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Status Updates posted by OrbWeaver
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Has anyone had any luck with textures from Polyhaven? Their OpenEXR normal maps seem too washed out and give incorrect shading in the engine.
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Yeah if you click the three bars next the download button on a material their download manager lets you pick what file and normal map formats you want.
You don’t really have to go through a process of converting the normal map then.
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Fantastic!
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Well that would have saved me two hours of effort. I'll leave the blog post up just in case it's useful in future (but perhaps edit it to point out that Poly Haven textures can be downloaded directly in the required format).
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Finally got round to publishing a tutorial on baking normal maps in Blender, since most of the ones we have are inaccessible or years out of date.
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So what I don't understand: Do you use a 3D model as a bases to fake a 3D view onto the texture?
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Yes, you are using a 3D model to define the contours of the surface which are then baked into the normal map.
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It's because almost any game that uses OpenGL uses the, well, proper Normal Maps, while DirectX uses an inverted Y.
Of course it doesn't always happen, but it happens so often due to most developers not caring enough for shaders that everyone is fine with calling it after a Render API.
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Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.
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OK, looks like the button is supposed to evenly spread the pixel density of the texture across the selected surface tris so that the UV range is from 0 to 1. https://help.autodesk.com/view/MAYAUL/2022/ENU/?guid=GUID-3FDE8873-2169-412F-9A07-26F44E52C5DD
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That's what I'd normally understand by "normalise", but that's not what the button does (you can achieve that effect using the Fit button with values of 1.0 and 1.0). It seems that Normalise is designed to take an extreme offset like 250% and reduce it to a corresponding smaller value like 50% without changing the visual appearance. But I'm not sure when you'd need to do that or how you would end up with such an extreme offset in the first place (the Surface Inspector wraps the offset value if you move past one texture width).
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I've never understood what it's for either. Are there people in the D3 community who'd know that you can ask?
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I like the new frob highlight but it would nice if it was less "flickery" while moving over objects (especially barred metal doors).
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New for me, but I don't think it's that new in development terms. I just haven't updated my SVN for a while.
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Do you mean the frob outline?
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Yes, the white outline which appears around the frobbed object.
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Greetings fellow kids.
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Now that's the way to go!
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I never realised there was a Dark Mod Twitter account. Perhaps it was banned and waiting for Elon Musk to unban it.
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It was dormant for a very long time. Earlier this year I took it over and basically use it to announce new maps when they're released, and celebrate old ones on their birthdays.
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Apparently unbanning was not the only thing, there was seemingly also some sort of unblocking: Several users on Mastodon have reported that Musk, whom they blocked on Twitter in the past, suddenly became unblocked on their Twitter accounts...
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I like house-cleaning and taking out the trash.
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Inspired by your post, I have spent the past two hours cleaning all rooms in the first and second floor with both my regular and my Vorwerk wet vac! Thanks for the motivation, I was about to postpone it today once again!
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Virtual or otherwise, it makes for a feel-good moment.
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... Ah I get it now
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Worked out how to get the DR documentation online using GitLab Pages. It's pretty incomplete at the moment, but thanks to GitLab CI, every push automatically updates the website. http://orbweaver.gitlab.io/DarkRadiant/
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The information was probably "out there" but scattered around various forum threads, Wiki tutorials etc. The aim with an official user guide is to bring all that information together into a single place, structured logically and (eventually) covering ALL features of the application.
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Thats pretty amazing man. Great work been done here...
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Excellent work Orb! Appreciated. Keep up the good work...
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Impressed to see that TDM works well on the open-source radeon driver in Linux. A little bit stuttery and I only tried the training mission, but still.
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Sapphire R9 290 from 2014 or thereabouts. I woudn't touch nVidia on Linux for the same reason as kano. I want to support vendors who support open source.
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a R290's not to shabby, hope it has a custom cooler on it though, as they get a bit toasty.
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Yeah it's got three big fans, not the horrible whiny single fan that some stock cards have. It makes a pleasant whooshing sound when heavily loaded.