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Flanders

Campaign Dev
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Everything posted by Flanders

  1. It's not, there are some requirements for your sound file, can't remember what those were exactly. The thunder sound I made was like this (I can still send it to you if you want): Wave file, 352 kbps, 16 bits, 1 channel, 22kHz. Add that file to your tdm sound directory.
  2. some notes of caution: Using such a light in exteriors created a serious FPS lag for me. Messing around with the light options may solve this. You need a sound file with lets say 30 secs of nothing and then a clap. I can give you such an ogg file if you want. Because the light is bounded to the volume it is flickering lightly after the clap when the thunder is rolling, maybe not so realistic.
  3. This is a easy way to make thunder light: create a light and give it the texture lights/squarelight1_snd, the light intensity is now bounded to the sound volume. add s_shader to it with a thunder sound. Add some speaker properties as distances and looping to it. This is what I made when implementing such a light in a map:
  4. The ones converted by me are not. I can stretch them to power 2 dimensions, if this is preferable, or keep the TGA's?
  5. Yes, there are some textures with a _n extension. Hmm, photoshop explicitly asks for width and height to be multiples of 4.
  6. Ah, uploading at the forum doesn't work. The files are in my folder in the bm repo now. I used standard settings to save them (something like dxt1 rgb no alpha). I had to expand some of them a few pixels cause their dimensions were not multiples of 4. Could that be why the compressonator couldn't handle them? Hope this was not something I should not have done. Let me know if they are ok.
  7. Saving them as a dds file in photoshop works fine. I can't upload them here, betamappers can't upload such files .
  8. I just noticed monster clip can be created automatically for a model. There is a checkbox under advanced in the choose model menu. Probably a recent addition.
  9. Use the layer editor, M by default. Select something and rmb>move to layer.
  10. I use caulk on any surface the player should never see, backside of town walls, on top of chimneys. Be sure though the player never sees the caulk surfaces.
  11. What? You removed real crap wood texture! I'm using it in a map! Don't worry so much about mappers, they can choose other textures or add them to their own map pk4 file.
  12. Hey, I can remember reading that tutorial: http://www.cgtextures.com/content.php?acti...;name=normalmap. It has been very useful when starting to make some of your own textures. I can recommend it to anyone, it is indeed fast and powerful.
  13. I recognise the voices from oblivion. Looks nice though, maybe I'll give it a try.
  14. Now that I think of it. A decal that makes surfaces look fungi might be useful. That might eliminate the need of making special fungi textures like the ones in the wood tex folder.
  15. yeah, just checked. There are 23 useful dirt/stain decals in doom 3 plus the ones in tdm, I think there are other textures we need more.
  16. It does, it can be used for visportals.
  17. It looks like it's projected from top to bottom, on the ceiling and desk, not on the walls. Thats why you get those vertical lines on the walls.
  18. I assume you mean they went invisible after looking at it from a different angle? If so, try selecting a patch in the editor and invert a few times (patch->matrix->inv), you'll see what I mean.
  19. I checked the map in radiant. I see you did use some visportals but most of them don't work, the visportal face should be surrounded by solid brushes only to work. Use r_showportals 1 to test visportals About patches, patches don't have a thickness, they are transparent from one side (that side should never face the player).
  20. look in the bottom right corner, it says save on my pc. Played it, looks very promising if you ask me.
  21. are you sure you used the right patch for doom 3? Use the one on the wiki.
  22. You can use the create-decals-for-selected-face button (use ctrl+shift to select a face) or use the regular way to create a patch (create brush, patch->simple patch mesh). place the patch on the wall or with a small offset. A lot good decals are in textures/decals just under textures/darkmod.
  23. Not sure about AI but I know that doom 3 models work just fine in game although their dark radiant representation is a no-shader box.
  24. Google earth is a nice tool to find mapping material, it has tons of pictures of medieval tourist attractions and sometimes even models like this one: This way you can 'visit' many nice thiefy places.
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