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Showing content with the highest reputation on 11/18/21 in Posts

  1. I have implemented something, which should hopefully (after testing and bugfixing) be able to reproduce the behavior of both systems. Now it's time to test. Is there any simple way to test the whole volume on the projected light? I mean, ordinary testing against floor only shows light behavior on one planar section, and I'd like to see many sections at once. I know that this is exactly what "volumetric light" should achieve, but maybe there is some stupid way, like putting many small objects, or several transparent planes, or maybe grids...
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  3. Updates to the "Doors" wiki entry: Under "Auto-Closing/Opening Doors" : Collapsed long text block of older method no longer recommended. Broke out & expanded: "Allowing the Player to Interrupt Door Motion" Corrected default rotation speed, and revised text, in "Speed of Door Opening and Closing" Added new section near end: "Alternative Method: Door with a Separate Lock Plate" Added new section: "Controlling Door by Scripting"
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  4. I'm working on a new project: The Dark Mod Launcher. Its an application launcher for users/beginners who have difficulties to, run TDM (using start-arguments) and solving TDM operatingsystem errors. First it was made for the new tdm-installer mac, as a launcher to run TDM and the updater inside one application-container. But now i want to expand it, to do more things. Tdm launcher will come in two versions: Lite version: run TDM and TDM-updater.run TDM and TDM-updater with commandline arguments.Normal version - More advanced version run TDM and TDM-updater.run TDM and TDM-updater with commandline arguments.Ideas: screen resolution tester, application logger, Mission remover (outside TDM), etc.Download the work-in-progress-version of the lite or standard version from my google drive and extract the executable in your tdm-folder. Sourcecode of these versions will be publisched on my github repo and google drive) This launcher is inspired by darkloader, thief 4 setup and tdminstaller-win. Are other things you want to add to this launcher?
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  5. After some years, i just want to mention that i uploaded the sourcecode and binary of full tdm launcher for windows at github. Executable https://github.com/freyk22/tdmlauncher-win/tree/main/TDM_Launcher/TDM_Launcher/bin/Debug Sourcecode: https://github.com/freyk22/tdmlauncher-win
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  6. I think is defined in the character definition file, at lest I see it here in the Doom 3 monster default definition, not sure if the same is true for TDM. entityDef monster_default { ... "editor_var mass" "character's mass." ... }
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  7. The steps for non MD5 models are relatively simple: create a model and make sure it is all in a single layer (when exporting) be mindful of the scale diference between the 3d tool and the game, one way to see the scale needed, is to create a cube in DR export has obj and import in blender. make sure the model is made of triangles no quads (you can work in quads then triangulate at export) uvmap the model and make sure the uv's fall within the 0/1 window and don't overlap create a diffuse texture (colors only no shading) create a normal map create a specular map (you can put color on it) create or edit a .mtr material file and define your model material there. make sure the material name, for the model surfaces, in blender, is the name of the material you have created inside the .mtr file if you want to create, a shadow mesh or a collision mesh make sure the surfaces/models lay in the same layer as the main model (they overlap it) apply to each model the invisible "texture/common/collision" or "texture/common/shadow" material names depending on the model function you want (for collision models if making a physics enabled model a 'movable' in idtech 4 parlance, make sure the collision proxy has no more than 16 faces) export as a single .ASE or .LWO hope I didn't forget anything.
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  8. Because I dont have much control over the navigation buttons, added a activation-button in the "form section" of the launcher-lite (v20160929). (see topicstart for the updated screenshot) Added publisched sourcecode to my github-repository. For the standard version (v20160911), I added some options for Image processing. (see topicstart for the updated screenshot) for now, added tabpage "missions" with an field where the use can see which mission is "installed". For me its difficult to create parse-code that analyses the missions.tdminfo, in the current format. It would be easier that the tdm-developers change the format in a better-readable format, like xml. And publisched the sourcecode on my google drive, for the ones who like to help.
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  9. Then think about which one of the both you need and place the Run button next to the other one
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  10. I added the tdmlauncher-lite and a howto-install file to the tdm mac dmg and uploaded to the google drive.
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  11. Just from seeing the screenshot: What is the difference between Close and Cancel? And why isn't Run the right corner, but somewhere else in the window (the buttons closer to the edges in windows are normally the ones who have a "final" task and are getting recognised much faster than in the middle of the window.
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  12. I agree! It would be great if you could select a mission that is to be loaded before TDM starts, so you don't have to start the game, select the mission and then restart the game. This would be a nice fix for a common complaint.
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