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LDAsh

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Everything posted by LDAsh

  1. I'm using WinXP Pro 32-bit SP3 on a single-core system... So I guess that's all the information that's required? (and yes, I did install the "VC++ 2012 Redistributable Package") I suppose it could be that there's some mix-up with these builds and despite saying x86 it's actually not the case, but I've read things here and there that lead me to believe that this level of hardware is purposefully being neglected, due purely to convenience for the developers. So I'd just like to encourage and plead you guys to consider spending that little extra time to continue supporting this level of hardware because it's hardly a Tandy just yet, I mean it's not like some awesome map couldn't be made on such a system, right? Hopefully we don't honestly believe that, because that would be disturbing. I'd also like to add that The Dark Mod itself works on this system, the pre-release 1.8.1 builds work on this system, and considering some of the features include support for Quake 3 Arena and XreaL engines, it seems only natural that DarkRadiant would work too. Thanks for your time.
  2. Like I said, it's a Quake 4 thing so I don't know if you guys can dig anything out of the SDK and use it for TDM. It's called "visportal_distance_near#_far#", (you will find it in invisible.mtr) and all I've done is use it to split the map into sections and fill it with fog. The difference between doing this and just having a global clipping distance is that you can still "see over" these sections, so you could still have stuff like tall buildings in the far distance, above the fog. In the MTR file, it has a "portalImage" key, but I vaguely remember not being able to change that correctly. I don't use idTech4 anymore so my memory isn't very sharp about that.
  3. If I understand correctly, this is something that could be done in Quake 4 so you might want to look there for clues. It's a type of portal that doesn't rely on visibility to activate but it relies on distance, and it fades in and out smoothly. You could actually use this technique for an entire area for effective and custom (that can be specifically managed based on areas/heights) distance-culling on everything:- http://www.violation...71007render.avi http://www.violation...ea071007vis.avi
  4. If the game works on XP, then it's only reasonable that the tools should still work on XP. Not everyone can afford to buy Windows 7 just for the fancy UI features which actually many Radiants have issues with. Not supporting it anymore because it's "kind of a nuisance" seems a little bit sad to me.
  5. Legal issues aside for now, the ASE doesn't support exporting of meshes, only brushes. If you want to export "mapobjects", try DOOMedit that comes with Doom3/Quake IV by typing "editor" into the console. Its OBJ exporter can do this. You can export collective chunks of mesh-mapobjects and maintain material headers and UVs. You can export multiple into 1 file which is really handy. Or, this may be just a case of you wanting to automatically assign materials in Unreal Editor based on their headers? Then that's probably a question for the Unreal community.
  6. This issue again can be fixed in Blender. Select the object(s) as a whole in 'Object Mode', go to the 'Object Modifiers' tab and 'Add Modifier' then under 'Generate' choose 'Edge Split'. You can define a custom angle and then click 'Apply' and it will break the vertex welding/smoothing along all appropriate edges. Would you mind sending me a PM also? Would greatly appreciate!
  7. When I bring the exports into Blender and CTRL+J to join every different part together, I can then select/split/delete different parts based on their material from the "Material" tab in Edit Mode by highlighting the material name and using the "Select" button.
  8. DarkRadiant seems to be the only *Radiant in development anymore, so forgive me if I sound obnoxious coming out of nowhere with my list of demands. A really nifty feature would be to allow texture fitting to multiple brushes/surfaces, OR implement some kind of camera map feature where a texture can be mapped onto a surface using the orientation of a camera or viewport. The reason for this is easy to explain without images. Imagine a cube brush and a crate texture, with the texture easy to fit onto 1 square brush surface, but you don't want a perfectly 90' edged 12-triangle box because you're not making Quake II maps anymore. It's easy to create (up to) 6 extra brushes and bevel these around the six sides of the cube, giving each side an extra 8 triangles for smooth edges. However, now you can't simply fit the 1 crate texture to the "side" of the brush anymore, because it's made up of 5 surfaces instead of 1. Trying to fit the texture means 1 proper fit on the big side quad, but 4 squashed textures around the trim, because it's trying to fit all surfaces individually. Having a way to either "fit to multiple surfaces", or project the UVs from a fixed view, in my opinion would be a tremendous feature to add.
  9. Hey there, I posted on doom3world.org about a mention in PC Powerplay magazine. Here's the scan (620kb), it was in April 2005 issue, on page 24. Special, well done.
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