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canopus

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Everything posted by canopus

  1. Well, I'm waiting for 1.08, grayman. All these hints get under my skin. But on the other hand 1.07 is plenty to work with. At the moment I'm trying to create a, somehow, atmospherically exact representation of an aulde England manor, with an universally despised tenant, or lord - as you would have it. The hero is a half-breed pagan, accepted by the common people but rejected by the legally empowered nobility - of both powers in the different communities.
  2. I've been studying blender noob to pro (a nice piece of work for a noob like me!) because there are several things that I want to do in DR which pretty much require it. And Blender is not only free, but powerful - worth the time. But after reading John's post I tried the experiment and couldn't import a simple 256x256x256 box obj into Blender 2.63. Don't get me wrong, I fully appreciate all the unpaid work that goes into the free programs I use in doom editing - but jeez, this is the kind of stuff that makes me weary... Obviously the passing back and forth of model conversions is done. Why would it *not work*?? It's usually something very simple that I'm missing... One of the many reasons I've decided to learn Blender is Arcturus's "grass" map which in the main is obviously ported into DR where some base worldspawn brushes are either imported as well or already made or made to order. Problem is, I can't even read Arcturus's map in DR since it's done in ase format and there's no indication of how it was done. So it boggles me. In DR all the interesting stuff is represented by icons. Meanwhile I'll continue to learn from "noob to pro", even while trying to learn plotting a TDM fm, lighting a TDM map, the seed system, pathfinding and scripting actions of TDM AI (oh my lord!!!), and so on. Altho' I prefer to work on TDM, I understand why id continues to go with the ultra-simple run&gun style in comparatively easy maps. Doing a "level" that way would eliminate 95% of my problems
  3. Thanks for these responses! I apologize for posting and running, but I was immediately called away to my other place (workshop), which doesn't have internet. I think you should expect newbie/basic questions from me I think when one is editing natural paths that go inside/outside, up hills and around bends, a person is forced to in effect do vertex by vertex tweaking through the whole thing, to control how each point of the path goes with the flow. I'm totally convinced by Sotha's modular system. As for my own progress, I'm still acquainting myself with Dark Mod resources. They're impressive and give materials for creating a complete world -- I congratulate you all for having done it. Fact is that none of my work yet meets the standards, but in some ways I'm coming closer.
  4. Thanks for this tutorial, it's exactly what I needed. I have two fairly large outdoor areas: a manor and outbuildings in the outer ward of a castle (aiming for 'realism'), and a visportally separated pagan area (aiming for 'fantastic'). Both need to be covered with roads and paths - esp. the manor yards. The tutorial is complete in itself and doesn't need much if anything in the way of prior experience with patches. Actually it's the first tutorial I've worked thru' (or seen) that focuses on creating a wild/organic look, and it's saving my butt. (Tho' I'm still not anywhere near confident that this latest attempt at creating a DM .map will work. It's my fourth attempt! I totally erased my first three when they failed - the failures were that dismal - but for some awful and unknown reason I still insist on trying to create an expansive outdoor setting. Well, I did manage to save out some iffy prefabs....) I created templates for 90-degree curves by successively grabbing fewer and fewer vertices of a straight segment and rotating 10-10-10-10-5-5-10-10-10-10 degrees. These segments can be rotated/mirrored and joined to fit a lot of situations. I couldn't figure out how to get a texture to seamlessly join e.g. two segments at matching 45-degree angles (that is, at the grid diagonals). Even when the vertices perfectly overlapped, the texture join at the seam was stark obvious and uniform across the entire length, so I'm not joining segments at an angle, on x,y and z axes. Anyway, it seems to be working and I'm looking forward to endless hours of tweaking canopus
  5. Please be warned. Dangerous conditions. I do not know. Praise Karras, the problem is removed. Lights.mtr is renamed. I do not know. ... a malfunction. Thanks all! grayman is correct, what I know of programming and the possibilities re coding game AI could be likened to a vacuum, if only there was more of it, but there isn't. We worked on an unreleased Q2 engine TC and he brought things to life. I found that "just ask and it will be given" goes a long way, but nothing asked for came close to the surprises. I'm very fortunate indeed to find grayman already working on DM. The Q2 TC had one 8-bit 256 color palette, for the whole game. Trying to maximize on that taught me a whole world of color. The DM 32-bit palette with alpha channel is a whole other world. I've yet to have a clue, but I'm good at copy/paste and trial and error, and the DM artists have paved a way. The Dark Mod is already an impressive finished piece that stands solidly on its own. gfx aside, a Dark Mod level requires more attention on details of story/plotline than anything produced from id's arsenal. Nowhere in an id game is a player required to pause and hold position, to go forward cautiously after some time of calculation to blackjack a target. In Thief a player is required to not only remain immersed through all those minutes, but to emerge even more immersed. In fact, I can't think of any first-person action game mode more opposite to the one pioneered by id than that of the Thief series. Quite a challenge, that. canopus
  6. Hello all. Since I'm new to these forums, first a little intro. I've been engrossed in DM editing for about a month now and thanks to the excellent tutorials find it fairly smooth sailing, tho' at times mindbendingly complicated. I've done Doom and Q2 editing in the past so have a bit of related experience and the The A-Z beginners guide was perfect for the job. I've never done Thief editing but have always loved the game - in fact I was replaying the original T2 for the nth time when I came across the Dark Mod. Now my little problem. I've been copy/pasting scrips found in tutorials and fms to create new materials, learning higgledy piggledy about the effects of changing some variables. I've now gotten some projected lights shaders to work so can start experimenting with that, too. However, tho' my shaders show up in Dark Radiant under my_fm folder and I can apply them, after dmapping Dark Mod will then hang when I press 'attack' to start the mission. After I rename lights.mtr to e.g. lights.bak so Dark Mod can't find it the problem vanishes, Dark Mod starts up and my projected shader is working just fine. Danged if I can figure out what I'm doing wrong! Here's my setup. I have everything in my_fm folder immediately under Doom3, set up as A-Z directs me. I have lights.mtr in the materials subfolder. An example definition is: lights/my_fm/textures/lights/win31_l { qer_editorimage textures/my_fm/lights/win31_l_ed lightFalloffImage makeintensity( lights/spot01) { forcehighquality map textures/my_fm/lights/win31_l colored zeroClamp } } "win31_l" isn't defined elsewhere, in some other materials.mtr Thanks for any help canopus
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