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Tels

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Posts posted by Tels

  1. Ok, I added some info to the wiki article, although I did check against our current repository and found that editor textures using the _editor suffix are by far the minority (almost all use the _ed). Considering this, I suggest changing the guidelines to _ed as this is 1) shorter and 2) less work for us (I don't want to rename all 300 editor images).

     

    I agree. (less is more, anyway :D

  2. I could remove them from normal map.

     

    Maybe just tone them down? Or remove most of them, but on the diffusemap, too?

     

    Do you have a heightmap from which you created the normal map? Because I was pondering doing variations of that texture for corners, and if I re-arrange the diffuse, I need a new normal map again :)

     

    And make this line we talked about more deep (although I like it).

     

    No not more deep, even less deep so it is not as visible :)

  3. Oh, that's just the preview texture (for speed, less memory than the full image, whatever else?). The higher res textures are shown in realtime lit view (F3), and DR's lit view is much more friendly than DoomEd's (you can do texture adjustments very easily).

     

    Ah, I almost always use the lit view in DR to check the placement of textures and for the general look. I guess I am too much an perfectionist and artist, so instead of slapping just some texture on, I can take ages just to finish a single wall :-D

     

    People should be submitting _editor versions as JPGs, really.

     

    I can easily go in an convert them, making sure to remove in-file thumbnails and EXIF data. :) Just say the word :)

  4. The Dark Radiant in-editor camera view renders for me with the editor image.

     

    Btw, I think the editor images also should follow a naming convention (we have _editor.tga, _ed.tga, _ed.jpg etc.) and maybe they also should be in a different directory?

     

    In any event, I think it would be possible to create two distribution of DM, the one with the editor images (full, for mappers) and one without (light, for players).

     

    Although I do think the sum of all editor images will be way to small to justify this. :)

  5. That would be a waste of space; the whole point of the editorImage is that it is low-resolution to give a preview without taking up the disk space of a full-size texture.

     

    I'm not sure what you mean by "fuzzy", but if the preview is displayed with anything other than the normal expectation for a lower-resolution texture then that sounds like a bug.

     

    The Dark Radiant in-editor camera view renders for me with the editor image. So choosing a 128x128 editor image gives me a *VERY* fuzze view while mapping. The only way I see the real texture (incl. bumpmap/specular) is to check it out in Doom.

     

    As for wasting space, editor images can be (heavily) compressed JPGs, and converting a 512x512 TGA to JPG makes it so ridiculous small that shrinking the image further is pointless.

     

    te@te:~/.doom3/darkmod/textures/darkmod/wood/boards$ ls -la worn_01_ed.tga
    -rw-r--r-- 1 te te 196924 2007-10-09 08:05 worn_01_ed.tga

     

    This is 255x255 pixel, 20Kbyte.

     

    Converting it to JPG with GiMP yields:

     

    te@te:~/.doom3/darkmod/textures/darkmod/wood/boards$ ls -la worn_01_ed.jpg
    -rw-r--r-- 1 te te 16153 2007-10-29 17:45 worn_01_ed.jpg

     

    16 Kbyte.

     

    Note that this includes an in-file thumbnail, which isn't even used by DR, so lets remove it:

     

    te@te:~/.doom3/darkmod/textures/darkmod/wood/boards$ ls -la worn_01_ed.jpg
    -rw-r--r-- 1 te te 10157 2007-10-29 17:46 worn_01_ed.jpg

     

    roughly 10 Kbyte.

     

    So lets double the resolution, and also paint some "smears" on it to prevent the compression identifying similiar areas to easily:

     

    te@te:~/.doom3/darkmod/textures/darkmod/wood/boards$ ls -la worn_01_ed.jpg
    -rw-r--r-- 1 te te 29452 2007-10-29 17:48 worn_01_ed.jpg

     

    30 Kbyte.

     

    I do think we can stop talking about editor images and wasting space here. :D Just converting all the already exisiting editor TGA images to JPG would save more space than you would waste by doubling a few very fuzzy images.

  6. I already added a clickable/sortable column header to the model selector in DarkRadiant, so the issue of models not appearing in order should be resolved. :)

     

    Can you please make that the default? I didn't know this could be done, either, and having each person first to ask, then to learn and then to click once each day just to get the entities/models sorted seems kinda wasting human energy to me :)

     

    (Sorting the entity list was something I wanted to ask for, too so thanx :D

  7. keys are right now in a temporary def file called tdm_items . def , I think. I was in the process of moving things out of there into better places, possibly keys . def or misc . def. Keys were the last to go, I think. So if anyone wants to make a new def for them and get rid of tdm_items . def, that would be good.

     

    Do we have a standard naming convention yet? Should def files be prefixed with "tdm_" or not?

  8. The scratches on the bricks might be a little overdone...those grouping of parallel scratches look like someone was counting the number of days left in prison, or something. :)

     

    Yes, the do bother me for a similiar reason: I don't know why they are there. The texture stems from a wall in a small trainstation in Germany, in Altenahr:

     

    http://maps.google.com/maps?f=q&hl=en&...p;z=18&om=1

     

    Here is my original photo of the wall, scaled down by factor 3:

     

    post-144-1193675520_thumb.jpg

     

    What bothers me is that althoug it looks old, the building might be very well modern, and maybe the scratches on the stones are from modern equipment?

     

    post-144-1193675602_thumb.jpg

     

    Anyway, there are many inspiring buildings all over here, and as soon as the weather gets better, I intend to start taking more photos :D

  9. I checked in two new versions of the stone/bricks/red_angled_ground:

     

    One with light-grey mortar and a new normal map to make a "clean" version, and using the new diffusemap and the old normalmap to produce a rought, but cleaner version:

     

    (the original had too much moss for indoor use :-D

     

    post-144-1193598345_thumb.jpg

    post-144-1193598359_thumb.jpg

     

    Enjoy :)

  10. I am trying to add some hanging ceiling lamps to my mill, but the models we currently have have some very long chains - meaning they stick out through the roof into my attic :/

     

    Could one of the model masters here please make versions with shorter chains? Also, more versions would be nice. :rolleyes:

     

    Maybe we can just separate some of the lamp models from their supports, so the mapper can combine the lamp and some support/chain/brush to create more diversity?

  11. It would be good if anybody who resolves a bug report on the tracker as "fixed" would also add a little note with the SVN revision number where this was fixed.

     

    That makes it easier afterwards to check out what the actual fix/change was and how it worked. (E.g. in 6 months some issue might creep back up again, and then you want to see how/what was changed the last time).

     

    Right now the only information you have is the date when the bug was closed, and by whom :)

  12. washboard and tub. needs resized, board isn't moveable yet. author can create water patch eh?

     

    Sweeet!

     

    Just a quick request, can somebody make more boots and shoes? We only have one big boot model atm, but I imagined some line up of shoes (old shoes, worn shoes, etc)

     

    Plus, you could just chop up the shoes from the current AI and make them seperate models :)

     

    (Without the legs sticking in them, please :D

  13. Yeah that might be it.

     

    --EDIT--

    Nope, added that and they became somewhat transparent squares of green, hard to even see the flower texture.

     

    Well, you have red * 0, meaning there is no red whatsoever. But could you post a screenshot of what you mean?

  14. Color keyword is fine. Colored is used only if you want to control RGB and alpha from the editor/game through shader parametres.

     

    Does "colored" define with shaderparams are used in the editor, then? The shader documentation isn't really that good as far as I can see...

  15. That's great if that bug is getting fixed greebo, does that mean transparencies will work in model viewer too?

     

    Yeah, I'm sure I'm using 0.9.3. And my SVN is updated regularly.

     

    If it isn't already, can we have please a semi-transparent "collision model" editor texture?

     

    Right now in half of the models it is not really clear how the model looks as it is hidden by the collision texture :)

     

    (might be only that way on linux :)

  16. I had been puzzled for quite awhile about not being able to see alot of the more complex textures like lamp glass in the model veiwer.

     

    It was something I have mentioned but heard no response, and something I was concerned about as it was hard to tell what some models looked like, really made them look unfinished which is not something I want authors to think.

     

    Anyway it was a simple fix. I added qer editorimage to one of the textures and I could see it in the editor :D

     

    So while I was updating my materials I went thru and fixed all of the lights and went thru all the models. potions, ect... I believe I fixed them all.

     

    Aaah very cool. You are my hero!

     

    Here in linux I also get a lot of "SHADER MISSING" when f.i. looking at glass, oddly enough, if I select the glass, it becomes partly transparent and looks ok.

     

    I always figured that was a limitation of DR on Linux. :)

     

    In addition, I also noted that using too small textures like 256x256 or even less in editor images makes the render preview become *very* fuzzy. It is hard to see what your level will look like when the editor shows your only a few pixels. So I think we also should go through and replace all editor textures less than 512x512 with 512x512.

    The few issues I ran into:

     

    ---------

    @Tels, in the moveable def file there is a line that says

    Do not use, for moveable base... This shows up on every moveable entity in the editor. makes them seem like an author shouldn't use em.

    I tried to override it in one def but still saw that line in editor. Can we fix that?

     

    Are you using 0.9.3 of DarkRadiant? It has a bug that means the override is not working. Greebo already fixed it in SVN, so please use either SVN version or wait for the next one.

     

    ------------

    Switches:

    Can someone set up a sliding lever and a rotating lever def for me, not really sure where to start.

     

    I thought we already have some of these? But i could be wrong.

  17. //flower rgb value test
    
    bc_flower_green
    {
    
    surftype15
    description "foliage"
    qer_editorimage models\darkmod\props\textures\bc_yel_flower
    nonsolid
    twosided 
    noshadows
    noSelfShadow
    
    
    
    {
     blend diffuseMap
     map models\darkmod\props\textures\bc_yel_flower
     color 0, 0.8, 0.1, 0.2
    
    }
    }

     

    I think you need either a "colored" keyword or:

     

    red parm0 * 0

    green parm1 * 0.8

    blue parm2 * 0.1

     

    in there. Basically, something that tells the shader that you want the diffusemap blended on top of what is already on the screen.

     

    But I need to test this, I don't know for sure. (I am a shader newbie too :)

  18. @Tels, maybe you should start a thread on shaders/params. You seem to understand them as well as anyone and better than most (I basically copy/paste and quick edit any materials I use).

     

    I intended to add stuff to the wiki, but my old mill and her roof kept me busy :)

     

    Plus, I actually hope omeone understands more about shaders than me lol

     

    I will look at your flowers later, I am busy atm. sorry :)

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