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OrbWeaver

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Posts posted by OrbWeaver

  1. Im sorry, did I misuse the term freeware? Im new to the lingo.

     

    Freeware usually refers to the sort of small, freebie software applications you get on magazine coverdisks. It is typically written by one person and is not available under an open-source licence, although the binary is distributed without charge.

     

    FOSS (Free/Open Source Software) is available under an open-source licence whereby the users are granted the right to modify and distribute the software at will. Free Software has the added restriction that users are not allowed to make proprietary, closed-source derivatives of the original software, whereas some Open Source licences (such as the BSD licence) do allow this.

  2. A camera actually needs two vectors - the direction vector and the up vector. My guess is that as you approach the vertical position, the camera tries to orient itself so that both the up vector and the direction vector are pointing "upwards", thus causing the rotation. Once you are past the vertical, the camera would in fact be upside down so it flips over so that the up vector is still pointing "upwards".

     

    There is a problem that sounds a bit like this in Blender, when you extrude a profile along a path and it approaches a point where it is travelling vertically and then back on itself - the profile will flip 180 degrees as the up direction gets changed.

  3. Minor nit: open source != freeware.

     

    Tor seems good but the problem is it is prohibitively slow for many things, due to the requirement for your traffic to pass through an encrypted tunnel of 3 randomly-selected international servers before it reaches you.

  4. You should check the console tab in the editor, it provides useful clues:

     

    WARNING: unknown general material parameter 'specular' in 'tdm_globestand'

     

    Changing "specular" to "specularmap" fixed this (commited to CVS).

  5. Ok, thanks Orb, the gate is now sorted out. I noticed a bit of a problem with the segment though...it seems like the bottom part of the model is missing? It doesn't show up in the camera view either.

     

    That's how it was modelled, there is no bottom half to those rings. It seems to work out OK if you put it on the floor, just means that the fence is shorter than the gate but this doesn't look too bad in practice (makes the gate stand out).

  6. Also, is there a way to use a single material for the whole model? Each of the materials uses the same texture so I'm not sure why they're separated. It makes it more of a hassle to create skins.

     

    The reason there are four different materials is that the UV-map is not unique, therefore you can only use tileable, repeating textures. By having separate materials you can add more variety by using a different texture for the individual components.

     

    If you would rather use a single material, just edit the ASE in notepad and change all of the *BITMAP lines to the same value.

  7. They can still access the forum in general, just not the Applicants forum.

     

    I would have thought that suddenly being able to see Contributor Tasks or Level Editing would be a pretty big hint that the application was successful, even supposing that they weren't actually informed as such.

  8. As a European it is typically difficult to empathise with a culture that holds the possession of a deadly weapon to be a constitutional right. Nevertheless, I have tended to become more sympathetic as I read about the constant slide towards fascism that is happening in the United States.

     

    Guns may not make for a civilised culture, but when the Thought Police come knocking on my door I'd sure as hell rather go out in a blaze of glory than sit in some jail cell wondering whatever happened to that thing called "freedom".

  9. Yup, I'll do this tonight.

     

    I think we should have a rule that non-UV-mapped unskinned models should not be committed into the models/darkmod tree. Perhaps there could be an extra repository for WIP/untextured models, but having them in the main tree is confusing and useless to mappers.

  10. As I recall, there is a key you have to set to tell Doom 3 to actually start playing the animation. I don't remember the name but it should be documented in the editor help for func_animate.

  11. I have fixed the model and added a basic rusty metal texture. I cannot claim to be much of a skinner but the model is now UV-mapped so is free to receive a better texture if required.

     

    shot000131jw.jpg

     

    The UV-map is non-unique which means it will only accept tileable textures, but there are 4 submeshes which may be given independent materials - the main gate, the spikes on the top, the rings at the bottom and the curly thing.

  12. Yeah most progs have that. I opened one of odds models before (the builder guard) and used reduce polys and got him from 5000 or so to 2500 with little graphical difference.

     

    Just don't let a modeller hear you say that - it is a very good way to completely wreck a model from the point of view of symmetry, smoothing and UV-mapping (in Blender at least the UV data is erased by using this function).

  13. Successfully imported and again - no UV map.

     

    Is something wrong with my Blender setup or do half of these models not have a UV map?

     

    EDIT: Just opened the ASE in notepad and yup, there is no UV map for this object, I'll have to create one myself in order to solve this problem.

  14. I have tried importing the candlestick1.lwo and it imports fine, however there do not seem to be any UVs on the object (the material names are ok).

     

    Can anyone with LightWave confirm whether there is supposed to be a UV map on this object? If so, then there is a problem with the LWO import script.

  15. You don't require a Python installation to use Blender itself, but it is required by some scripts. I recommend installing ActivePython, and making sure that you can run "python" from a command prompt before using these scripts.

  16. -Open Blender.

    Console reports:

    Using Python version 2.4
    'import site' failed; use -v for traceback

    If all is okay so far,

     

    I don't think you should be seeing that message, I certainly don't get it.

     

    Can you open up a command prompt and type "python"? Do you have Python installed?

     

    -Check file paths.

    the field called "Python:" is blank. It is, every single time I start up, so I keep resetting it. I choose d:\programs\blender\.blender\scripts.

    Is this correct? I've noticed that even if I choose c:\, the import still acts the same, so it's no indication to me if it's working or not.

     

    I've never touched that field, I didn't even know it existed. I'm pretty sure that if that needs to be set, it should be set to your Python installation not the scripts folder, but in my experience having Python in your Windows path (and possibly setting the PYTHONPATH variable as well) should be sufficient to run these scripts.

  17. I often get python errors, usually cause by having the wrong version of Python, PYTHONPATH set incorrectly or something like that. I know the export script does work but I haven't tried the import script yet.

     

    It cracks me up (not really) that although other people in those threads mention errors, it is never what I get, and at the end of the threads, it's all thumbs up, everything working. Not. I can't believe I wasted a whole day with no success.

     

    You think that's annoying, wait until you find a thread that asks about your exact problem, followed up by a response from the original poster saying "never mind, sorted it" with NO SOLUTION POSTED AT ALL.

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