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  1. I've got news on this. The preference "Patch Subdivide Threshold" does influence how the patches are tesselated in DarkRadiant. Lowering this value (and restarting DarkRadiant) makes the patches subdivide smoother. A value of 2 yields the same result as DoomEdit, I believe: However, I don't know if this is the remedy for all inconsistencies, but at least it's a start. If everybody agrees I will make 2 the default threshold value. Performance issues in game are unlikely because this affects only the tesselation in DarkRadiant itself, not in the Doom 3 engine (unless you choose fixed tesselation, a patchDef3).
  2. It is the year 2027 and you are Adam Jensen, who works as a private security officer at a technology lab specialising in biomechanical augmentations, a forerunner to the sort of nanotechnology shown in the original Deus Ex. One day the path of his life is unexpectedly altered as a team of black ops commandos break into his company's HQ, and using a security plan from Jensen's own hand, a mass slaughter ensues and the conspiracy begins http://games.tiscali.cz/clanek/screen.asp?id=13100 http://forums.gamespy.com/gaming_discussio.../19918671/p1/?7 http://www.computerandvideogames.com/artic...46&site=cvg The prophecy shall soon be at hand and fulfilled in one or two years. Long live Deus Ex!
  3. I have a request - once you have completed it, may you please email it to me at unconscious@omgpcgames.com, as I do not have time to check the forums daily. Thanks.
  4. Hello, I am the webmaster of the latest hit video gaming fansite "OMG! PC Games" (http://www.omgpcgames.com), and I am a avid fan of your work thus far, as are many other users on my website. I have contacted you via the use of your online forums once in the past, to express my willingness to become a mirror for your modification, upon release. This option is still valid, despite the download system currently being down for repairs. I would like to know who I should contact to arrange an interview regarding your work thus far. All information received will be publicised on the website, "OMG! PC Games", and a link will be placed in direction to your website for further information. So the question is this: With what member of the staff do I forward my questions onto, if said person is interested? I hope you can all help. Christopher "Unconscious" Lodge Founder and Webmaster of "OMG! PC Games".
  5. Yes, I let the window catch the ESC key to make it more intuitive. I also thought about pressing ESC twice to let the "Deselect" command propagate to the main window (first ESC = deselect texture vertices, another ESC = deselect the actual brushes/patches). I was already working on that, but my first attempt failed. This is on the plate. Yes, vertex editing for brushes is impossible, although (as you already stated), a scaling would be possible. I will probably remove the corner vertices and replace them by axis-aligned scale manipulators. With rectangular faces, it would be ok to have the manipulators on each edge, but with more than four-sided faces this won't work. Agreed, this would be helpful. Don't know how hard this would be to achieve, but I'll see to it. This may be impossible, but I'll try to think of a solution. Currently, the TexTool gets notified upon selection change, but it is not possible to compare the previous selection to the current one, you just get a bunch of objects. It could be the same face as selected before or it could be a patch, you can never know. Perhaps it's possible to link the TexTool more deeply into the SelectionSystem, so it may be possible to get a grip on what exactly happened during the last selection change.
  6. Asked, and answered. Good thing they did research this in advance, or there would've been one monster sized patch shortly after release.
  7. Dram

    Parkan II

    Has anyone herad of Parkan II? I just noticed it today and suddenly want it...bad. I heard Parkan Iron Strategy was good too, and you can download a demo, unfortunately my internet just got capped (went over the 20gb limit) which is absolutely fucked. Should be uncapped tomorrow, so im gonna get it then. Apparently its already out, but on their forums someone said that the US version should be out in december, that means January for Australia..ugh. Anyone know anything about this? Russians especially should hehehe...
  8. The names are the one you posted in the inventory thread here: http://forums.thedarkmod.com/index.php?s=&am...st&p=163038 I can easily change them, they are defined in the map's worldspawn. The "gui::yyyyyy" variables are interacting with the SDK code, things are kept very flexible. The parchment, title text and position are set dynamically by the code, depending on which menu is visible. Just give me the graphics and I'll handle the code changes - some might not be trivial, but we'll get there.
  9. I just checked the code for CAP Texture and I think it should be the patch equivalent of Axial. But it doesn't work, and I think the command can be ditched along with the weird code. It seems to be trying to calculate a normal out of the control vertices and this normal is checked for its axis dominance (which component of the vector has the largest absolute value). A projection is then performed on to that axis, but this doesn't seem to be functional. Given the fact that we already have better tools to texture such (inverted) endcaps, I vote for removing that thing.
  10. Here's a general question (not a request, necessarily). I'm not sure if, a.) I just don't know how to do this, b.) there's a possible bug which prevents this, or, c.) there's currently no way to do it See the image below. In testing out the texture stitching, I used the left patch stitched to the top right, and then the bottom right stitched to the top right. These were the expected results, because the patches are completely different in grid space. What I'm interested in is the flattened, warp section of the texture in the middle, because the endpoints meet up nicely. We have the S and T fields. These have wacky calculated values in them where the editors handle texture layout for us and spit out a number we can see or modify if we're daring enough. The other dimension is the dropdown boxes above these fields, with values of 0,1,2 and 0,1,2. These correspond to the control points. For example, changing values on 0,0 will move one of the corner control points. And changing S and T for 0,0 will affect the shift and what appears to be the tile values. Sometimes these are actually useful. What I'm wondering is the following: How to affect the texture at the center of the bend, the flat warped area? One would suspect they could by going to coordinates 1,1; 0,1; and 1,0. But changing the S and T values for these points does nothing at all. Is this a bug? It seems so. And it's in both DarkRadiant and DoomEd. Or is it just impossible to affect the texture layout at those points through these editors (or even the game itself)? "Natural" does it, so surely it can be done, but why were we not given that ability? It'd certainly be useful, and consistent, to be able to affect the texture at all three sets of control points instead of just the ends.
  11. Wow, that's interesting and should definitely be useful, especially with terrain patches! I couldn't use it to make the arch faces align, but that much is to be expected, as the layouts of the patches are completely different. Is there any way to get rid of the drift that it does toward the front edge of the left patch, and instead keep it going with the original alignment? Either way, it's another cool tool for the toolbox. Note: I had a crash on resizing the camera window - I haven't reproduced it yet, so I'm not sure what may have caused it. I assume it's not related though.
  12. OK, started up DR empty. Create coffee table. func_static_1. Create bottle. func_static_1. Rename DR folder to disable and also the config on in docs & settings. I'm downloading the snapshot. Don't know where the info is on this. I recall reading something in forums recently that wasn't in the issue I had which is very recent (only days old) One glitch with XP is when saving, select a folder & click, Folder opens and files list. Whatever file happens to fall under the cursor is instantly highlighted. Can't stop it. This means the filename in the save box is changed so the download would get saved with the wrong name, eg, darkradiant-0.9.8pre6.exe becomes darkradiant-0.9.7pre6.exe almost without noticing if you are not aware of it. I have to copy and paste the name.
  13. Concerning this issue #82, this is what I could accomplish so far: It works currently with brushes only, I haven't looked yet at the patch code (this might be more complicated, but I don't know yet). The according GUI elements / buttons are still missing, but this is something related to the new Surface Inspector dialog that should come in the near future.
  14. Damn! I got really excited when I read your second suggestion, almost positive it would work... but it didn't. :-/ The problem with single geometry comes if you want to be able to do more diverse things with it (like have it bend on the other axes too - like that guy that did the advanced arches map somewhere on d3world) or if you don't want a full arch. Or, when it's not even an arch (this was just a simplified example to make the request clear). For now at least, I can still open DoomEd and get the mirror alignment, if worse comes to worse. Also, there is the option to just twist and shift it around until I eventually get the right orientation by hand. Took me long enough before that I gave up though, and went to DoomEd. Is it really tough to get edge coords and continue from there on the next patch?
  15. SneaksieDave, we better continue the texture flip conversion here: You posted these two images: But I still don't see what you're trying to accomplish here. In the first image (the 123456789 one) do you suggest that the texture should be continued on the second patch?
  16. I agree, the mapper certainly shouldn't be forced to create a brush if there is an alternative option. However the feature is useful if a mapper wants to specify in advance exactly how large the patch should be, just like when creating a light.
  17. Moreover, it creates a patch that fits the size and location of the last selected brush (doesn't have to be selected anymore). So it gets created where you are actually working (I think this area is called "workzone", but I'm not quite sure. At least it gets created in the orthoview where you are currently looking at.
  18. Yep, but it actually looks like the first has a problem too. I probably should have specified a thickness, so that it's easiest to see. It's hard to tell if it is warping down in the first pic (which would be much more troubling), or back toward the camera, but based on the known behavior, I assume it's back toward the camera. Instead of the normals being perpendicular to the surface, they're collapsing back toward the viewer. My original image above shows not just the before/after fix, but could also be seen as DR/DoomEd. The image on the right is what DoomEd builds. Probably the easiest way to see it is a square - all sides equal. Edit: In fact, looking at my original image and considering the basis for the original patch to be a square, and looking at the control points, it speaks to how it is built. It looks like two control points are placed on the endpoint edges, each half of the desired thickness inward (away from the surface), and then at the corner point, the same is done diagonally.
  19. I think your second thickened patch is displaying the behaviour -- notice how it gets thinner in the middle and the lines in the "side wall" go diagonally. If it was extruded along the normal, I would expect both the start and end patches to be parallel at all points.
  20. Ok, I just followed your instructions, but I didn't get a weird patch out of it. This is what I did: Created a cube: Clicked: Curve > Bevel, then deleted the cube: Then thickened the thing (first with thickness 16, then undid that one and thickened it with thickness 100): What did I wrong?
  21. Ok, renamed. The new dialog is now on SVN and allows to choose whether the selected brush should be deleted from the scenegraph after patch creation (Is only clickable, if exactly one brush is selected):
  22. OrbWeaver, I noticed that the map::countSelectedBrushes() method does not actually count the brushes only, but takes the patches into account too (it checks for Node_isPrimitive == true). This is ok I guess in the context of func_static creation (which can consist of patches as well), but I needed it to set the sensitivity of the "Remove selected Brushes" checkbox in the new patch creation dialog. Can I rename this method to countSelectedPrimitives() so that I can write another walker that only counts the brushes without patches?
  23. Could you show me an example of such a patch, I'd like to look into that. I already though about taking a "mean" normal vector, as there are 4 available (at most, for a vertex surrounded by four nearest neighbours).
  24. Thanks! Got it. Here's the result of my first official DarkRadiant thickened patch (there's a small issue which results in some distortion of it, but it looks like a simple problem - image is before/after a tiny amount of vertex manipulation): Will let you know if I come across any other issues of course.
  25. Exactly. Two adjacent control vertices are taken into consideration for the normals, which allows the thickened counterpart to follow the shape of the source patch. @SneaksieDave: I will upload a new build for you, you can check it out soon.
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