Jump to content
The Dark Mod Forums

OrbWeaver

Active Developer
  • Posts

    8629
  • Joined

  • Last visited

  • Days Won

    65

Everything posted by OrbWeaver

  1. Do we know for sure that an in-model CM will work? I have never actually tested this but if it works it would certainly give better results than chopping up a brush.
  2. I will have a look into this. Initially I thought that the light texture was ignored, which would mean the functionality was missing from the renderer, but further tests reveal that some textures do work (lights/biground1 for instance). This is encouraging since it suggests that the code is already in place to handle this; hopefully it should be possible to recognise the ambientlight keyword as well.
  3. The way it works is that Add Entity gives you the complete list, while Add Light and Add Model just give you a quick path to two very common specific types of entity ("light" and "func_static"). I could theoretically add more hardcoded shortcuts like this (perhaps "Add moving light" or something), but I wouldn't want to go down the route of special-case subsearches. A Doom 3-style media browser is on the to-do list. Not sure what you mean - are you referring to a shortcut key with ALT? Glad you share the vision. Hopefully I can prove wrong my own previous assertion that there is not a game level editor in existence that isn't unfriendly and bug-ridden.
  4. Yes. Yes. If you zoom in small you should be able to fit the brush to the size of the model fairly well. You can also shave off parts of the brush with the clipper tool before exporting, as long as it remains a single convex brush.
  5. DarkRadiant 0.5.1 is available from SourceForge: http://sourceforge.net/project/showfiles.p...lease_id=434137 Fixes: - Changing an entity keyvalue now sets the map status to changed so it can be saved - Dragging a model now updates in realtime, rather than waiting for the drag to finish - Textures should now display correctly on ASE models - Application should not crash on Window 2000 due to the presence of global.xlink (which has been removed anyway). Enhancements: The huge right-click entity menu is GONE. Instead there is a context menu with options to add a light, model, entity and (eventually) a prefab at the current location. The selection of an entity uses a separate dialog with an alphabetical list of all entity classes (with typeahead search).
  6. 7 out of 10. Most of them were guesses, I really had no idea.
  7. I wonder if this is related to what Gildoran was saying about Doom 3 expecting hardware to be fillrate-limited rather than transform-limited. Perhaps in a Geforce 4 the two are more or less the same, so that sometimes one dominates the other and vice versa.
  8. There is a render mode, available by pressing F3. Currently it is very limited and only displays a rough approximating to Doom 3, with simple lights (no custom textures) and no shadows. Hopefully the framework is enough for further improvements; unfortunately I am not yet much of an OpenGL/graphics programmer so I don't know how easy it will be to add these features.
  9. Funny, I was just thinking about posting this bug yesterday. In fact the preview window completely ignores light textures as far as I can tell, and assumes a simple spherical falloff in all cases.
  10. No it doesn't. You can use multiple light sources, including some with a suitable ambient lightshader applied. Only if you make it so. You can use as many light sources as you wish, although don't go too far above 2 or 3 if you can avoid it for performance reasons. Pitch black shadows do not exist in real life because there is always another source of light.
  11. More detail, less flat texturing and blocky architecture. More subtletly, fewer extremes of light and dark (most of those shots only have one light source, everything in shadow is black). Less garish, cartoony colours. More of a coherent visual impression, less ad-hoc placement of random objects and brushes with no overriding style. HTH.
  12. I wouldn't describe it as awesome, but it's certainly improving.
  13. Yeah, the only way to do true volumetric fog is by using a particle effect. Perhaps you could modify your snow/rain emitting texture to emit very large, slow-moving smokepuff particles (which look good as fog if they are sufficiently faint). You might not even have a performace issue if you used large enough sprites, as you would not need that many.
  14. ASE model/shader not found issue now fixed in trunk. Trees are textured correctly in tavern.map.
  15. Instead of binding to player you could also just use a huge foglight that encompasses the whole level (which can itself be the receipient of scripted events based on player position). Since a foglight is not really a light this will not impact performance.
  16. Least Squares Conformal Map (also Laser Scanning Confocal Microscopy). It has something to do with the algorithm and the way it tries to preserve local angles. Cool spider BTW, I have made several attempts to model a spider in Blender but never quite managed to get the proportions right.
  17. I get the impression that LSCM support is actually rare, and Blender is one of the few applications that has it (and quite possibly the only Free one).
  18. Do you mean LSCM? I can look at an LWO in Blender and tell if it definitely is UV-mapped, although I don't have sufficient confidence in the import script to declare that it isn't (since it may have one, but the script failed to import it).
  19. One cause of this problem has been identified (it may not be the only one). DarkRadiant is incorrectly attempting to use the *MATERIAL_NAME rather than *BITMAP to identify the Doom 3 shader to use for an ASE model. As a temporary workaround you can make an ASE model render correctly by editing the *MATERIAL_NAME to specify the Doom 3 shader.
  20. Can we see some shots, or a tutorial? Neither I nor SneaksieDave were able to get this to work.
  21. I'd like to see the adequate research that demonstrates that the modern-sounding swearwords and phrases in question ("What the fuck?" etc) were actually widely-used by the medieval population in the same way they are now, rather than just appearing in a modified form in the occasional piece of Shakespeare.
  22. If the fog doesn't obey the light texture (which it seems not to), this won't work. Yes, but you can script the light to change intensity, colour or fog density (shaderParm 3 I think) based on the player's position.
  23. OrbWeaver

    Cpu Heat

    I had an AMD home-built machine which idled at 60 C and went up to 68 or more when processing. The die was rated to 85 C, which I would have thought of as fairly typical, so I would be surprised if a mere 60 C would cause a lockup.
  24. I'm sure I do somwhere, I'll try and dig it out. As I recall I actually had to remodel the object since the low-poly mesh structure was crap (it had been decimated from the high-poly model). As with most of my models the texture was not spectacular but the addition of a UV map allows a more skilled texture artist to take over if required.
×
×
  • Create New...