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Everything posted by Flanders
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Selecting the disappearing brushes and snap them to a grid size will probably help.
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i would like to apply as betamapper (suprise!)
Flanders replied to Theothesnopp's topic in I want to Help
What I am thinking of is making an environment made out of sections that move controlled by a script as this tutorial explains: http://www.doom3world.org/phpbb2/viewtopic.php?t=8811 (there is a explanation on acceleration and deceleration times) With a fog in your level, if a section is out of sight it can be removed. Another section should be spawned in front of the train and so on. Easier is to make a train with no visportals and make it follow a NURBS curve. Visportals should then be included in the static environment through which the train passes. -
Here it is: http://wiki.thedarkmod.com/index.php/Decals Please check if there's not any nonsense in it or weird English.
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Are you sure you dmap every time before testing? About the corrupt textures, can you show us a pic? As for the distance limit, what exactly is the error? Or maybe you can upload your map somewhere so any of us can take a look at it? I know you was trying to be specific but you'll have to be more .
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i would like to apply as betamapper (suprise!)
Flanders replied to Theothesnopp's topic in I want to Help
Why not move the environment instead of the train, have you played T2X? There was a great mission with a station and a train. -
there's also a bark tex in doom 3: hell/bark1b. Though it's only 256x256.
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the error happens after clicking on Create account
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When trying to create an account for Dark Wiki to add my wiki I get this error: Could not open socket Is creating accounts dissabled at the moment?
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Against lag in dark radiant: You can use region to turn off certain area's (view>region) or layers (default button M), add to layer by selection and RMB.
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That's ok, it's not a top priority.
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Itches, Glitches & Anything Else...
Flanders replied to greebo's topic in DarkRadiant Feedback and Development
Great, the sound editor works for TDM as well I noticed. Great for testing sounds. If you're interested create a shortcut: "C:\games\Doom 3\Doom3.exe" +set fs_game darkmod +set r_fullscreen 0 +set com_allowConsole 1 +editsounds There's a Doom3World tutorial here: http://files.filefront.com/D3W+Vid+Tutoria...;/fileinfo.html -
I'll just see what happens with that report and then write something about decals.
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Itches, Glitches & Anything Else...
Flanders replied to greebo's topic in DarkRadiant Feedback and Development
So they are not inherited. Then using add properties is good enough. In Doom 3 editor all possible speaker properties were listed in the entity editor, there was also a sound editor that worked kind of like our light editor. Both easy for use IMO. -
Itches, Glitches & Anything Else...
Flanders replied to greebo's topic in DarkRadiant Feedback and Development
When creating speakers, if I want to change its properties I have to add them all myself. Aren’t properties as omni, distance and looping default settings that should become visible when I check the show inherited properties box? -
Yeah, that's what I was thinking of, didn't knew how to explain it.
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If you use a decal with a small (0.125) offset you can see how it looks in the editor, that's what I do. Someone else asked earlier. http://forums.thedarkmod.com/index.php?showtopic=8531 If necessary I can write a small wiki article on decals.
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Oops that was stupid, totally forgot that. Ok this is what I did now: Placed the stretched dds as grammo_dds in darkmod\dds\models\darkmod\props\textures. Copied the textures/magnesius/grammo2 material piece renamed it to textures/magnesius/grammo3 and changed the diffusemap to grammo_dds. Copied the grammo3.ase model and changed *BITMAP "//base/textures/magnesius/grammo2" to *BITMAP "//base/textures/magnesius/grammo3" and saved it as grammo4.ase Here's a screenshot of both in game. On the right tga (384*512) and on the left the dds (512*512)
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For the ASE models, change *BITMAP "//base/textures/magnesius/grammo2" to *BITMAP "//base/textures/magnesius/grammo2.dds" fixed
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The models look just fine, as I thought there seem to be no texture misplacements. Only the grammo turns out completely black, I probably did something wrong there.
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I just added those textures to my bm repo with the dimensions changed as greebo said (before reading springheels post). I can check now if the models look weird.
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sorry, I wasn't clear. What I wanted to ask was should the dimensions be made smaller or larger so that they are powers of 2. Or just use the nearest power of 2.
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No, func_statics that are partially in the void work fine, they don't cause leak.
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Ok, stretch/compress to the nearest power of 2? Or only stretch out/compress? Changing dimension ratio does not mess up correct uv placement right?