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Posts posted by OrbWeaver
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I honestly don't know why it would or wouldn't make a difference, I am under the impression however that people not using "//Purgatory/Purgatory/..." run into problems far more often.
I guess your experience of non-purgatory textures not working must be correlated with some other problem in some way, perhaps the required part of the path was being written incorrectly and adding the purgatory line caused it to get fixed at the same time.
I have always used it and have never encountered any problems. And as its a cut and paste job anyway - why not use it just to be on the safe side?Sure you can add it if you want, hell you can use "//our/father/who/art/in/heaven/please/make/this/texture/work/base" if you want to. Since Doom 3 will strip off anything prior to "/base", it doesn't matter as long as the "/base" is in there as well. This was confirmed to me recently when SPoG, the maintainer of GtkRadiant, was trying different things to see what Doom 3 accepted so that GtkRadiant could be made to do the same.
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You don't need any of the purgatory stuff - just //base/textures/common/nodraw should do it. Everything before "/base" and after "." will be stripped out by the loader.
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Rather than hosting DVD/CD images or parts thereof, perhaps somebody could unzip the whole thing into an FTP directory and share the whole tree? That way people could browse and download the individual texture they wanted, rather than having to download the entire disk image before they can even see anything.
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It's really the OpenGL side of DarkRadiant that needs help more than the GUI programming, but if he wants to get up to speed with GTK I am sure there are areas he could help out with.
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I thought the demo was OK, but the performance didn't seem to be too good. I might need to upgrade my graphics drivers though, I haven't done that for a while and the manufacturers do add game-specific optimisations after a major release.
I don't think I will be buying the game though, at least not until it is on special offer.
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I think bob_arctor's map needs to make use of ambient lights more.
Indeed, more ambient and less high-contrast single-source lighting would improve things a lot.
Still, the texturing and layout is a vast improvement over previous shots.
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I was wonding about how to do that. I think one problem is that the outer shell (model) keeps the inner shell's effects from leaking out, if you catch my drift. Would it be possible to add yet another mesh outside of the arrowhead & make it transparent then add a light material/shader to that? Maybe particle effects would work after that.
I was thinking more along the lines of using a "deform particle" declaration on the fire crystal material, so that the actual surface appeared to give off particles. I guess there might be ugliness where these particles clipped through the cage mesh, but it's hard to say without seeing it.
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Yes it is. I hope there will be some particle effects as well, it would look great to see some orange fire lazily spilling out of the cage before you fired it.
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I think there is not special key for this or it was added later after I asked about this.
Select the object. Position the 3D cursor with left-mouse where you want the origin to be. Hit F9 to show the Editing buttons and click the Center Cursor button in the Mesh panel.
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So you reposition the model, not the origin? I could try that, though at the moment I don't know how to even SEE the origin in LW (like I said, very small list of things I know how to do).
You can do either in Blender, so I presume you can do either in LW. Having no experience with the latter I cannot advise how to do this, but it is a common enough operation so should be documented somewhere.
Another question while we're on the subject--should the origin be directly in the center of the object? That would seem to make sense for rotation, but I thought a mapper posted that the origin also determines how easy it is to make objects sit properly on the grid, so there may be more to it.Yes, it is the origin of the object that is "snapped", so it should always be positioned such that when the origin is snapped the edges and faces are in an appropriate position (e.g. on another gridline).
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You can't have more than one diffusemap in a material (actually you can, but it won't do what you want). You are correct, transparency is limited in Doom 3 for the technical reason that dealing correctly with arbitrary transparent surfaces in a 3D engine is a decidedly non-trivial problem.
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Not sure what you said, but does that mean you can fix it?
It means it is a problem with the texture definition, not a bug in DarkRadiant.
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I have found the source of the problem. Lights/brightround uses the same vertical falloff texture as its projected texture: textures/lights/brightround.tga. In fact a falloff texture needs to be a horizontal gradient, not a 2-dimensional image like this, since the precise row that is sampled is not defined (I assume DarkRadiant takes the topmost row).
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So to clarify (I'm not sure how much T3Ed exp you might have): set up some kind of generic skin (details I assume are known?), create an object in doom3, and then pick a nice rock texture, do... something..., and then the vase has a rock texture? Or change it to carpet? Or flame?
Oh, that. You mean when you select a model and apply any old random texture to it that you selected from the texture browser?
No you can't do that in Doom 3, model textures have to be named in the model and possibly switched by a .skin file, you can't apply them arbitrarily.
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On the model, from within the interface, without changing any material or def (or model!) files?
You have to set up a .skin file, but once you've done this you can switch from the interface, yes.
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Oh yeah, another good thing about these textures are you can reskin the object. You can go "I like this object but I want it to be ceramic, not wood. Oh hey! I can just change goodness_wood_lavendar to goodness_ceramic _pink!"
That can be easily done in Doom 3 with any object, you don't need any special textures to make it work.
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Wierd, is it just that one or is it others as well?
There may well be others, I initially thought the two ambientlight shaders didn't work but they now seem to (although they are not actually "ambient").
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Surely this explains absolutely everything you all seem to have trouble getting.
Nobody has any trouble understanding it. That does not, however, mean that people have to agree with it or have no right to complain about it.
I have the right to throw somebody out of my house for any reason, without warning or right of appeal (unless they are a police or customs officer or some other special case). That does not mean that said person is not entitled to consider me an ass for doing so, and to say so in front of their friends or the general public if they so wish.
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It's nice that he's improving, but even the most recent shots are nowhere near the quality we've been asking for. We want people who can demonstrate at least a little bit of experience with either dromed or D3 editing.
I think he has started with unrealistic expectations. Nobody would be at beta mapper quality after a couple of weeks of Radiant experience and 3 maps. Applicants should really be beyond the stage where they are asking how to change light textures.
No disrespect to Bob, I am sure after a month or two of improvement he will be at a more suitable level of experience.
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It's just DarkRadiant. I have a feeling it is something to do with the makeintensity call, but I haven't done much investigation yet.
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It's an efficient and versatile use of textures & I was wonding if a similar system could be/is used for this mod.
Looks more like a hack to keep the XBox memory usage down.
The danger of doing things like this is that it makes it harder to modify the texture on a particular object without having a knock-on effect in other places (as both yourself and John P discovered while trying to upgrade the stock textures in T3).
That said, there is nothing wrong with having a set of related objects that share skins, or using stock textures on custom objects to keep VRAM usage down.
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If he has a bad day because his girlfirend didn't let him mount
<spits drink over keyboard>
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Currently we're using both DDS and TGA for normalmaps but only DDS for other images. How do you feel about using only DDS for non-normalmap images? (SneaksieDave doesn't have a problem with those)
Fine in theory, although it might be better just to scale down the diffusemaps (which you can get away with quite easily, unlike normal maps) and include them anyway, just to avoid having to post release notes like "you cannot play this in Ultra mode" (which although not the end of the world, does impact the perceived "professionalism" somewhat).
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Lightshader lights/brightround does not work. This is not an ambient light. Need to find out why this particular light shader does not render in the 3D view.
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It sounds like RSync might be a better tool than CVS for this particular case, unfortunately I don't know much about Rsync or how to set it up (particularly on Windows).