. Note that if the material has diffuse or specular stage, then bumpmap is added implicitly. The shader with bumpmap was apparently "tweaked" by someone in TDM and got several major differences: it has fresnel term output color is tonemapped to [0..1] range using X / (1 + X) the color multiplier is hardcoded to (0.4, 0.4, 0.4) I'd like to delete all of these differences and restore the same behavior as in non-bumpmapped case. It is also the same behavior which is used in both cases in Doom 3 BFG (and supposedly in Doom 3 too). Speaking of points 1 and 2, nobody will notice the difference except in rare corner cases. The point 3 however is serious. It is also the main reason behind the change. Right now nobody can tweak the intensity of environment mapping: if you try to set red/green/blue/rgb, these settings are simply ignored. Now the problem is that the intensity of most environment mapping materials will change. In core files I see text like this (stainglass_saint_01) : { blend add maskalpha cubeMap env/gen3 // tone down the reflection a bit //I see no evidence that these values do anything red Parm0 * 0.2 green Parm1 * 0.2 blue Parm2 * 0.2 texgen reflect } Since the default parameter was 0.4, after the change this material will get 2x less intensity. The situation is even worse if rgb multiplier is not specified, since then it will change from 0.4 to 1.0, i.e. envmapping will become 2.5 times brighter. I can probably collect the list of all materials using environment mapping, but I'm not sure I'll be able to check them all one by one. Perhaps I can delete existing rgb settings, blindly set "rgb 0.4" and hope for the best.
  2. Would someone be willing to help adjusting some of the following mapping and model issues and suggestions? Mapping: * 0006364: Ladder cuts into the arch and the northern door when door is opened (https://bugs.thedarkmod.com/view.php?id=6364) * 0006365: Ladder in the wood shed cuts into a barrel (https://bugs.thedarkmod.com/view.php?id=6365) * 0006366: Clouds in the sky do not move in Tears of St. Lucia (https://bugs.thedarkmod.com/view.php?id=6366) * 0006374: Chandeliers in church hall (https://bugs.thedarkmod.com/view.php?id=6374) * 0006396: Return check is too sensitive (https://bugs.thedarkmod.com/view.php?id=6396) * 0006376: Wrong trigger for the hint about the hammer (https://bugs.thedarkmod.com/view.php?id=6376) * 0006395: Wall of church grounds unfinished (https://bugs.thedarkmod.com/view.php?id=6395) * 0006423: Graft map A New Job and map Tears of St. Lucia (https://bugs.thedarkmod.com/view.php?id=6423) Models: * 0006373: Failure to pick lock of chest (https://bugs.thedarkmod.com/view.php?id=6373) * 0006375: Locked doors have no keyholes (https://bugs.thedarkmod.com/view.php?id=6375) * 0006381: Issues with model fence around the pulpit (https://bugs.thedarkmod.com/view.php?id=6381) * 0006382: The depth of the seats of the benches are too narrow (https://bugs.thedarkmod.com/view.php?id=6382) * 0006397: Some banners with builder symbol look sqashed narrow (https://bugs.thedarkmod.com/view.php?id=6397) The following are listed as authors of the mission: * Original map: Jdude * Story: Springheel * Additional mapping: Springheel, Fidcal, Bikerdude, Greebo, datiswous (not listed), JackFarmer (not listed)
  3. Is there something wrong with the forums lately, or is it my browser? I've been having trouble formatting posts, and just now I couldn't format anything at all.

    I'm using Vivaldi.

    Usually I have to: select text, click bold, nothing happens, select again, click bold, then it works. 

    Same for other stuff, like creating spoilers, bullet points, links. Nothing works the first time. 

    1. datiswous

      datiswous

      I have no problem. I use Firefox. @Zerg Rush also uses Vivaldi. Have you tried without extensions, or in another browser?

      (btw. bold, italic and underline have shortcut keys: Ctrl B, Ctrl I and Ctrl U, you could try that)

       

  4. So, as everybody seems to have his own mapping thread, I thought about starting my own. I'm currently working on my map for the "unusual gameplay contest" and just set up a nice working elevator. I took a look one the multi-level elevator tutorial on the wiki and I think that my approach is much more easy to implement, so I thought I could describe it here. The elevator consists out of three parts: - a func_mover entity that will be our elevator-platform - the buttons that will control the elevator - a couple of waypoints, one for each floor what else do we need: a really short script, I'll go to explain further down The first step is to create an elevator-platform. This is your part . If your done with it change its classname to func mover (under entities/func/movers). Rename it to platform. (The names are for referance. Of course you can choose them as you like). The next step is to create some path_corner entities and place them, where you want your platform to stop. Be aware that the origin of the platform entity will move to the center of the bottom face of the pink block representing the path_corner. Let the platform target the path_corners. Make sure you start with "target0", then "target1" and so one. Start with the lowest path_corner and move upwards level by level. Create buttons for every floor on one of the levels. For the other you can just copy them around when we've set them up. On the buttons, you have to set three spawnargs. - target: let the buttons target the platform (so you have to insert its name here) - state_change_callback: set this to "movePlat". This is the name of the function we'll use to move the elevator - moveDir: set this to "0" for the lowest button, "1" for the next one and so one. This spawnarg controls which path_corner the platform should move to When you're done, copy the buttons to where else you'll need them. Ok, that's the setup in Dark Radiant. Now everything that's is needed is a script. And here it is. void movePlat(entity button,boolean bOpen,boolean bLocked,boolean bInterrupted) { entity mover = button.getEntityKey("target"); entity target = mover.getEntityKey("target"+button.getKey("moveDir")); mover.moveTo(target); } The "state_change_callback" is called everytime when the state of the specific object was changed, for example if a button is pressed. The function receives four arguments, of which we will only need the first one. The entity that we get here is the one who has called the script. In this case, the button we have pressed. Now what does the code do. The first line brings us the entity targeted by the button. This is our platform. We need to know this as we want to make it move The second line gives us the path_corner the platform should move to. Here you can see why you should start targeting them from 0 upwards and what the "moveDir" spawnarg is used for. An example: If you push a button whichs "moveDir" spawnarg is "1", than the platform targeted by the button will move to the path_corner targeted by the platform via the spawnarg "target1". The last line is quite self-explaining. It tells the platform to move to the designated path_corner. That's it. Pro's: - short code that is used for every elevator in the map (in fact you can use it for everything that translates) - fast setup Con's: - As I didn't tested it very much I don't know any if you find some please report here What is missing: - there are no sounds set up yet (will add them as soos as possible) - AI's should not yet be able to use the elevator (dido)
  5. Bachelor Mapping Challenge!

    The girlfriend will be away to her mum's place for almost a week, which means more mapping time for me! I'm planning a speed build. Hope it will go my way :)

    I'm starting by downloading 2.11. Don't know if I'm going to use any fancy new stuff. Just want to crack those itching map muscles that has gone dry and dead since almost a year's worth of no-mapping :)

    1. Show previous comments  2 more
    2. Wellingtoncrab

      Wellingtoncrab

      Love your work so looking forward to whatever you got coming next whenever and wherever that may be!

    3. thebigh
    4. The Black Arrow

      The Black Arrow

      Yes please, I remember playing your maps and they were amazing.

  6. Spent most of the day learning and writing about AI navigation. It's stuff I already know, but the magic about writing something down as clearly formulated as possible, is that you then see things that much more clearly. You also find what's unclear to you, and then you figure out exactly how things work. I was hoping to get through it all within just a day, but it looks like this will take tomorrow as well, at this rate. There's also plenty of other nonsense I have to get through as well. Everything's a chore.

  7. I'm starting to think we need another mapping contest.

    1. Show previous comments  6 more
    2. nbohr1more

      nbohr1more

      It is rather short notice for a Halloween contest. It would need to be a very quick speed-build ( feasible with modular content I suppose ) but players have mostly had a negative reaction to speed build contests like this. If enough participants agree to have one, we can proceed anyway... just setting expectations that you might get a number of grumpy complaining players in the comments. A more realistic contest deadline would be a Christmas Contest. Since horror missions are more popular here ( myself included ) we could hold a Christmas Gothic Horror contest and forego any winter holiday theme requirements?

    3. Wellingtoncrab

      Wellingtoncrab

      Honestly it was pretty crazy the quality of missions we got last time, but I would give participants a lot more time. Perhaps announce a contest before the end of the year with intent to build up missions for the theoretical 2.12 release in early 2024 - or sticking with the horror theme for fall of 2023.

      It’s kind of looking like there may not be a T1/T2 contest in that time block and large projects like The Black Parade seem to be tying up late this year/early next year so it might good as far as the overall “fms” release windows.

      This kind of establishes an on/off year rhythm for contests but who knows how long something like that would persist.

    4. thebigh

      thebigh

      There's nothing wrong with speedbuild contests, but if people want to have a longer contest that's OK too.

  8. Feeling lazy and uninspired. Should be mapping. -_-

    1. Show previous comments  1 more
    2. thebigh

      thebigh

      I drink too much coffee as it is.

    3. Nort

      Nort

      For about six hours every day, I also use various occult aghori practices to maintain my focus, but like the name says, those are reserved for the initiated, so I can't help you out further.

      Good luck.

    4. Nort

      Nort

      Here's some inspiring music. :)

       

  9. Since Aluminum directed me here ( https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475263 ) can we have unlimited renderer effects? Well, maybe not unlimited, by maybe 3-5? Thanks.

     

    1. Show previous comments  1 more
    2. Nort

      Nort

      Since I wasn't the one mainly asking, I'll just cite you in the original thread instead.

    3. AluminumHaste

      AluminumHaste

      There already is a kind of sorting, sort nearest, sort decal, sort <n>. For things like windows and such, sort nearest should probably have the desirable affect, though looking through multiple translucent shaders might kill performance.

    4. Nort

      Nort

      Is having multiple render effects really killing performance that badly? I don't understand. You're saying that if I have two transparent objects side-by-side, then they'll just count as two render effects, but when combined, they somehow become something much more difficult to render?

      Never-the-less, unless we're talking some kind of infinite portal problem, why not let the mapper choose how much he wants to kill performance? Just warn him against putting too many effects close together.

  10. Four years ago I was in the process of creating a PDF guide for DOOM 3 mapping using Darkradiant and it's been on my HDD ever since waiting to be finished. I've been updating it to the latest version of Darkradiant and I've noticed that the anim property for enemy entities has now been removed. How are enemy animations added for DOOM 3 maps in later versions of Darkradiant?
  11. Pretty cool medieval city generator. Maybe a good mapping inspiration? https://watabou.github.io/city-generator/

    1. JackFarmer

      JackFarmer

      Yes, that's cool, but it would be even cooler if it automatically produced the corresponding (and fitting) 3D buildings and placed them in the mission. :)

  12. Woo!! 2.10 Beta "Release Candidate" ( 210-07 ) is out:

    https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/

    It wont be long now :) ...

  13. I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...

    1. datiswous

      datiswous

      Yeah and the wiki and moddb. It should have those links in the footer I think. Probably easy to add by an admin.

      Edit: And a link to the bugtracker. I'm always searching for a post in the forum that links to that because I can't remember the url.

    2. Petike the Taffer

      Petike the Taffer

      I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.

    3. duzenko

      duzenko

      Reluctance to improve the forums is matched by reluctance to allow more people to work on it. Talk about trust and power.

  14. I'd be interested in hearing about how many of our fellow mappers... ...are familiar with version control (Git)? ...are or have been using version control for their mapping projects? ...would be interested in using version control for their mapping projects? ...are or have been mapping alone, using version control? ...are or have been mapping in a team, using version control to collaborate? I know that frost_salamander used a Github repo for hosting the hare map, and angua and me are using a private one on Gitlab. We discussed a few features that could support common collaboration workflows in DarkRadiant, but I'd like to hear about others first.
  15. Hello, as others have done, I'd like to start my own mapping thread to provide content I create in one place. Feel free to use anything from this map in your maps or for TDM integration. There is a book in the map with more description of the contained content. OGDA_Demomap Version v3: https://das-kartell.org/files/thedarkmod/ogda_demomap/ogda_demomap.zip Installation: Extract the content of the zip-file your "TDM install dir/fms" folder, the folder "TDM/fms/ogda_demomap" should be present afterwards. I'll post new versions from time to time when I have new content ready. Current map contents: v1: New Paintings (for details see here: New paintings thread v2: TDM Fountain prefab expanded with base, water, light and particles Drainable/fillable bath with sounds and secret compartment only accessible when drained Moving bookshelf with hidden compartment, very failsafe, the setup ensures no clipping or false states will happen (with one tiny exception, see book) Buildings (TDM defaults) with lights, monster-clip ond some details added New Buildings, mainly created from Springheel's TDM modules v3: Ambient light setup Additional info for the current version: - Foutain still needs monsterclipping - the largest building on the right side has a working window where the candle is, you can fill the room with content or revert the window to a func_static - most of the content that belongs together is grouped for easier copying/moving - most of the content is created for A night of loot 2, but that map is still in extremely early stages, there's no guarantee or release date for that one Credits: Additionally to content created by me, this map contains content provided by: - The Dark Mod - Obsttorte (i.a. fog script, texture blending) - Springheel (modules shipped with TDM) - TDM community github repo (Thread) Please let me know if you find content created by you in this map in case there isn't a mention yet. Screenshots:
  16. I have seen quite a few older games have their cinematics and textures upscaled to more modern resolutions using machine learning powered applications. I decided to give one of the Thief videos a shot and this was the result. Took just under 2 hours to process. https://www.youtube.com/watch?v=Zs4CYxB0PGI
  17. Hello! I sat and read a book and felt an urge to map/play TDM, so I went to the computer and started up the mod and saw that my current version was out of date. I haven't mapped (seriously) for some years but I see now that you've released 2.08! It makes me really glad and brings tears to my eyes that the dev team still cranks out exellent content! I must bend away my thoughts and thinking of "I cannot make anything useful..." and try to make another mission! In other words, Fieldmedic is not dead, I'm trying (again) to take up mapping! Cheers!
  18. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  19. Summary: This is the first part of a series of tutorials using Springheel's new architectural models - Using Springheel's new modulesSpringheel's 4hr build challengeThis tutorial is the process almost start to finish of the mission The Elixir, I hope these videos are helpfull for new and old mappers alike, enjoy. Videos: Part 1. Build Time Total: 40 minutes https://www.youtube.com/watch?v=dvzbz_-QVN8 Part 2. Build Time Total: 1hr 49mins https://www.youtube.com/watch?v=XbbGrPQoJx8 Part 3. Build Time Total: 33mins https://www.youtube.com/watch?v=iG5ahPs6VqA Part 4. Build Time Total: 34mins https://www.youtube.com/watch?v=uQaYTpTJPQs Part 5. Build Time Total: 1hr https://www.youtube.com/watch?v=WNoiwYWssac Part 6. Build Time Total: 1hr 30 mins https://www.youtube.com/watch?v=XpcAo48PYxg Part 7. Build Time Total: 30mins https://www.youtube.com/watch?v=LMJ616E8jHg Part 8. Build Time Total: 1hr 4 mins https://www.youtube.com/watch?v=JfsXtyqTypo Part 9. Build Time Total: 2hrs - (video is only 30mins) https://www.youtube.com/watch?v=pG3aqzqpkkQ Part 10. Build Time Total: 1hr 10 mins https://www.youtube.com/watch?v=dWe9wQzkGu8 Part 11. Build Time Total: 40 mins https://www.youtube.com/watch?v=KETY43j8o30 Part 12. Build Time Total: 45 mins https://www.youtube.com/watch?v=dSvY0cJEt7o Part 13. Build Time Total: 35 mins https://www.youtube.com/watch?v=Yk62qY_6Ldo Part 14. Build Time Total: 45 mins https://www.youtube.com/watch?v=DGgZEWCF8vo Part 15. Build Time Total: 53 mins https://www.youtube.com/watch?v=2a3Puxpr9Xw Part 16. Build time Total: 60mins - https://www.youtube.com/watch?v=75GpgKuL6tY Part 17. Build time Total: 43mins - https://www.youtube.com/watch?v=sQah3WsRXro Part 18. Build time Total: 32mins - https://www.youtube.com/watch?v=HRmBZZN_KNI Part 19. Build time Total: 61mins - https://www.youtube.com/watch?v=MPgSlf8QiWk& bkd_modules.zip.txt
  20. It is so satisfying developing a habit to have an everyday time window for mapping. Waking up early before work just to lay in a "bed" with mouse and keyboard on both sides, lazily adding detail after detail to the map, listening to some ambient rain, storm, wind or blizzard sound to cut off anything around. I wonder if I will manage to finish it for Halloween, but tempo is promising.

    And waking up being excited how I will suprise myself this day is great!

  21. https://bugs.thedarkmod.com/view.php?id=5055 There seems to be an issue with shadow rendering in the engine: When enabling both Stencil Shadows and Soft Shadows, shadows get incorrectly mapped and are stretched across the screen in front of the camera. I have no issues when using Stencil Shadows without shadow softness, nor when using Map Shadows both with and without soft shadows. I'm running TDM 2.07 x64. My operating system is Linux openSUSE Tumbleweed x64. Kernel 5.2.14. Mesa 19.1.7 (amdgpu module). My video card is an AMD Radeon XFX R9 390. I attached two screenshots from the FM Full Moon Fever: The first shows stencil shadows without softness (normal results) and the second is stencil shadows with softness (corrupt shadows).
  22. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
  23. Learning and experimenting with LOD spawnargs for meshes. Even one LOD model and e.g. turning off shadows for LOD stage 2 can really make a difference when it comes to scene complexity. I love it!

    1. Epifire

      Epifire

      I really ought to look into LODs for my shadow casters as well. Probably would help optimize the outdoor scene I'm doing right now.

    2. Springheel

      Springheel

      Absolutely. LOD is extremely powerful, especially for people who can make their own models.

       

  24. In the vein of a few other threads, I've decided to start a thread that will cover the current progress of my FM mapping and serves for troubleshooting the issues I run into. While the newbie questions thread is a good place to seek advice, I often get the impression that it's not adequate to solve the perennial mistakes I seem to run into while trying to learn certain aspects of mapping. I'll gladly welcome any advice in this thread. Screenshots of what I'm currently working on coming soon.
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