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Everything posted by Baal
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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.
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I'm thinking of the dlls in the \modules directory. They should be dated march 12. But that was just a vague idea anyway.
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Is this exactly what the file contains or did you just copy parts of it? Because that's an incomplete material definition.
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Did you update an older installation of the editor? Maybe it's an outdated module .dll.
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Yes, that's what he means.
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That shouldn't happen. The editor renames copies so there are no two entities with the same name. Can you reproduce this?
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What error message does dmap print to the console?
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I wouldn't try that with the doom engine. It's not really suited for big open outdoor areas. If you know what you're doing and with some tricks it could be possible but, as a beginner, you should start much, much smaller.
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The Requiem: Avenging Angel Mod (Quake 4) has released all its textures to the community: Requiem - Avenging Angel - texture pack There are some brick, stone and maybe metal textures that could be used. It's nearly a gigabyte (uncompressed) of textures so I have only peeked at some of them. Edit: I have looked through the pack and tried some that could potentially fit into the setting in-game. I must say they're not up to the standards.
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I'm running this on a very old system. 1 Gb RAM and 128 Mb video RAM. Apart from long initial loading times and low framerates in complex scenes it runs very smoothly. That may be due to lower memory consumption of Win2K. Do you have doom3 ultra quality mode enabled?
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I would prefer not having any effects to show you that something is important and do that through the object itself (texture and model). But a lot of such effects are possible with shaders and material definitions.
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Yes, that was a custom .vfp shader. I just set a vertex parameter to a constant light vector in the material definition. For the specular lighting you need the eye and light vectors and the tangent space transformation matrix (if I got that right). Is this accessible through the environment variables from a custom shader?
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Cool, that's how I imagined it. At least the idea was mine. @rebb: I'm curious. Can you do that effect without SDK modifications? If I'm not mistaken you need to access some render state data in the shader and I didn't know how to do that.
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Thank you, I have to look into that. I don't have that much time to search through the SDK so could somebody give me a hint where to look for things concerning the interface to the renderer and maybe gamecode using it?
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I didn't get to this for a while now and I don't know how to do the specular lighting of the highlighted object yet. I'm not sure if it's possible through custom shaders but maybe the doom renderer can be used. Is it possible to create a light that affects only the frobbed object? If somebody who knows the SDK could point me in the right direction that would be helpful.
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I am now. What's the best way to send you patches? I can't upload files (except images) to the forum.
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Problem with VCExpress 2005 compilers
Baal replied to Baal's topic in DarkRadiant Feedback and Development
Yes, it works. And another thing: there are no libboost_python-vc80 files and I can't build them on Windows 2K (because of an annoying command line length limitation). I'm beginning to think about upgrading. -
There is a little problem in "libs\parser\DefBlockTokeniser.h". "BlockTokeniser" is used as a class name and a typedef identifier. I can't compile this with the older Microsoft compilers. The typdef should use another name. template<typename ContainerT> class BasicDefBlockTokeniser : public BlockTokeniser { // Internal Boost tokenizer and its iterator typedef boost::tokenizer<DefBlockTokeniserFunc, std::string::const_iterator, BlockTokeniser::Block> BlockTokeniser; BlockTokeniser _tok; BlockTokeniser::iterator _tokIter; //....
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I uploaded the files to my folder in the betamapper repository (I can't upload them here).
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Yes, I can do that. They already work on windows with the Microsoft compiler but they need tweaking. I can manually change the version number of the project files and open them with VC 2005 but I wanted to try codeblocks.
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Instead of starting a new thread I post that here: I have made code::blocks project files for the editor as I ran into problems with Win2K (VS 2008 doesn't support it. Surprise!) They are pretty basic and I'm not sure if everything is set up right but maybe someone finds them usefull.
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The shadow at the end of a brightly lit marmor hallway is more appropriate here.
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I wouldn't add any new areas to it but it's not really finished yet. You can start a better, bigger map but you should take care of the problems in this one first (performance is the first that comes to mind). Remember: the goal is to get it in a state suitable for a public release. And welcome aboard.
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It looks like the one from this concept art (by god_is_my_goldfish). Concept
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Building a big box around the map is good for testing while building but it shouldn't be in the final map. You can seal your marketplace by placing skyportal brushes on top of the outer walls and one on top of these. Think of the place as a big room; skyportals are as solid as normal brushes they just look like open sky. You can also use monsterclip brushes to close an area only for AI (they don't seal against the void though). This will simplify AI path finding (but doesn't block the player) which is likely the cause of the crash.