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Everything posted by OrbWeaver
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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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Not A Ttlg Slagging Thread...but I Just Have To Say Something.
OrbWeaver replied to New Horizon's topic in Off-Topic
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. -
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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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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Not A Ttlg Slagging Thread...but I Just Have To Say Something.
OrbWeaver replied to New Horizon's topic in Off-Topic
<spits drink over keyboard> -
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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Which is why I am against distributing DDS without the corresponding TGA originals. Not only would a separate download be required for the NV20 users as you say, but the mission wouldn't display correctly if the respective r_use*Compression cvars are not enabled on the client machine (which for most people they won't be). Yeah, I am not sure about that. This is interesting: http://doom-ed.com/blog/2003/01/29/nv30-vs...evelopments-etc, I get the impression that the NV20 does support pixel and vertex shaders, but uses a vendor-specific interface rather than ARB_fragment_program and ARB_vertex_program.
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Unless of course you are one of the minority of people who doesn't find that lacing one's brain with toxins gives meaning to ilfe, in which case college is about being surrounded by mindless shrieking conformists while being told what a "great time" you are supposed to be having.
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The quality of the ambient sounds is great. My only comment is that they could perhaps be made more "ambient", as a lot of them have volume changes, percussive and transient sounds which reduce their capacity to be used as background loops. Most of the ambients from T1/2 were very short and simple, perhaps only 2 or 4 bars long without much happening in them. The mapper could then use layered ambients along with incidental sounds to build up the tension where necessary. At the very least, could some dynamic range compression be used to avoid the situation where you set the volume based on the start of the ambient, only to be startled by a sudden loud "BONG!" that happens half-way through the loop?
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I never really understood it. There seems to be very little information available on the format, as far as I can make out it just stores the R component in the alpha bitfields, which I guess gives more precision to the R component but doesn't affect anything else. Perhaps they considered improving the precision of a single colour channel to be better than nothing. Here is some interesting information, from http://www.techspot.com/tweaks/doom3/doom-7.shtml That is the answer to why Dave can only use one form of normal compression, and the rest of us can only use the other. They are not selectable options, they are graphics-card-specific requirements.
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Is the purpose of separating the TGAs from the DDSs to reduce the checkout times for developers, or to reduce the size of the final download when the mod is released? If it is the latter, it would seem to me to be preferable to put all of the images in the darkmod tree as normal, but when the final PK4s are generated, zip up the textures/ and dds/ folders separately and give the downloader the option of skipping the textures.pk4 if they want a smaller DDS-only download. SneaksieDave - I think I've figured out why you can't load the compressed normalmaps in D3. The unswizzling of RxGB compression takes place in the interaction.vfp fragment shader, which will not run on a Geforce 4.
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There was some discussion, but unfortunately whatever you choose there will be some confusion. If you label by tiling strategy mappers will say they don't understand or care about it, if you label by usage you get confusion over what defines a wall or floor texture, and if you label by theme you limit people's choice of textures unnecessarily. In DarkRadiant there is currently no texture browser yet, so this isn't so much of an issue. I would like to find some way to allow browsing of textures but in a more image-based rather than name-based fashion - perhaps the directory tree could display all contained textures in a preview window when a given folder was clicked on.
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Perhaps to avoid confusion we should use "tile1d" and "tile2d" rather than "wall" and "floor", since it is the former that seem to be the criterion.
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Nobody was "against" it as far as I can recall. There were some concerns that implementation would be difficult, but this turned out not to be the case and the feature was therefore swiftly implemented.
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Umm...What?
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It's not like a screen is all that much easier than a console anyway. Is it really more user-friendly to select "GL_LINEAR_MIPMAP_LINEAR" from a dropdown menu, rather than typing it in to the console?
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That's because it's not possible by definition. Nobody ever describes themselves as a "foreigner" either.
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I don't understand why people make such a big deal about "gender" anyway, it's just some relatively minor anatomical differences and a different chromosome (X over Y). Nobody complains if you play a character who isn't like you in other ways, like the same race or nationality, so why does their notional sex matter?
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I would just say something like "I appreciate your concern, but I am not having any sexual identity issues and if I ever do I will be sure to seek the help of a qualified therapist". At the end of the day it's none of their business, and unless they are themselves qualified psychologists (which it doesn't sound like they are) it's not for them to be trying to "treat" a "problem" which doesn't even exist in the first place.
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I always use ASE, it's better supported in Blender and is a text format which allows modification and inspection unlike the binary LWO.
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Anyone Know How To Preserve/reapply A Selection?
OrbWeaver replied to SneaksieDave's topic in Art Assets
Can you convert your selection into a black-and-white mask, and save this mask as a layer for later conversion back to a selection? I don't have PS but this method would work in the GIMP. -
I would much rather do it with a model than a brush, if it works. Do we have documentation on how to do it this way? I can't quite see how the stuff about converting to func_clipmodel and exporting as CM would work if the clipmodel is part of the mesh.