Jump to content
The Dark Mod Forums

motorsep

Member
  • Posts

    913
  • Joined

  • Last visited

  • Days Won

    2

Posts posted by motorsep

  1. I was able to build DR 64bit with Express, libjpeg failed, the rest was build fine with bunch of warnings though. DR launcher, but as soon as I try create an entity, it crashes :(

     

    What I did was editing properties/ files and replacing automatic suffix fetching based on Platform Toolset, to vc100.lib, hard coded. Then I manually set WinSDk 7.1 for each project in the solution via IDE and compiled.

     

    I am sure since libs were compiled using vc100 toolkit that comes with VC Premium, and WinSDK7.1, something went wrong internally and that causes DR to crash.

     

    It would be nice if w64deps were rebuilt using WinSDK 7.1. Then it would compile with any version of MSVC as long as WinSDK 7.1 is installed.

  2. Aye, I have WinSDK and Express, but, if I switch platform toolset to 7.1 instead of standard vc100, then it's trying to link to *.WindowsSDK7.1a.lib files from w32deps/ and w64deps/, and those dependencies were not built with SDK 7.1, they were built with vc100 (as vc100 or vc110 suffixes of the lib files in w32deps/ and w64deps/ indicate that).

     

    I checked paths and everything is set correctly in the projects' properties.

     

    What I can confirm is that it does compile in MSVC 2010 Premium and Ultimate (someone with the same setup as mine, but with Ultimate MSVC compiled DR for Win64 without any issues).

  3. The reason I asked is that this particular workflow looks awkward. Usually ASE meshes come from Blender/MAX/Maya, containing vertex colors. Why do that in DR, export to ASE and bring it back into DR is beyond me :)

     

    This is in the nutshell how blending between textures can be handled in DR (but probably would need some engine / shaders intervention) http://www.simonoc.com/pages/articles/terrain1_4.htm (good old Quake 3 and q3map2)

     

    Not as cool as painting inside the map editor, but at least would eliminate mandatory need to export from DR to ASE and import ASE back. Or one simple can learn how to paint vertex colors in Blender. It would be much easier than modeling ;)

     

    P.S. I wonder why not to fix precision loss that corrupts maps and fix animation preview, before going into more tools (which is of course a good thing, but precision loss is a critical issue)

  4. Yeah, I bet there are a lot of features related to DarkMod specifically. But I pointed out in my initial post about _Doom 3 mapping_.

     

    That bug with precision loss in time and thus corrupted maps is a big spoilage for DarkRadiant :(

     

    Other than that fixed, along with Animation viewer, DarkRadiant would be the most robust level editor for idTech 4+ engines.

  5. Not a flame war topic :)

     

    Basically, DoomRadiant doesn't have issue with snapping brush planes to integers (NetRadiant has an option to enforce that and I am failing to understand what happened to this option in DR, since both Net and DR were forked from GTKR 1.5). No matter how many times maps are worked on and saved/loaded, there are no gaps forming between brushes.

     

    Therefore, I wonder what advantages DarkRad has over DoomRad, pertaining to Doom 3 mapping ?

     

    I know that layers is one big thing. A few standard tools that are quite useful that DoomRad doesn't have (one is to create hollow room without brushes intersecting). Objects manipulation widget is awesome too.

     

    What else am I missing?

×
×
  • Create New...