Jump to content
The Dark Mod Forums

Baal

Member
  • Posts

    1180
  • Joined

  • Last visited

  • Days Won

    11

Posts posted by Baal

  1. I would try it but I still didn't get to play "Scratches" or "Edna bricht aus". But thanks to your recommmendation I chose the latter as a christmas present for my brother and he liked it. :)

  2. A decal or blendlight would make it possible to control the fake shadow independently of the light sources volume.

    That would be much easier to manage than a projected light texture on the source which would change with volume adjustments.

  3. I'm getting nervous about this!
    Why, I haven't done anything yet. :)

     

    Who is actually using a layout where the combined view wouldn't fit? In my case (the splitpane layout) there would be no switching anymore since the window can be made big enough. The shortcuts will of course be left as they are.

     

    I just noticed that the regular layout is a bit different. I guess the people who are not happy about this change use this layout? It would have to be possible to open two texture browser windows to keep the existing functionality then.

  4. The new tab would have 3 layouts between which the user can switch:

    1. Both tree view and texture view side by side.

    2. Tree view with minimized texture view (like the media browser).

    3. Texture view only (with a button to switch between all and currently selected perhaps).

     

    If the containing window is to small the user can toggle between 2. and 3.

    The first contains both and would look like the model browser (with the right window containing a view similar to the texture browser). You don't have to switch between them.

     

    If the window is not big enough the user can switch between 2 and 3 which is nearly identical to how it currently is.

  5. The window could have 3 possible layouts:

    1. Both tree view and texture view side by side.

    2. Tree view with minimized texture view (like the media browser).

    3. Texture view only (with a button to switch between all and currently selected perhaps).

     

    If the containing window is to small the user can toggle between 2. and 3.

     

    Are you planning to give this a try?
    I think he meant me. Yes I do.
  6. Hm, I'm wondering how this would look like?
    Like the model browser for example. I'm not using the embedded view though, where it would not really fit. I have to think about how it could be done in this case.

     

    I should explain a little better:

    The texture browser filters by the selected category in the tree view; by selecting the parent in the tree it would look like the current texture browser. If you select a child it only displays this category (only the loaded ones).

     

    By finding textures I don't mean the ones that are already used but browsing through categories to decide which I could use. When I start something new I normally load some categories (wood, brick and cobblestone for example) and see what fits together. I never liked the way they are all lumped together.

     

    if you want to look up a texture by category, you can use the Media Browser, whereas if you want to look up a texture by appearance, the Textures view provides this.
    I do both regularly so switching between windows is annoying. In my opinion, GTKRadiant did this much better.

    The media browser already has a preview but it's not as useful as the texture browser (to small on high resolutions, only one at a time).

     

    So what I want is either a texture browser with categories or a media browser with a better preview. Obviously that would mean to merge them.

  7. Something that always bugged me about the texture browser is that it doesn't show the materials in categories (like the media browser). That makes looking for a specific texture very annoying when a lot of them are loaded. I'm wondering why these are even separate windows.

     

    So I would like to merge the texture viewer into the media browser (models, entity definitions, sounds would fit in there too but I don't want to be to ambitious). What do the programmers and other mappers think about this?

  8. This is a correct material definition:

    textures/darkmod/stone/brick/rough_blocks02
    {
       stone
    
       qer_editorimage textures/darkmod/stone/brick/rough_blocks02_ed
       diffusemap      textures/darkmod/stone/brick/rough_blocks02
       bumpmap         textures/darkmod/stone/brick/rough_blocks02_local
    
       {
           if ( parm11 > 0 )
           blend       gl_dst_color, gl_one
           map         _white
           rgb         0.40 * parm11
       }
       {
           if ( parm11 > 0 )
           blend       add
           map         textures/darkmod/stone/brick/rough_blocks02
           rgb         0.15 * parm11
       }
    
       // TDM Ambient Method Related
    {
    	blend	add
    	map		textures/darkmod/stone/brick/rough_blocks02
    	red		global2
    	green	global3
    	blue	global4
    }
    }
    

    You can modify that for now and ask when there are problems.

×
×
  • Create New...