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UglyEd

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Everything posted by UglyEd

  1. Hmm - I've got this: Intro -> Objectives -> Start Mission -> Generating World -> Starting Mission - please wait -> Objectives.... In all, the mission does not start. I have TDM 2.05 EDIT: also made a new install of TDM
  2. It's been quite a time now, but my log in still works :-) So I downloaded DR 2.0.3 today and installed it. I tried it on an older map I created. 'dmap' works fine, but 'map' gives me an error: >> map Test_001 Cannot execute command map: Command not found. Did this change? Thanks for help, Eddy
  3. Hi, I like to make a suggestion concerning the "Builder/Erbauer" translastion: what's about "Constructor/Konstrukteur". So we have "the Almighty/Eternal/Great Constructor" ("der Allmächtige/Ewige/Große Konstrukteur") etc and the Constructors/Konstrukteure.
  4. Hi there! I've downloaded the recent version of the DarkRadiant (V 0.9.1). Great stuff! But some questions: In the genuine Radiant, the is a Z-axis window, where I can set the area, in witch the brushes, patches etc. can be selected. I found this very helpful. Is it accessible in DarkRadiant? As I understand, the DarkRadiant is an optimized Radiant for Thief-mapping. So there is no Thief like stuff (textures, entities etc.) Do you already have an idea when this maybe could be accessible? What textures do you still need for the DarkMod? cu, Ed
  5. I've done so, as sparhawk suggested. I'm just creating some bull's eye windows an I needed some non-transparent circles around the bull's eyes that represent the lead stripes. And it woks fine with the second brush. I'm nearly finished with this. I will show when it's done. Here is an image from the editor: the edges are still very blurry
  6. Oh, I actual forgot to mantion. I mean window glass. So I will try with another brush in front of the window pane. Thanks a lot.
  7. Hi there, does anyone know, ho I can add some non-transparent areas to a glass texture? Ed
  8. Hi there, found a site with a few historical textures: http://www.3d-rekonstruktionen.de/downloads/ and some other ones here: http://www.castironflamingo.com/tutorial/i...map/indexp.html
  9. It looks ok to me too. Here is an ingame screenshot:
  10. I took 03.jpg and made a normal map for it: Specular image Normal image
  11. Ok, so I take away the last two until I have the permission, ok?
  12. I simply generated them with the normalmap plugin for The Gimp. The first I found on a site about Möbius The next two are some symetrical pencil sketches. The last two are from a private web-site. I just try to get the permission to use them.
  13. Here are some new normalmaps. They do their job with wood, marble and stone as well. Best use of them would be ceilings (I prefer the first one) The normalmap as 1024*1024 .tga With the next two maps, the lower area is a bit rough, so with a texture looks cheseled or carved manual. The higher area is smooth. The normalmap as 1024*1024 .tga The normalmap as 512*512 .tga (BTW: should the TGAs be compressed?)
  14. Btw: another use of the "Corel-Draw-Method": tombstones and other carved writings. The marble: The writing: The normalmap: The results: And here the .TGAs: The marble The normalmap
  15. The reason I use Corel Draw (vector manipulation) than a paint program (pixel / bitmap manipulation) is, that I have more possibilities concerning the manipulation of the objects (rotating mirroring, etc). For example the is a tile that looks symetrical, but not 100%, I first design the first half, mirror it and adjust the few last inaccurate points. It's also possible to create some "synthetic" textures: Pyra_s as .tga The step between (heigtmap) Pyra_n as .tga That looks: Here is a screenshot from Corel Draw while I was wokring on the tiles (see my first post). The thin dark lines are the edges of the gray areas.
  16. @BlackThief I assume, you like to include the fine ornaments of the tile into the normalmap. The step from my greyscale image to the normal map I've done with Gimp and the normalmap plugin. In detail it's a conversion of a heightmap to a normalmap: dark areas are low and light areas are high. That's it.
  17. Hallo. I always thought about creating normal maps. So I found this way: I load the image for witch I wat to create a normal map as background image into corel draw. Then I draw edges of the ornaments of the image as objects within another new layer. Refering to the height of these ornaments I fill these objects with appropriate shades of grey. Then I export this layer as a tga-image. I took took the liberty to make a normal map for the manwall01-texture. Here is the result as 1024x1024 .tga I made a new example: The tile as .tga The step between as .tga The normal map as .tga It's quickly made for simpe structures. And for more complex ones, you can decide how far you will go with the details.
  18. I've got this problem too. I found this solution. at the end of the thread. Here the translation: 1. Windows normal starten Start Windows as usual 2. In den Geräte-Manager gehen und unter "Computer"..auf den ACPI-Uniprozessor-PC...doppelt anklicken und Within the Hardware-Manager go to "Computer". Doubleclick the "ACPI-Uniprozessor-PC" 3. neuen Treiber wählen..---> ACPI-PC (Advanced Configuration and Power Interface) select new driver: --> ACPI-PC (Advanced Configuration and Power Interface) 4. PC neustarten restart PC und erst dann _now_ 5. im BIOS den APIC-Modus deaktivieren..^^ deactivate APIC-Mode within the BIOS
  19. Oh, those images... Let me put it into a German slang word: goil! or in another word "Supercalifragilisticexpialidocious!"
  20. Hello! As far as I know, T2x is a very "old" project. It may be, that the T2 engine is not up to date, but visual effects are half of a game. Gameplay ist the other half. - And what I have seen in the trailer is great: new enemies, new weapons and great cut scenes. Those guys got best out of that old and venerable T2 engine .
  21. Ok, what's about this: In TDS, when throwing a flashbomb to a guard, this guard is blinded. When I attack this guard with my blackjack after this, the guard suddenly regains full seeing capabilities again. For my person, I prefer the T1/T2 style: the gaurd is still blinded when I attack with the blackjack, so I can knockout the guard. Which of the possibilities will you implement?
  22. 30... once upon a time ... Congratulations!! If you can, keep that age. It's cool!
  23. Hi, it's me again. So, what tools do you prefer or recommend besides DoomEdit for the DarkMod? Until now I used anim8or, but it seems that there are problems concerning the export of triangulated objects. What do you think: MilkShape, Blender or what else? Then, for creating bumped textures, I found the ORB-Tool. Seems quite ok, except that anim8or doesn't provide the corret object-files. For painting I try The Gimp. What else to I need? Ed
  24. That helped me too now. BTW: Hello there. I'm new in here. Hope that I can do something valuable for this project.
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