Jump to content
The Dark Mod Forums

OrbWeaver

Active Developer
  • Posts

    8726
  • Joined

  • Last visited

  • Days Won

    81

Everything posted by OrbWeaver

  1. 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).
  2. 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.
  3. Can we see some shots, or a tutorial? Neither I nor SneaksieDave were able to get this to work.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. Have you tried the Live LSCM feature in later releases of Blender yet? You can produce your original unwrapping, pin some vertices, move them around and watch the entire map deform in realtime as you drag. Also there are some new additions in 2.42, including an "Angle-based" unwrap which is supposedly better than LSCM (something to do with warping, I haven't investigated much), and much easier seam-creation tools (just choose two points on either side of a model and Blender will create a seam automatically along the shortest path between them).
  9. I presume it does a multiplication for ordinary lights, but foglights are different. They are not actually lights as such, I believe they just blend their colour with the remote surface based on the distance between the player and that surface. I am not quite sure how the falloff images fit into this, certainly in my tests I was unable to make a foglight use biground1.tga to create circular fog, for instance.
  10. Vertical falloff works OK if you use the texture "pitfog_to_black". This suggests that it should be possible to have a fog which falls off in any direction, not just vertical, but even looking at the MTR I couldn't really understand what pitfog_to_black is doing. The other alternative is to bind a very large foglight to the player's position, and script it so that the intensity is modified when the player enters/exits certain areas. This is more or less how Thief did it (except that it was done by the engine, not by the mapper explicitly placing a light).
  11. The impression I get is that there IS nothing better than Blender's UV mapping. People get very excited about 3rd party apps which perform "automatic unwrapping" which is just the same as Blender's LSCM unwrap.
  12. Unwrapping a pipe like that would be trivial in Blender - perhaps there are improved UV-mapping tools in a later version of 3DS Max? You don't have to use version 5.1 anymore...
  13. Just make it darker (more black). You may not even need a specular at all for some models. A lesser-known fact is that you can also colour the specular, so you could give it a brownish rusty sheen, for instance.
  14. Correct. The *BITMAP line should be "//base/" followed by the material name, "waterpump" in this case. You can use backslashes or forward slashes according to preference. Multi-material single meshes do not work, multi-material multi-meshes do work. Depending on your modelling app the difference may be significant or not (in Blender it is actually easier to use the latter).
  15. "Made up" is usually taken to mean "consciously invented". Words like "fuck" are not made up in this sense, they arise through the natural process of linguistic evolution.
  16. I did the washbasin, not sure if it ever made it into the repository though.
  17. { blend add map path/to/my_illumination_map.tga }
  18. This is now fixed in trunk, ready for next release.
  19. The materials are prepared for fades - that's the easy bit. It's the coding to actually calculate and implement the fade that is more difficult.
  20. Any discussion of legalising vs banning something are ultimately flawed, in that they assume that you can solve a problem by attacking its symptoms. You can pass as many laws as you like restricting guns, drugs, terrorism, glorifying terrorism, thinking about terrorism, failing to express adequate disapproval of terrorism, ad nauseam, without making an atom of difference to anything. Unless you tackle the root of the issue (poverty, perceived injustices or whatever), the problem is not going away no matter how many grandstanding politicians come up with Great New Schemes to eradicate social ills.
  21. Yes, that's the only way renderbump parameters can be provided to Doom 3. I guess the idea is you set up the parameters for each skin, and then you can re-run them if you change the high-res model during development.
  22. I was hoping that was the case, there is some ghastly spaghetti code in the xlink processing bit, which my EntityInspector code does not attempt to imitate. I'll get rid of the function and file altogether. I'm not sure what to do about msvcrt71.dll, we could just tell Win2k users to download it, or we could package it in the installer assuming it is legal to do so.
  23. The global.xlink is an XML file containing what appears to be web links to GtkRadiant resources. This looks like some kind of binary incompatibility - maybe the version of libxml2.dll that I provided in the installer only works on Windows XP. I can remove the global.xlink as we are not using it, but we do need libxml2 for the entity categories.
  24. Some known issues: * Changing a property on an entity (such as the colour of a light) does not update the "Map modified" property, so you can't save until you have changed something else (to be fixed in next point release). * Dragging static meshes does not update the position until the drag has finished. The "Translate" button on the toolbar activates the translation manipulator, which makes this a bit easier until it is properly fixed. Under investigation. * Quite a lot of models and geometry show up as "shader not found" in the preview even though they work in game. Under investigation. * There is not yet a model selector, so don't bother looking for one. You add a model by adding a func_static entity and selecting a LWO/ASE file in the filestructure. The addition of a proper model selector with preview is a priority for the 0.6 release.
  25. Looking good so far, I'm reading that performance impact as "utterly negligible, possibly even statistically insignificant".
×
×
  • Create New...