Jump to content

LDAsh

Member
  • Posts

    222
  • Joined

  • Last visited

  • Days Won

    6

Everything posted by LDAsh

  1. I used a program called Araxis Merge to compare some LWO files, and it seems like there is a character set to determine the length of the material header prefixed to it. Apart from the headers themselves, the rest of the files are identical to each other. There are 2 references at the top and bottom, and if this prefixed character is not corrected, then Radiant doesn't want to play nice. I'm convinced it can be manually edited, but trying to figure out how to "count" the material length needs to be figured out. The reason for it being off by 2 is possibly because of the forward-slashes, or possibly because it's using a couple of other characters to count with. xmodels/security/pythagorasdetector1 0123456789abcdefghijklmnopqrstuvwx rmodels/storage/twixsixbarrel1 0123456789abcdefghijklmnopqr
  2. Should be possible with something like WinHex, by adjusting the material header reference and then offsetting the bytes by however many extra characters you needed. Would just like to add, according to my tests, LWO vs ASE will save you some MBs on your HDD, but won't actually do much for load-times or performance, AFAIK, incase that was a concern for anyone.
  3. Actually I realised something interesting - this different winding issue is even in the software itself, as seen in the viewports:- The way you see it in Q4E is how it would be exported from DR, but not how it's displayed. So in order to get this type of geometry correct (where every triangle is important), it should just be done in "Q4Radiant", as difficult as that program is to use compared with DarkRadiant, at least it's WYSIWYG.
  4. Sorry to bump this over a year later, but coming back to this issue, that Meshlab fix only really works on perfectly flat meshes and my other simple tests. If trying to fix a piece of terrain that has already been thoroughly articulated, only some of the edges can be fixed. Toying with other options usually destroys it in one way or another. Turning some edges is still better than it all being the complete opposite winding, but, for actual use-case it's still a lot of manual tidying up to get the geometry in and out of Radiant in a reasonable way, for such finely detailed terrain. I don't want to be offensive, but, realistically perhaps the reason this issue has been so overlooked for so long is because nobody has actually tried to do this kind of thing before - fully and finely articulating large chunks of vertex-blended terrain, and then optimising it outside of Radiant, and bringing it back in again. So I've come back to looking into the Python script. I've played with a few things in the script (as mentioned in the first post) but nothing is getting it right, if it works at all. Hopefully this final beg might result in a solution, but whatever the case, Merry Christmas to all.
  5. I have to say, this is outright embarrassing and the whole thread should be nuked from orbit. You would figure, the project would be trying to gain/retain as many mappers as possible, so it can continue to grow, instead of drama and flamewars ripping everything apart. And so we'd see more additions here:- http://www.thedarkmod.com/missions/ Which it's interesting to compare the amount of times Bikerdude's name is found on that page, compared to Judith... just saying.
  6. Up to 1024 resolution version is free to download if you login and you will have 15 free credits each day.
  7. This came to mind, if 1024 is enough texels for you:- https://www.textures.com/download/substance0045/127923
  8. https://www.sharetextures.com
  9. https://www.cgbookcase.com/textures/ Also, Poliigon have recently updated their license to forbid use in commercial and "open source" projects. Although I don't think they can legally pull the rug like that (on content they offered before changing the license) I'd still advise against using it. It's a shame they did that, I can't help but feel it's a sleazy attempt to wrangle cash out of people.
  10. At 200K, you'll never get this into TDM in a way that won't affect performance unless it's in a closet where that's the only thing in the scene. That's why I recommend looking into MeshLab, because you stand a chance of performing decimation (which is much better than anything Blender can do) and bring it down to a reasonable polycount for real-time rendering, then bake all the details back into it from the original high-poly mesh.
  11. https://patternpanda.org/ Although I think the normalmaps are pretty cheap, a few materials here might be worth looking into.
  12. And after looking there, you're going to want to look here:- http://www.meshlab.net/
  13. Wouldn't this also require writing a custom material script (entry) to use the new (atlased) texture? That's the only way it would decrease batches, from what I understand. If it were possible and easy to code up, it would definitely be a powerful feature.
  14. You should understand that DarkRadiant is just a variant (although undoubtedly the most advanced) of other "Radiants" out there, which could honestly also include "idStudio", and definitely the editors that shipped with Doom3 and Quake 4 (Prey, etc.), so the only limit is your imagination. DarkRadiant itself now allows you to completely export your geometry to other 3D model formats that can be thrown into any other engine, so long as you understand how to clean it up and some considerations while actually mapping, being that you won't have a BSP/PROC file that has been carved/merged (although that's also possible to do), so you need to understand that concept while actually mapping. In my opinion, Radiant is still very useful in terms of building environments efficiently because you can just drag out a brush, select a face and slap a texture on it. Literally that quick. With the project already set up, the textures are already there and what you've already used is displayed instantly when you load the map. Manipulating the texture on the surface is also really easy with keyboard shortcuts. For the sake of speed, I still insist on Radiant being used in the workflow and I don't see that changing. And here's another consideration for posterity - we have a script that allows automatic incrementing/decrementing of all patch-mesh tessellation values in an entire map, but only with values higher than 1. This means with 1 click, we can make every patch-mesh surface more or less rounded/smooth without even opening Radiant, which means LODing the entire environment is very easy - if you were to export to an engine that can handle that much "inline LOD" (kept in the vertex buffer), = not idTech4. If you make quality content that looks great, performs great and also provides a fun environment to play around in - you will find programmers to help you.
  15. I stumbled upon this and thought it might be worth mentioning. http://neogeographica.com/site/pages/tools/meshtex.html It provides a lot of extra options for how textures can be mapped to patches, but currently I can only get it to work with Q3A maps. The source code is available so anyone with relevant chops might be able to tweak it so it would work with idTech4 maps and with DarkRadiant?
  16. https://texturehaven.com/textures/
  17. This might be worth looking into:- https://www.highrez.co.uk/downloads/xmousebuttoncontrol.htm
  18. I was a staunch defender of Windows XP support previously, and still am in terms of tools and (even if limited) development capability, but in terms of running an engine as a final "experience" then I don't know what kind of machine would it be that is using XP and has any decent drivers available. Whatever I thought about XP applies to Linux support also, and these days I think that's way more important. Before, I was thinking about TDM in correlation to Doom3, but since BFG edition and 2.06, with all the performance and graphics enhancements, 2004 was really a very long time ago now. I have to think hard if it could even be considered strictly "idTech4" anymore, as I'd identify it. So, if anything, I'd like to see DarkRadiant still with XP 32bit support, but can't realistically expect TDM itself to be on the same level. Tools should always have higher compatibility, I believe.
  19. A couple of others that may be worth browsing through:- https://www.c4dcenter.com/ https://3dtextures.me/
  20. Might also find TDM-suitable materials at http://www.freepbr.com Most if not all are 2K with decent normalmaps.
  21. I don't think so, because XP marks an era when a lot of "normies" saw how computers aren't just for geeks and there's this thing called "the internet" they'd all been hearing about. It was _years_ before the trainwreck Vista was released (2001-2007?) and because Vista was such a trainwreck, I think a lot of people (myself included) were hesitant to jump head-first into Windows 7 (2009/2010) the way we were when jumping from 98 (or ME, in my case) to XP. It was good and for the most part could be done with confidence. It was a different situation, and with all the time that passed, we're talking about an entire generation, pretty much a decade (a decade that contained the rise of modern social media as we know it) that XP was "Windows", and their first Windows for a lot of younger people. From what I understand, Microsoft is interested in a "OS as a service" business strategy, micro-transactions and making sure most people will only ever use certified commercial software from their marketplace, or whatever they are calling it now. They want free open-source software to (not go away, but) be seen as borderline malware, and we've been seeing this get worse ever since Vista. It's all in an attempt to prevent piracy and thus (in their theory) increase sales, and keep the majority of users focus on official commercial software and away from the slimy dirty diseased back-alley sluts known as "free and open-source". Unless you're willing to pay them as a certified developer, your programs will be treated like they are pretty much a virus, and if it's not being sold on their marketplace then it's just not safe to use. That wouldn't be so bad if they'd make it easier and more affordable, but instead are making it harder and more expensive? You know, people just can't take care of themselves (even you folks who cut your teeth on Windows 3.1) and Uncle Microsoft is only doing it for your own protection, because they know better than you what you should do with YOUR computer, right? The doomsday scenario, which I actually hope will go ahead ASAP, and finally destroy people's faith in this company completely, is that they'll be making you buy 'Calc.exe' from the marketplace, and then charging 5c for every button you click. That and much more will only work when you're online so it can "re-verify your genuine status" or whatever, to "keep you safe". Users will have access to about 1% of their own C:\ and no idea what's on their filesystem because Microsoft thinks they're not smart enough to go poking around in there, and will force you to keep your files in their "Libraries" so it's easier for them and others (government\advertisers, etc.) to sniff in at them through the back doors whenever they want to. I know it's not THAT bad, but, I think that's roughly the future they have their hearts set on, and fuck them for it. On a side-note, I think it also has a lot to do with the way the licensing has changed, if you want to use Windows in a commercial capacity, for professional development within a studio or whatever, 7-10 is a LOT more expensive than XP ever was and much easier for auditors to double-check, which goes hand in hand, I think. Killing off 7 ASAP is a good move to corner people into their newer (more profitable) licensing models and the marketplace nickel-and-diming they have schemed. As for Windows 8, I consider it a beta of 10 and trying to install 8 will just automatically give you 10 without even asking, because, you know, Microsoft know better than you. At the beginning of 2020 (just months away, when you think about it) I would not be surprised if it all coincides with some huge new threat like the Y2K bug (Y2K2, does that sound catchy?) or virus or whatever, neatly timed and publicised, with alarm bells about how y'all crazy if you're still using Windows 7. Get your Windows 10 today! Our new marketplace is glimmering with all these cheap deals on things like WordPad for only $1.99, and for an extra 50c we'll even let your save TXT files with it! [/speculation][/cynical-paranoia][/rant]
  22. I've been noticing a trend to hate on Windows 7 and itch for it to die, so 7 is the new XP and it's the cool thing to hate on it, meanwhile pretending that there's nothing wrong with Windows 10 and its UI (Metro) is the most beautiful work of art to ever have been created. I just stopped trying to understand it because the confusion will give me brain cancer, and I'm trying to spend more time with Linux and try out all the different distributions on different systems, and plan my next computer purchase around a Linux OS that can do a lot of virtualisation of different Windows, because I gave Microsoft enough money in my life. I just hope software support will continue and increase into the future. There's so much to learn about Linux and not a whole bunch of free time, but it just has to happen.
  23. I wasn't trying to bother anyone, and feel sorry it was perceived that way. I had a (clearly now false) assumption that these issues of mine might be shared among other mappers, especially considering how it's changed compared to how all other Radiants had always worked, since I first used QERadiant shortly after Quake II was released. I wouldn't waste bytes unless I thought it would also benefit others. The post I made with the big GIF on the previous page pretty much covers everything, you can see the button and its function, and how the texel scales are now inherited instead of automatically natural, but again, if I'm the only one who cares, then merrily merrily I deal with it and stop bothering people.
  24. I think, if I'm the only person that seems to care or even notice, and I don't even use it for TDM anyway, then better for you to spend your time on other things. Maybe if others chime in about it, maybe, but I will just use the keyboard shortcuts and external software to browse textures.
  25. I'm very sorry. I was just attempting to concern myself with silly things like texture memory and performance. I will learn to add extra keyboard shortcuts into my workflow while I'm lucky enough to enjoy it before it's needlessly removed. Compromise, workaround and STFU, that's my motto.
×
×
  • Create New...