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Flanders

Campaign Dev
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Everything posted by Flanders

  1. Selecting the disappearing brushes and snap them to a grid size will probably help.
  2. 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.
  3. Here it is: http://wiki.thedarkmod.com/index.php/Decals Please check if there's not any nonsense in it or weird English.
  4. 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 .
  5. Why not move the environment instead of the train, have you played T2X? There was a great mission with a station and a train.
  6. Flanders

    Tree Beasts?

    there's also a bark tex in doom 3: hell/bark1b. Though it's only 256x256.
  7. the error happens after clicking on Create account
  8. 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?
  9. 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.
  10. That's ok, it's not a top priority.
  11. 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
  12. I'll just see what happens with that report and then write something about decals.
  13. 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.
  14. 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?
  15. Yeah, that's what I was thinking of, didn't knew how to explain it.
  16. 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.
  17. 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)
  18. For the ASE models, change *BITMAP "//base/textures/magnesius/grammo2" to *BITMAP "//base/textures/magnesius/grammo2.dds" fixed
  19. 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.
  20. 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.
  21. 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.
  22. No, func_statics that are partially in the void work fine, they don't cause leak.
  23. 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?
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