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AstralninjA

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Everything posted by AstralninjA

  1. I just played the Quake Mod myself. Although it looked great, the only problem I had was that my system couldn't handle it well even on medium setting. Too much lag for my taste. ~Daniel
  2. I'll look in to it some time, but I'll have to wait until I get a new hard drive. Both my drives are 99% full and I'd prefer to get more space before downloading the Mod and start working with SVN. ~Daniel
  3. You want me to do-what-with-the-what-now? If it involves SVN then I don't know how to work that yet. Isn't there a SVN tutorial around here somewhere? ~Daniel Oh, btw, Happy Birthday, Greebs!
  4. I'm still getting the same error message.
  5. Thanks everyone! ...umm I can't seem to find this Texture thread you speak of, and the start-up thread you mentioned earlier is still returning an error message. ~Daniel
  6. I believe they had something similar in Timesplitters: Future Perfect for the PS2.
  7. I'm still have some problems with textures pavement02 and 03 showing up in D3Ed. When I try to view them in-game they show up as solid black. They load up in DarkMod though. Here's the .mtr info. (pavement03.mtr is the same but with 03 instead of 02.) textures/darkmod/judith/pavement02 { diffusemap textures/darkmod/judith/pavement02 bumpmap textures/darkmod/judith/pavement02_local { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white.tga rgb 0.40 * parm11 } { if ( parm11 > 0 ) blend add map textures/darkmod/judith/pavement02 rgb 0.15 * parm11 } } Another thing is that I can't open the .dds files in the Compressinator program but I can open them in CrazyBump. ********** Ok...I think I just found out something. Apparently D3Ed has trouble with textures that are 1024x1024. I resized pavement02 to 512x512 in Photoshop and created a normalmap in Crazybump. I altered the normal in some way but what I did exactly. The left one is the original and the right one has been scaled down. I haven't resized pavement03 yet. ~Daniel
  8. Okay, I got TortoiseSVN downloaded and installed on my computer.
  9. Not a problem! I've known all along that this mod was free in terms of use. I figured that helping out would be a good incentive to use some pr ograms that would otherwise be wasting d i sk space. ...also as a good learning experience. ~Daniel Btw, as of right now I can't access that link, so I'll wait a little while.
  10. I decided to create a new normalmap. The diffusemap is the same on e from before. What I have done was darkened the mortar bit with the burn tool and remade a normalmap with Crazybump. http://www.fileden.com/files/2007/6/28/122...NormalFixed.zip In the .mtr file I just replaced 'stonewall2121new_local' with 'stonewall2121fixed_local'. If it's still wrong then let me know so I can try again. ~Daniel
  11. SHAZAAM!! Here's a comparison of the original and the new texture. Gotta love the clone tool. I also created a new bumpmap file using CrazyBump Here's a close-up of the new texture: And for color reference (just in case in comes in handy): Here's the Zip file for the new textures: http://www.fileden.com/files/2007/6/28/122...wall2121new.zip It should contain the .tga's .dds's and the .mtr I still have some trouble with the pavement02 texture, though. I'll explain later. ~Daniel
  12. Below is a screenshot I took to show the texture at different scale values. This texture has a particular section (circled in red) which is can give away it's repetitiveness. One option to fix this is to edit the original .tga file by recoloring it. Other than that the texture seems rather fine to me. ~Daniel
  13. Ta-Da!! Apparently all there was left to do was change 'Normalmap' to 'Bumpmap' in the .mtr file. Thanks everyone for your help! ~Daniel
  14. Now we're getting somewhere! Although not all the way just yet. What I did was resize the files to 512x512 and re-compressonated them. I put all the .dds files in the 'base/dds/textures/' file path and all the .tga files in the 'base/textures/' one. I didn't change the .mtr file. Here's a couple of shots I got from DarkRadiant: Doom3Ed is being stubborn as usual : Thanks for letting me know about the 'pavement02' file. So I should rename 'pavement02_N' to 'pavement02_local' and change 'normalmap' to 'bumpmap' in the .mtr? ~Daniel
  15. Ok, I did what you said: C:\Program Files\Doom 3\base\dds\textures\darkmod\stone\cobblestones Now Doom3Ed says that it can't load 'stonewall2121_ed'. Should I still keep the file path below for the non - .dds files?: C:\Program Files\Doom 3\base\textures\darkmod\stone\cobblestones The textures are still showing up a solid black though. Should I change the .mtr file in any way? Is it mandatory to resize the .tga images to 512x512? Because I remember the originals being 972 or something. Let me go ahead a start from scratch. Oh, btw, I got a warning for Judith's 'pavement02' in the D3Ed console: WARNING: unknown general material parameter 'normalmap' in 'textures/darkmod/judith/pavement02' ~Daniel
  16. I just tried using Judiths 'pavement02' texture but got the same problems. Here's what the .mtr file says: textures/darkmod/judith/pavement02 { diffusemap textures/darkmod/judith/pavement02_D normalmap textures/darkmod/judith/pavement02_N { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white.tga rgb 0.40 * parm11 } { if ( parm11 > 0 ) blend add map textures/darkmod/judith/pavement02_D rgb 0.15 * parm11 } } ~Daniel
  17. Hmmm...Ok. I checked everything that you mentioned, Greebo, and everything was set the way i t should of been all along. The file extentions were already .dds and not .DDS ' seta image_usePrecompressedTextures "1" ' was already in the config file. So there must be something else wrong instead. Although the screenshot above shows 'stonewall2121_local' as both .dds and .tga I only had the .tga in the folder earlier during the test. When I rendered (F3) a test map in DarkMod, however, I got this: Does that mean I need to create a shader for the texture? ~Daniel
  18. Thanks NH for the .mtr reminder. I forgot about that. Now somethimg else came up. I was able to load the texture in the editor: (Sorry, I haven't aligned them yet) But when I try to view them in-game I get this: I compressonated both the Diffuse image and the Normalmap imag e (At first I didn't compressonate the normal but when the result shown above occured I decided to anyway hoping it would fix the problem, but it didn't). Here's a shot of the .dds files and the .mtr file: (Ok...I just noticed while creating this post that 'textures/.../brick/redbrick_with_mortar' should be 'textures/.../cobblestones/stonewall2121'. I just corrected that mistake but it still didn't fix the problem.) I'm not quite sure how to convert the .DDS to .dds, if that is the culprit. What command line is the darkwiki refering to? Is it Run>Command from the start menu? If it's in the Compressonator program then I don't know where to find it. I hope I'm not making it seem more complicated than it should be. Thanks in advance! ~Daniel
  19. Okay....Im confused I was able to convert the 'stonewall2121.tga' to .dds (I didn't do the '_local' one though.) and create a 256x256 '_ed' version. How do I get the texture/s to show up in Doom3Ed or DR? The Doom3World site said to put them in the 'Doom3/base/textures' folder, but I don't have one. The only folders I got in 'base' is 'maps', 'savegames', & 'screenshots' so I had to create a 'textures' folder and put the files in there. Is there a 'textures' folder in DR? Also, does it make a difference if D3 and DR are on two sep erate hard drives? ( I got D3 in C: and DR in F: ) ~Daniel
  20. Thanks for the reply but I was able to fix it. I researched the Doom3World forum and found out that I needed to put "+ editor" after "+vid_restart". ~Daniel
  21. I'm wondering if someone can help me figure out why the grid coordinates aren't working. When I first load Doom3Edit I get this: Yet...when I click on the program window the console dissapears (expected) and so do the coordinates. Notice that the red arrow points out that "Show Coordinates" is checked. Now, I have searched all the Doom 3 forums that could find on the subject and found only one topic for it. One person suggested deleting the editor config file but that didn't work. (The editor just recreated it.) DarkRadiant works just fine: ~Daniel
  22. Hmmm... I'd rather do both, although I would need more detailed instructions for working on the raw textures. (I'm not quite sure how to do the DDS converting and uploading.) This way I would know what has been done so far. I'll go ahead and try my hand at the raw textures for now since creating my own will take some time (gathering source material and all that.) BTW, does DM require a specific resolution for the textures? ~Daniel
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