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Radiant

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Posts posted by Radiant

  1. Well, I mapped around a little bit to make a concept, how the docks in a hub map for example could look like. It is a very rough work and just should show, how it could look and feel. Don't be to harsh. :P I know most walls need a proper texture alignment. But the map will sink into oblivion anyway.

    Docks Concept Map

     

     

    So... what are your thoughts? Do you maybe wanna see a whole FM, made out of this, or is it just the same ordinary stuff, you already know and I should vanish this map?

    Perhaps it is a work for the abandoned section and someone wants to build from this one up?

     

    Btw.: Is there a Lighthouse FM already available?

  2. Yes, take CS 1 or 2, because many brushes didn't work with PS 7 and most tutorials are focused on CS versions. Within the CS family nothing changed that much, in terms of file compatibility or "really, really necessary features". The menu was changed in CS 4, but the switch between the versions is easy, because the new menu layout is totally adjustable to your needs.

    The "new" features in CS 2 are mainly improvements in details, such as selection of multiple layers. (So you don't have to select and apply a filter to layer after layer.

    CS 3 was a big package with a lot of unnecessary crap in it in my opinion... it needed gigabytes of size. So don't get this one. CS 4 could be named 3.5. A lot of this unnecessary things had been tidied up in there and the menu had been changed, as I said. In addition the whole appereance is hardware accelerated, so you can smooth zoom in and out and rotate your image.

    Btw.: I think that most people are reaching boundaries in Gimp after some time. (It begins with sharpening a picture in small sections with a brush or putting in sunlightfilters. [Did they have implemented this after years yet?]) These boundaries aren't there in PS and you will feel it. It will take ages, before you will reach a boundarie in CS 2 again. (In CS 1 you still have got this stupid "one layer selection at a time thing".)

  3. [...] what you mean by moving it up and down - I assume you mean in DR? [..]

    Yes.

    And yes, it is a horizontal image. But this should be solved by setting the texture to "fit". But it's a good idea. I will try to just "resize" the old brush, until it reaches the top of the new brush, which didn't work.

     

    Edit: The experiment didn't work. The brush disappears after resizing.

  4. Can you check the console with Ctrl+Alt+^ pls, when you tried to install the fm automatically? Maybe it gives us a hint.

     

    You should try to "install" your choosen fm manually.

    Open darkmod\currentfm.txt and write in your choosen mission. (name of pk4 file)

    Then check, if there is already a folder with the ssame name in the D3 directory. If not, create it and put in the pk4 file. (Mabye a game.dll is needed as well but I don't know.)

    Then try to just start Doom3.exe with:

    +set fs_game_base darkmod +set fs_game MISSIONNAME

  5. I managed it to copy my materials from the testmap to the mainmap and I can see them. But as soon as I move the brush with the material up or down, I can't see them. Moving to left and right on the same level works. -.-'

    Even if I delete everything, except for the materials.

     

    This one works:

    // primitive 1
    {
    brushDef3
    {
    ( 0 0 1 -48 ) ( ( 0.0625 0 0.5 ) ( 0 0.0625 0.5 ) ) "textures/common/nodraw" 0 0 0
    ( 0 1 0 -32 ) ( ( 0.0625 0 0 ) ( 0 0.0625 29.5 ) ) "textures/common/nodraw" 0 0 0
    ( 1 0 0 -57 ) ( ( 0.0625 0 0.5 ) ( 0 0.0625 29.5 ) ) "textures/common/nodraw" 0 0 0
    ( 0 0 -1 -24 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
    ( 0 -1 0 -24 ) ( ( 0.0625 0 0 ) ( 0 0.0625 29.5 ) ) "textures/common/nodraw" 0 0 0
    ( -1 0 0 56 ) ( ( 0.015625 0 127.5 ) ( 0 0.015625 127.75 ) ) "textures/darkmod/sfx/glint_blue" 0 0 0
    }
    }

    This one not, it is just some units above the other:

    // primitive 15
    {
    brushDef3
    {
    ( 0 0 1 -200 ) ( ( 0.0625 0 0.5 ) ( 0 0.0625 0.5 ) ) "textures/common/nodraw" 0 0 0
    ( 0 1 0 -32 ) ( ( 0.0625 0 0 ) ( 0 0.0625 7 ) ) "textures/common/nodraw" 0 0 0
    ( 1 0 0 -57 ) ( ( 0.0625 0 0.5 ) ( 0 0.0625 7 ) ) "textures/common/nodraw" 0 0 0
    ( 0 0 -1 128 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
    ( 0 -1 0 -24 ) ( ( 0.0625 0 0 ) ( 0 0.0625 7 ) ) "textures/common/nodraw" 0 0 0
    ( -1 0 0 56 ) ( ( 0.015625 0 127.5 ) ( 0 0.015625 2.125 ) ) "textures/darkmod/sfx/glint_blue" 0 0 0
    }
    }
    

  6. Hm.. I have no idea, why it works now. All I did was removing the brackets in the xd-file and saved...

     

    Another weeeird error:

    I created a small testroom for my new materials. Everything worked fine. But when I copy the testroom into my mainmap, I can't see my new textures! o.O I also have got problems with new light textures. Here is an example:

    This one works:

    lights/tdm_streetlamp_square_light
    {
    lightFalloffImage makeintensity( textures/lights/streetlamp_square_light )
    {
    forceHighQuality
    map textures/lights/streetlamp_square_light
    colored
    zeroClamp
    }
    }

     

    This one not:

    lights/tdm_grill_light_big
    {
    lightFalloffImage makeintensity( textures/lights/grill_light_big )
    {
    forceHighQuality
    map textures/lights/grill_light_big
    colored
    zeroClamp
    }
    }

    They are both in the same mtr file.

    lights.jpg

     

    Is there a limitation for materials, that are loaded?

    When I apply the non-functional material as a texture to the light with the following path:

    textures/lights/grill_light_big

    instead of the material path:

    lights/tdm_grill_light_big

    it works... but this isn't a real solution. Please help.

     

    Edit: An error I get after loading teh map:

    error.jpg

  7. I tried to insert some readables with i18n support, but all I get are the string numbers ingame. :wacko:

    shot00001.jpg

     

    My readable in the mapfile:

    // entity 77
    {
    "classname" "atdm:readable_immobile_paper01"
    "name" "atdm_readable_immobile_paper01_1"
    "model" "models/darkmod/readables/gui_paper01.lwo"
    "origin" "-96.172 648.043 175.957"
    "rotation" "1 0 0 0 0 1 0 -1 0"
    "xdata_contents" "generator"
    }

     

    My xd-file: xdata\readables_docks.xd

    generator
    {
    precache
    "num_pages" : "1"
    "page1_title" :
    {
    "#str_20000"
    }
    "page1_body" :
    {
    "#str_20001"
    }
    "gui_page1" : "guis/readables/page_test_world.gui"
    "snd_page_turn" : "readable_page_turn"
    }

     

    Do I need something else, so the strings will be replaced?

     

    My language-file: strings\fm\german.lang

    {
    //Generator-Hinweis:
    "#str_20000" "Generator"
    "#str_20001" "GEFAHR!\n\nZutritt nur für autorisiertes Personal."
    }

  8. Oh my god... it looks nearly photorealistic.

    Now I want to try to make some case studies, to immitate this picture in TDM. x_X If only I had more time...

     

    Sure, Melan is right about the level of architectural details but the author did a great job at lightning.

     

    @Bikerdude: Give Crazy Bump a try for normalmaps. Just create a greyscale image in Photoshop first, then use it in Crazy Bump.

  9. You may have a look at it in a texteditor at the AI parts, paths, etc. Maybe just a {} or " is missing. :wacko:

    What happens if you delete your aas, cm, etc. files beside the mapfile, compile and start it?

    Try to compile your map with these parameters:

    dmap noflood nocurves noaas noCM noFragment noopt YOURMAPNAME

  10. I'm personally a big fan of HD remakes. I haven't seen the "misimproved" attempts on Silent Hill, because I only know the old versions. Why did they change the voice actors?

    But most fanmade HD-Mods (HD Models, Texturepacks, etc.) are a very nice addition towards a more modern game for a bigger audience. I also run a german blog about this topic. ^^ (And made a Texturepack for Freelancer as well, so I'm a little bit prejudiced. :P )

     

    When a company is responsible for a HD-Pack it sometimes misinterprets the direction, the fans would like to see it or it is just another "squeeze the penny out of thir loyal fans" product. Like Doom 3 BFG is in my opinion...

    A welldone example is Beyond Good & Evil in my opinion. GoG also did a good a job at Patches for their games. (DK2 [finally] and Outcast e.g.)

    Everytime I see a HD-Remake I pray it is a testrun if enough people would buy the brand to make a sequel.

  11. [...] Actually, playing the updated Bafford demo, I was looking at the high-poly objects they added to it, and couldn't help but think "hey, that doesn't look right". [...]

    Do you mean the demo which was uploaded along with the patch? Or a fan version?

    I tried to play the training mission in Thief 1 but I think the new lightningsystem destroyed the first objective: "Stay in the dark." The AI always says: I can see you. So I sadly can't complete the mission. :-(

     

    I think in terms of graphics Thief 2 won't reach TDMs level of detail in architecture and technical achievements (speculars, bump mapping) at any time. I guess people are think that after 1.19 1.20 will come soon with a ton of improvements at the graphicsside as well. But who knows...

     

    About the hexediting of the executables: If this is a marketing paperchase by Eidos like Valve did with Portal 2... oh boy!

  12. People are saying this patch works for Thief 1 too, though you might have to tweak some settings. They're talking about it in the TTLG thread, so look it up there.

    I tried it with Thief 1 1.33 and it works. (You don't have to delete ddfix beforehand.) Here is a short instruction, so you don't have to seek it out:

    Copy all the files from contrib and new_dark to your Thief folder, like you did for Thief 2.

    Rename Thief2_119.exe to thief.exe (just in case...)

    Open: new_dark\doc\T1.7z from the Patchfiles.

    Copy the INTRFACE.CRF from the 7z file to: Thief\newinterface

    Open Thief\cam_mod.ini and add "mod_path INTRFACE+.\newinterface" as last line. (without quotes)

    Open Thief\cam_ext.cfg and just add "dark1" as a line to it. (without quotes)

    Start the game and a mission for testing.

     

    Btw.: Is there a way to active EAX for an onboard soundcard?

    Edit: Ah, solved... (uncomment snd_oal_device Generic Software in cam_ext.cfg.)

  13. Alles klar, danke euch. ;-) Habe Sangesmarsch und Taubengrün genommen, wie 7upMan sagte. (Habs ins Wiki eingetragen.)

     

    Ich steh vor nem weiteren "Problem":

    Wie würdet ihr den Familiennamen Goose eindeutschen? Es gibt auch einen "Goose Rubin". "Familie Gans" und Gänserubin find ich dann doch etwas bescheuert.

    Ich hab ihn bis auf weiteres so gelassen.

  14. Es gibt wieder zwei Orte, bei denen ich gerne eure Vorschläge für eine Übersetzung hören möchte:

     

    Greensdove & Singsmarsh

     

    Kontext:

    The town where this FM plays out is called Greensdove, and is lodged in between the docks and another town called Singsmarsh.

     

    Für Greensdove vielleicht so etwas wie "Grünschlag"? Von grüner Taubenschlag.

    Und fürs Andere: Sangsmarsch? oder Marschsing oder Singesmarsch?

  15. I've got a questions about all this light and performance stuff:

    In Carmack's recent keynote he mentioned that Doom 3 handled every light dynamic. In Rage they came down to the point that an addition of lightmaps, to the dynamic lights are much more better for outside areas. You can see this (half precalculated, half dynamic generated shadows) in the shady side of a mountain. The shadow of a car is slightly darker than the shadow of the mountain. (They don't merge.)

     

    Is there a chance to put in lightmaps back into Doom3 with the now known source code? I bet this would improve performance a lot.

    (The lightmap could be used on any non-extinguishable light.)

     

     

    ====

    About the video:

    Go, get this man into TDM team! :laugh:

  16. Ah, thank you very much for bringing light into this. ;)

     

    Another question: Which solution is better in terms of performance, when I want to close a leak behind a bevel patch?

    This one with a an extended, textured wall behind it:

    bevel1.jpg

     

    Or this one with two new caulk brushes?:

    bevel2.jpg

    (Sometimes like in this case it could be replaced by only one brush.)

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