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mmax

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  1. mmax

    Clock image

    No luck, either my search-fu is bad, or it's buried in the 9000+ posts that NH made somewhere...
  2. mmax

    Clock image

    This is the only icon I could find, I was hoping to get a better picture with no background so I could update it for myself TDM_icon.ico
  3. mmax

    Clock image

    Is any of the team members able to send me a large Dark Mod clock image (with no background) so I can update the shortcut icon on my desktop? Thanks in advance
  4. Can't wait to build my new computer!

  5. http://blog.wolfire.com/ I was perusing TDM clips off youtube when I came across another set of clips from a game called Overgrowth. Looks like they're building an engine from the ground up, showing it's development with physics and environmental effects. Their blog does a really good job of getting its viewers involved as well. Just thought I'd share!
  6. Haven't tried it yet, I just read the article and thought of you guys
  7. I found this article on a new software that's free that'll compose a 3D image based off still photos. This could be very useful for face modeling as the article's picture suggests. I hope this helps! http://www.physorg.com/news166347730.html
  8. I think I am getting the concepts wrong. I originally use Paint Shop Pro to create textures, but then switch to Photoshop for normal mapping. When I start a new picture I get a box that lets me choose the parameters like dimension and resolution like this: It defaults at 72 for the Resolution, and that's what I've been doing so far. The textures look fine, but then again I've mainly been using one-colored walls. I've found out that at this resolution it's at 8 pixels per Doom inch, which means that the smallest grid size (0.125 Doom inches) constitutes one pixel. I suppose that's pretty low, so I'll be keeping an eye out as my map progresses whether I should upgrade to more hi-res textures. EDIT: Can I make a texture that's at a resolution of 1024 but tie in a normal map that has a resolution of 72? I like the normals of my walls and it would be a shame to have to redo them.
  9. I knew about that already, but yeah I guess I can just change the resolution on textures while creating them right? What's a good resolution for a texture, 72 pixels/inch?
  10. Hi I was wondering on average how many pixels are there in a Doom inch, because I have a set height and length for a certain wall and I want to make a unique texture on that wall. I know of the Fit option in the surface inspector but I'm afraid doing that would also distort my grainy normal map I already have made (the normal map is not going to resemble the texture).
  11. mmax

    Floor Trim

    Say I Create Decal Patch for a wall, can I shrink that patch down somehow and apply a custom trim texture to it?
  12. Hi all, I've been asking questions about floor trim and decals through PMs and since it might be better to talk about this on an open thread I'm going to paste the latest messages here. Q: "I've been messing around with DarkRadiant and the latest demo, trying to reconstruct my house, and I was wondering what would be the best approach on reproducing the trim I have at the bottom of all my walls. They're less than an inch thick and about 2.5 inches high, and I feel that making them all brushes sounds a bit much. Could I somehow have them be decals and stick them at the bottom of my walls? If so how would I go about doing that? I haven't been able to find any tutorials on decals..." A: (Fidcal) "Yes, you could try a patch which is just a surface placed against the wall. It has no depth but might be OK if your texture has a good 3D effect. Try either brush or patch to see which works best for you in this situation. To create a simple patch just make a brush then select menu > patch > simple patch mesh. The textured surface will face you in the grid view. The other side is invisible so turn it if necessary. If you are new to patches you will need to experiment to get used to them." Also, I think I read somewhere not to stick patches directly on walls due to Z fighting. Rather it's better to place them a fraction of an inch away. Is this true?
  13. Hi, I'm trying to install Dark Radiant after finding tutorials for it on your wiki page, and after fully installing it and trying to load it, it asks for a Game Mod (fs_game). It defaults at darkmod but when I try to continue after Preferences I get an Invalid Setting error, saying that fs_game folder doesn't exist. It's true, I tried rooting through my dark radiant folder and doom3 folder containing the demos but there is no such folder. I tried following the Quick Setup instructions, but maybe I missed something. How do I go about setting the Dark Radiant initial Preferences? For reference, the file path for my "doom3" folder and my "darkradiant" folder is in C:\games, and the demos are in the doom3 folder and work fine.
  14. I just wanted to ask 3 quick questions about the Dark Mod before I get validated, sorry ahead of time for being so impatient. 1. Whenever I load up the mod, I get what looks like a shading error? Is this an installation problem, or just normal? Here's a snapshot: http://img440.imageshack.us/img440/4739/22nh5.jpg 2. What units does the mod scale brushes and such, meters or feet? 3. I used to be a Dromeder and was working on a replica of my house with appropriate dimensions and stuff, until I upgraded my graphics card to where Dromed would no longer work. Is there a way to type in specific room dimensions and not just grid snapped brushes?
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