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Posts posted by OrbWeaver
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It makes no difference whether it is smoothed in Blender - when the ASE is loaded into Doom 3 it will be smoothed automatically unless you unweld vertices to prevent this.
This means in Blender you have to select each face, and press Y to "split" the face away from the mesh. To split a cube in this way you need to do this four times - top, bottom, left, right (and the last two will be split as a consequence).
As a hint, when modelling in Blender make sure smoothing is turned ON for the whole model, this will then simulate Doom 3's rendering and allow you to see what you need to unweld and what you don't.
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Just make me a temporary honory member of the team (robot voice division) and no rules need be bent!
First we need an Official Zombie Consultant, though.
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Angua played around a bit with this option and found that the light_center values in DoomEdit are measured relatively to the center of the light volume. What we don't know is, if the values are being translated in the background by DoomEdit, where they could be saved as world coordinates. We can do some more fiddling with this to find out. Thanks though for adding the property!
If you open up the .MAP file in Notepad you can see what coordinates are saved. I would suspect that the light_center is indeed in light space, it's just a bug in DarkRadiant that the point representing the centre is placed in world space.
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One thing we missed was the "light_center" property which is present in DoomEdit, since our light sources are all centered within the light volume for the moment. You can still add the property by hand (leaving a "unrecognised property") to get it working, but I did not get a grip with the appropriate coordinates yet.
I added the light_center as a recognised property, so it can be edited as a simple vector3 (not yet committed to SVN though). It appears though that dragging the centre like in D3Ed is not possible, and it also seems to be using world coordinates which is a bit strange (unless D3Ed does this as well and I never noticed). I would expect that a centre of <0, 0, 0> would be at the geometric centre of the light, not at the world origin.
I feel quiltyI have it installed and checked it out but am more used to the D3Ed style of window placement, so I have'nt really had a huge look at it.
DarkRadiant uses the same child windows as D3Edit, which you position where you wish. I have mine set up exactly the same as D3Edit.
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FIXED
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The material marble_002_center5_gear doesn't mention any TGAs (it doesn't specify any file extensions).
No, the extensions are ignored anyway, but Doom 3 looks for a TGA in this situation. I had a go at using a DDS as the "original", by putting it in the location where the TGA would be loaded from, but Doom 3 ignored it.
Admittedly, I know nothing about DarkRadient's code, but is there a reason it's difficult to make a function to load images that would automatically fall back to other file formats? Surely if there's a single function to load an image, it wouldn't be hard to modify it to fall back to other formats?I will do a bit more digging, like many things it may turn out to be easier than expected.
In any case, if it's absolutely neccesary, I'm willing to move the hires repository to the main one.Is there some way CVS can be used to do this on the client PC? I wouldn't want to exclude low-bandwidth users like Dave by adding a whole load of hires data to the repository (although I can't imagine it would be 12 megs per texture, since diffusemaps rarely need to be 1024 and speculars never do).
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As if I needed another reason for recommending NOT to strip out TGA textures from the main respository, after spending some time chasing what I thought was a renderer bug, I discovered that the reason certain textures were not rendering properly (e.g textures/darkmod/tile/floor/marble_002_center5_gear) was because they refer to TGA files which do not exist. Obviously Doom 3 is automatically substituting the DDS version in game, but DarkRadiant needs the original TGA in order to render correctly in the preview window.
This means we have the choice between a slightly larger main repository, or broken rendering in DarkRadiant. Although there are a few references to DDS in the source code, I cannot see any easy way of adding "fallback to DDS equivalent" functionality if a TGA is missing, and I'm not sure how much time I would want to spend on it given the large number of other enhancements requiring attention.
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Though for archways I'd use patches rather then brushes.
What makes you think he's using brushes?
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Yes, we downloaded it from SourceForge as New Horizon said, but you have to compile it before using it, which is not that trivial.
No you don't, you can use a precompiled binary:
http://sourceforge.net/project/showfiles.p...ckage_id=182228
(unless you are editing on Linux, for which there is no binary package as yet).
Still, kudos on getting it compiled and running without any assistance. It's ironic that the only people to build anything substantial with DarkRadiant are not even members of the team.
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It depends how hard you try I guess.
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It's available on SourceForge for anyone who would like to look at it. There isn't really much reason for someone without the Dark Mod assets to use it however...although there are definately some nice tweaks over that of vanilla doom 3 Ed.
The plan is that all of the Dark Mod stuff will be customisable via the game file and won't get in the way of regular editing, so DarkRadiant will be usable as a better Doom 3 editor as well as a Dark Mod editor.
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Simple cube is 12 triangles... So what shape could I make with another 4 triangles...? Hmm... I must check it - it looks impossible to make anything a bit complicated with 16 triangles... (not even L shape...)
As far as I know, polygon means any flat shape (f.e. in 3ds max) or any convex flat shape (f.e. in Dromed).
I guess it might allow quads, but it's probably triangles. It certainly won't be n-gons (five-sided or more).
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What normalisation filter are you using? Looks like one of the larger ones, like 9x9 or so. I prefer to use the smaller filters to avoid things looking too much like layered plastic.
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OrbWeaver, did you ever end up trying that ASE importer, and if so, did it work? I can still get the LWOs to import, but without UV like you said; in fact I think I read that that was a limitation of it. But ASE seems certainly usable and more friendly (as text), so I'd be interested in getting it working.
Yes, it did work. I used it to fix the iron gate for Springheel.
I can't remember which version of Blender or Python I had installed at the time however. Unfortunately the Blender guys have a habit of thoroughly breaking existing scripts with every point release, due to API changes and the like.
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If any particular texture is really, really bothering you, I can look if I still have the Photoshop mask and if so fix up a quick alternative.
I wouldn't say I'm particularly bothered by any of them, they all look pretty good even with the rounding. The example that jumps out at me is this one:
Notice how jagged and craggy the diffusemap picture looks, and compare with the bumpmap where each stone looks really smoothed. Maybe this is the effect you were going for, but I think a version of this texture with the original rough stones would look good as well.
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Downloaded tools, but link to code is dead.
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You need to check it out with SubVersion. For some reason it doesn't seem possible to view the repository with a web browser, although it used to be.
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It's certainly something to watch out for - best to avoid typing your name into a search engine along with dodgy search terms.
Also, why would anyone use AOL search anyway? At least with Google even if they retain this information they won't be able to track any one user.
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They look excellent. If you want feedback, my only comment would be that the bumpmapped stones tend to look very rounded and smoothed. Perhaps they could be made more jagged and rough in some cases? Just running the diffusemap through the normalmap plugin and blending in with the "real" normalmap a bit might do the trick.
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Something else that definitely won't change is the D3 reverb information. Our FM authors are going to want to design the sound environment of various locations, but the current system for doing it is a pain (it currently requires editing a separate text file by hand, and remembering info_location names and specific portal area numbers). IMO a DarkRadiant GUI to set up the EAX info (by writing to that file) for different locations is called for. I'm not sure if we'll be able to do it by portal area number, since we don't know how the D3 map compiler assigns those numbers (and it's not in the SDK), but we should at least be able to do it by info_location.
So the information needed is a mapping between info_location names and some kind of data structure representing EAX info? Is there a specification available for what is required?
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We were both gamers and musicians, then at age 29 she decides that those things aren't mature enough and we need to move away from those things.
That's why it's best to avoid relationships. For all the crap they spout about "equality" these days, women still think the world revolves entirely around them, and their wishes.
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As I have said I wouldn't know either way - its just the way I learned it in the tutorials at d3w.
Yes I remember that tutorial actually. Really it should be updated based on more recent knowledge.
Where did it come from anyway if its completely obsolete?It is used in the original Doom 3 models. This is presumably because the artists edited content in a certain location, probably a Windows server called "Purgatory" with a share of the same name (hence \\purgatory\purgatory), when developing the original game. The whole ASE naming thing is designed to allow modellers to edit their skins in the actual Doom 3 directory, then export to ASE and automatically get the material of the same name.
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Is there some forum update possible to allow you to mark which posts you'd like to reply to, then hit reply and you get the quotes from them all, nicely laid out for you?
You can do it on this board. Sadly there is no such facility in the software TTLG uses.
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I could never understand the "double posting database load" issue. Surely the board software would not make a separate query for every single post in a thread, this would be prohibitively slow? I would expect it to do something like "SELECT * FROM posts WHERE thread_id=31672", where the actual number of posts returned is not important.
Also, since there are a limited number of posts per page, even if there are extra queries for each displayed post (to retrieve user name and location settings, for example), having double posts wouldn't actually increase the database load at all. I suppose if you make multiple posts you take up more "slots" on the page, which reduces the amount of conversation visible at one time, but this doesn't affect server load.
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Hi Eeepcat.
The DarkRadiant codebase is available via SubVersion at https://svn.sourceforge.net/svnroot/darkradiant/trunk. You will need Scons and GCC to compile (available as MinGW on Windows).
The code is all C++ and the GUI toolkit used is GTK, which you may or may not be familiar with. If you feel able to help then the Stim Response editor would be good to start looking into, as this is not an area I have started working on at all yet.
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It's unlikely you would have a 2000 poly model that was supposed to be unsmoothed, but in this case there is a script that will help you - Mesh/Unweld as I recall, which allows you to unweld every face on the model. Normally you would select groups of faces that should remain smoothed, and unweld them from other groups if necessary.
Don't bother using LWO with Blender. There is some support for it, but it can be a right PITA trying to get things working correctly (in particular, Blender has a 19-character material name limit which isn't enough for a typical Doom 3 material name).