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gleeful

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Everything posted by gleeful

  1. Thank you and there's a new password - just in case you didn't know. http://forums.thedarkmod.com/index.php?showtopic=609 Glad you like them!
  2. Hope you like them! I put all of them on the FTP-Server in a file called walls_gleeful.pk4 this morning. Feel free to use as many or as little as you like. Kind Regards gleeful Be sure to check out my floor-texture update right here: http://forums.thedarkmod.com/index.php?showt...amp;#entry80316
  3. Alright! After a much greater than anticipated delay, I am happy to finally be able to present you with some more textures. As a matter of fact a lot of textures, pretty much all of the better wall-textures I ever did. Here we go:
  4. UPDATED! I put the following textures on the FTP-Server in a file called floors_gleeful.pk4 this morning: Hope you like them! Kind Regards gleeful Be sure to check out my collection of walls right here: http://forums.thedarkmod.com/index.php?showt...amp;#entry80319
  5. I see. Interesting. Glad to hear it!
  6. As I have said I wouldn't know either way - its just the way I learned it in the tutorials at d3w. Where did it come from anyway if its completely obsolete?
  7. That's what I'm saying - you're supposed to put in the material name, NOT the texture path.
  8. Hehe. We've had that discussion before on the Doom3World.org forums, I think. I honestly don't know why it would or wouldn't make a difference, I am under the impression however that people not using "//Purgatory/Purgatory/..." run into problems far more often. I have always used it and have never encountered any problems. And as its a cut and paste job anyway - why not use it just to be on the safe side? Anyways, here's an example line from a model of mine: *BITMAP "//Purgatory/Purgatory/Doom3/darkmod/textures/darkmod/gleeful/black" The shader being: textures/darkmod/gleeful/black { qer_editorimage textures/darkmod/gleeful/black_d.tga diffusemap textures/darkmod/gleeful/black_d.tga }
  9. Don't forget you are referencing the material not the texture itself, ergo no ".tga". Also, you need to put in the material-name, not the path to the texture.
  10. I suppose all of the more complicated photosourced textures had their normals done with the Nvidia plug-in (ie those where it would be forbiddingly time-consuming to build a 3D model for the map). Kudos if you're gonna tackle that - you're doing an excellent job so far.
  11. Thank you and my pleasure!
  12. No, these aren't. They're just decorative. Sorry. I'll build one again soon and make sure it's climbable.
  13. I have just put a PK4 called "fireplaces_gleeful.pk4" on the FTP-server. Here's what's in it: The rustic one. The posh one. The somewhat bigger one. Hope you like'em. Kind regards gleeful
  14. They don't look bad to be sure, but they do have a painted look. Not sure whether or not that goes together with our dominant rather more realistic look.
  15. To bring this back to topic: when will the texture reorg be finished? Why do we still have city/mansion/castle folders but no slate-folder? I don't mean to sound discerning, I'm just curious.
  16. The what? Is this the fade in / fade out frob? You should put it in your post if it is.
  17. To sum it up, you can actually put that map on Cvs as you already have all my files. This would also have the benefit of the textures and models going into the right folders.
  18. Well, I sure hope .LWOs aren't mandantory cause I don't have the time and means to convert my 100+ models to that format. I'll just await further instructions.
  19. That would very much surprise me (ie my version does not). Why? .ASE is one of the standard formats Doom3 accepts and one that allows me to export directly out of MAX (doesn't have an .LWO exporter). Apart from that I'll gladly help, though I don't know the proper procedure for putting stuff on Cvs.
  20. Well I got the usual "WARNING: Couldn't load image:" message with various panels, wallpapers etc. I have just run the Cvs again however and now it seems to be working. Maybe the first update was incomplete although it said it exited normally. UPDATE: Seems the Find/Replace Option is just somewhat buggy. I encountered the same problems again but after I closed and restarted DoomEd it worked as it did before. Strange.
  21. I have just updated everything via Cvs, resulting in pretty much all TDM textures not being found. That's to be expected of course. What I didn't expect was that a lot of the new shader-names as listed in the replacements.txt file found in the materials folder aren't working either as of yet. Am I doing something wrong here?
  22. Aha - never did figure out the blends. I'll give that a try and report back. Thanks!
  23. I'm using a basic Doom3 glass shader, which is almost fullbright in the dark - I'd however like it to be dark. Can this be accomplished? If so, how? Thank you and kind regards gleeful PS: Here's my shader textures/darkmod/gleeful/glass_mosaic_1 { noSelfShadow noshadows twosided translucent glass forceoverlays qer_editorimage textures/darkmod/gleeful/glass_mosaic_d { maskcolor map makealpha(textures/darkmod/gleeful/glass_mosaic_d) } { blend gl_dst_alpha, gl_one maskalpha cubeMap env/gen2 red Parm0 green Parm1 blue Parm2 texgen reflect } }
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