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hypov8

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Posts posted by hypov8

  1. i was looking for surface inspector shortcut to H/V shit size, but found some isues

    MoveSelectionUP is crashing DR when nothing is selected. on a fresh load

    bound key to "PLUS" is not working. need to be rebound to "="
    Maybe a regon issue? im using US for keyboard


    in old radaint there is an option to match surface inspector H/V shift value to match grid size
    could this be implimented. instead of manualy typing values

    thanks
    david

  2. this is the laggy brushes i was referring to. not sure if others are haing the same issue?

    comparing pre10 to an older build

    https://youtu.be/UznQ8mXr8qM

     

     

    i do have another suggestion with the 3d view port.

    when you are in free look mode and hold ctrl, the view pans.

    would it be possible when not in free look mode, hold ctrl, then use right mouse.

    it should enter pan mode but not free look. so once you let go of mouse 2 it return the cursor.

     

    this might cause an issue if ctrl is let go first.

  3. i am noticing some laggy brush editing updates in 3d viewport. its not overly bad, but its only been introduced in recent builds

     

    when in 3d free look mode. hitting esc will disable free mode, not deselecting the brush. only mouse 2 should toggle view?

     

    also when in free look, if i change the speed with num_plus num_minus, it will toggle the free look mode. but not show mouse cursor.

    can this be set to not change free look modes.

     

    cheers

    dave

  4. i seem to be having an issue rendering alphatested shaders

    not sure if its a bug or my pc. old version seems the same

     

    1. start editor fresh in fullbright texture mode.

    make a room. any normal texture.

    make another box alphatested eg.. textures/darkmod/metal/grate/trans_grating01

    add light to cover whole room

    you will notice the alphatest area is black

     

    2. change view to render lighting view.

    alphatest appears but the shader is translucent.

     

    3. return to fullbright texture mode. the alpha test is working as it should

     

    post-18732-0-62879900-1451372489_thumb.jpg

  5. have you tested gtk radiant/netradiant yet. how is the objects rendering in that?

    darkmod is a mod to doom 3. so most of its features are suported in gtk

     

    instead of doing evry shader you could set up something in the parseBlendType blendFuncFromStrings to return null. no image/blends

    do you know what stage types are causing the issue, like alpha blends, gl_one etc..

     

    another area u can change

    parseShaderFlags

    if (token == "tranZlucent")

  6. i'm not firmiluar with blender. but do you have an option to disable vertex normal on export. you could try that.

    i use max. and have found its corrupting the normal's on export if the model was not split at smoothgroups

    might be an issue on darkrad making normals to?

     

    check the cords of each normal in notepad. *MESH_VERTEXNORMAL 5 1.0000 0.0000 0.0000

     

    you could manually try to remove the normals from exported ase.

    open the .ase in notepad, delet everything related.. *MESH_NORMALS { *mesh..... }

  7.  

    The strange thing is that this happens for non-transparent materials as well.

     

     

    i didnt notice this comment before.

    this is not the same issue i get , seems like a lynix/driver issue.

    wonder how many lynix versions have been downloaded without the same issue?

     

    they have made a big move to msv 2013 and wx. your os is probly the last thing on the dev's mind.

     

    if old versions work, use them.. or like ppl sugest. get windows. dual boot/emulator etc if u want to map for now, untill its looked into?

    check console to see if its useing the on board intel? maybe try another video card, geforce? a gfx tweaker?

    if you can build the git, then try rename a common shader atribute that is causing the issue eg. areaportal, translucent

     

    report your finds. it may help you and there development

  8. i have noticed some issue with the 'select group parts' toolbar button

    if i use the clipper tool (X). it deactivates the function, but the button is still enabled

     

    im not sure what the default method is ment to be, but if i did a edge (E) move on one of those bruses it disables group selection( the button disables corectly to)

     

    leaving 'select group parts' enabled with (E) (X) (V) might be a good oprion?

  9. i added a file that u can try

    find, any of the 2 brushes ontop of 1 another

    replace, the individual brush

    have it as an option, to switch between both modes, if you do decide to impliment

     

    a second, is a bit of an exaggeration, it seems to be the same on a big map and a new map

    speed i can click at in std view is about 0.06 seconds

    speed i can click in freelook is about 0.23 seconds

     

    crash dump, i think its right?

    it seems to crash when i start draging the patch and its edge hits 512 grid units

     

     

     

  10. i realy like the find/replace you have added

    makes it easyer to get the shader names for other tasks to :)

     

    an idear to add to find replce would be to have an option to replace the texture proporsional to textre size

    might be a hard thing to impliment tho?. i have been using notepad for different sized textures. it tiles exactly

    if you use find/replace it uses the old scale values

    eg.. old texture is 512, stretched 0.5.

    when u apply the new texture of 1024 it keeps the texture scale of 0.5 instead of being 0.25 to match its tiled amount

     

     

    some issue i have had with 2.0.3pre3, not sure if they have been covered

     

    in 3d view if i am in freelook mode. mouse clicks dont work as fast

    you need to wait a second for mouse click actions to work again.

     

    when creating a decal from a brush face, the texture is rotated sometimes.

    could it default the texture right side facing up

     

    i can make it crash on a new map by making a simple patch mesh, then move it around a few times.

     

    cant resize patches in 3d viewer properly, it seems the edge facing 0 0 0 grid is able to move, if centre of patch is over 000 then it wont resize in 3d at all

     

    if you use 'load in textures view' from media browser, you cant see the new shaders untill u click 'hide unused', then clicking it again.

     

    if you try to move an item like a weapon thats using the 'angle' key, the string gets removed completly.

    instead of just removing 'angle', could they be replaced with 'roration' (if its not allready set).

     

  11. the patches inverted. seems normal to me, even in old gtk rad.

    might be good idea if u set a prefrence option, inverted patches

     

    the move brush issues seems better, i cant produce any errors on angled brushes.

    tho i still see entities have funny values if i use toolbar rotate Z-> (angle -3.5083545633527932e-015)

     

    yeah im hopeing for the find texture dialog box update to :)

    like the old gtk used to do

     

    also could u also add some code to load md3. should just need to copy the... else if (fExt == "ase")

    plugins\model\RenderablePicoSurface.cpp

     

    i never seen 'copy shader name' in media browser b4 seeing video, would be nice in the model selection window

     

    xreal config is crashing editor to, its missing

    <fonts> </fonts>

    if you want to add this this file to git

     

  12. bug 0003851

    says about the sound files in shader allowing both forward and back slashes to work

    it seems to be affecting the sound shader names to.

     

    if i select a shader name like sounds/xx/123

    it shows up in the entity window as just 123

     

    they are display different in the sound choser to

    if they are backslash, its not in a tree. (alphabetical)

    if it has forward slashes its in a tree with + signs to expand the folder. (i prefer this mothod)

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