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motorsep

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Posts posted by motorsep

  1. FEATURE REQUESTS:

    1. Array tool - to duplicate selected model or entity or brush via UI on XYZ with spacing parameters (kinda like Blender's array modifier). 

    2. One-click surface/material copy to either face or entire brush. Currently I have to setup one face by using Surface dialog and then copy/paste it (using hotkeys combo) to desired faces (for which I still have to deselect selected face and then select new one). Very very tedious process. It would be a lot smoother of copied surface parms (material, tiling, etc.) could be applied in one click in 3D view.

    3. Ability to set tiling on the entire brush numerically. Currently numerical entry fields are grayed out in the Surface UI when whole brush is selected :(

    Thanks beforehand

    • Like 2
  2. 7 hours ago, HMart said:

    So motorsep I ask, why would you want to make a separate collision model in DR? Can't you edit the model in Blender for example? 

    I can. In fact, I just set flag "solid" "1" on ASE model and it gives me collisions. I just figured maybe .cm collision file might have some benefits over direct per-poly collision with the ASE model. So I wanted to give it a try.

    After I asked original question, I did a lot of tests and I think it's just physics of AFEntity that give me issues and whether it will be .cm or material key or entity key, it wouldn't matter.

  3. 5 hours ago, stgatilov said:

    As far as I remember, the engine drops smoothing information from LWO file and applies automatic determination of smooth groups depending on some hardcoded angle.
    So I'm not sure these smoothing settings will help in TDM or Doom 3.

    Where can I get LWO exporter for Blender 3.4.x to give it a try ?

  4. 14 minutes ago, nbohr1more said:

    There is no need to "export" a model as a "model". You can export a model as a different model format if desired but there is no logic to it. The model is already in optimized form and ready to be re-textured with collision textures.

    Well, I am not sure where you get your information from, but I couldn't export selected ASE mesh in the map as CM model. It's either a bug in DR or the limitation is that only brushes can be exported as CM (which is in fact how dmap generate .cm files - only from brushes)

  5. 10 hours ago, peter_spy said:

    It's not about layers. It's a more modern approach where you have a 'master level' and there would be sub-maps streamed in and out as necessary. Unreal engine supports it since version 3.0, IIRC.

    Kinda, but not really. I don't want them to stream in and out. I just want to work clutter-free on different parts of the level and then load master level, so all of them come together and for master level to get updated. Then I dmap master level for the game.

  6. That's not how I envisioned for it to work :)

    Imagine a level with a small village. Say you have 3 houses, a church, rocks, trees, etc. Each of 3 houses is a separate map file. Church is another map file.

    When I edit any of those map file (houses, church, etc.) and then open master map file - all changes I made to individual map files are automatically propagated to the master.

    Kinda like prefabs, but not quite. Is it possible ?

  7. I used to use 1080p screen for a long while and even back then lines were kinda thin and hard to see at times (for example, triggers would blend with grid in ortho views). Now I am on 1440p screen and it's a disaster - very hard to distinguish things as they blend with the grid in ortho views.

    Is there a fix for this issue? Maybe a way to make non-world entities lines thicker (triggers, etc.) ?

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