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Dram

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Everything posted by Dram

  1. Yep this is easy to fix. I assume you are using Dark Radiant? You can use middle mouse to "copy" texture stats from a brush and paste it onto the currently selected one. You have to first select it though. So select you patch/es and middle click on a brush with the correct sizing. Alternatively you can select the patches and set them to "natural" and then scale it accordingly.
  2. Putting a hole in a patch is not possible, however, in DoomEd you can select the patch and export it to obj. Afterwards you load it up into milkshape3D, remove the necessary polygons, and then export to lwo. Then you load it up into your map. If you don't have milkshape or whatnot, it's probably easier to make 4 patches instead, thus you'd have a hole in the middle.
  3. For Christ's sake guys, didn't you know you play a horse in TDM?
  4. No probs, glad you got it working
  5. I assume you first dmap it (it will then go to main menu) and then you put map mymapname right?
  6. No there is actually an error in that the objectives don't show up (at least for me) when you just start Darkmod normally. Also, I get same error with the tdm_launcher.
  7. Wait a minute, is that the exact command you are using? If so then you should be using dmap mymapfile, as it will automatically expect the map to be in the base/maps folder.
  8. I think it's important that people remember that they can still create any sort of lift via map script. We have a test map where this is demonstrated. The AI cannot navigate a mapscript elevator though.
  9. Ah, didn't think of that
  10. Theoretically, if the thief uses the same skeleton as the citywatch, then simply copying/pasting the anims would make them usable for the thief. Or just linking to citywatch ones.
  11. Excellent....that hat is just what I needed
  12. Yeah that would suck bad... Hope you didn't lose anything important
  13. It might actually be a good idea to say "back to difficulty" etc instead of just difficulty etc. Or another alternative is < difficulty .... Briefing > etc
  14. I haven't tried it yet, but synching now... As for the loading screen, I wonder if it would be possible to do something similar to Assassin's Creed, where it loads the map essentially in the "background" and has a 3d loading environment where you can move around in normally etc. Dunno how we could do this apart from running another D3 process in the background and then switching to it. Either way it's probably too much time for little gain.
  15. Dram

    Layers in Models

    Currently it was just those two, but we should probs check everything eventually. Closer to release of V1.0 we will have to go through everything to check it is ok/not obsolete etc, so we won't miss anything anyways imo. If I notice this problem in any more I will automatically fix and upload it, though I only noticed these two due to mapping on blackheart.
  16. This is lightwave specific, so ignore if you do not use lightwave. I've noticed that several models (namely the spilt purse) do not show up in game. This is because doom 3 only draws the last model layer, which in this case was the collision model. I have fixed them and am uploading now, but please this should be avoided in the future. Just to clarify, make sure that all layers are flattened when saving the model to the darkmod folder via View->Flatten Layers
  17. Ahh, yes didn't consider the different sizes.
  18. Hmm, most look good except for the one top-left, and the one bottom-right. They look like a quick slap-on texture rather then a proper hanging banner.
  19. I think he means cut them out, then re-paste them so that they use their own vertices, that way the edges will not get smoothed out. Clever, I'll remember that trick.
  20. Heeeey, that looks pretty good Definitely should fit into the church
  21. lol, fair enough. Perhaps look for an updated maya or lightwave exporter then?
  22. Very interesting. I'll try exporting a city watch then and see if those issues do come up. Yeah there is der_ton's Max exporter. Very good and I do all the anims in max too.
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