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Spitter

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Everything posted by Spitter

  1. I'm kinda rusty with DarkRadiant, is there a way to select and move multiple vertices at once? Would be useful for adjusting patch meshes Edit: of course i figure it out instantly after posting, after shift-dragging a selection area around the vertices you need to press enter to confirm the selection too!
  2. Any chance of implementing the Doom 3 GUI/computer interfaces stuff with the street signs, so you could theoretically fit in any name with little work without having to touch the actual texture? Or at least that's how I for some reason assume the signs in Doom 3 were made, I could be way off..
  3. Cheers, this worked! Disabling desktop composition seemed to be the trick.
  4. This was a fun map There's some nice mantling action, and I keep forgetting how effortlessly easy it is compared to Thief!
  5. Not sure where I should've posted this so I just plopped it here. I just installed Darkmod 1.0 and DarkRadiant 1.0.2 x64. However I'm getting a severely low framerate in both the 3D view and the 2D ortho view. I'm talking about several seconds per frame I haven't had a chance to try the 32 bit build yet but I'll give it a shot. I'm using 64 bit Win7 (RC) and a Geforce 260 GT with 190.38 drivers in case this info is of any use.
  6. Spitter

    Thiefy jump

    Actually that's an issue I've always had with Doom 3 (and thus Darkmod) - I've always felt that the physics are too fast, even comically so. This is easiest to see if you load up Thief or Half-Life 2 or something and just start throwing stuff around and then compare it to Doom 3, everything just feels faster in Doom. I'm not sure if the physics values used in Doom 3 are more realistic, but they certainly feel less "good" and "satisfying". The physics just lack that oomph factor present in other games.
  7. Yeah the default Doom 3 headbob when crouching is absolutely insane, I don't know what they were thinking at id.
  8. Is the version on Steam localized? I believe the Steam version has been confirmed to work with Darkmod (and Darkradiant?) anyway.
  9. I just got back to darkmod mapping and finally switched completely over to DarkRadiant. And I have to say wow! It's really gone a long way and apart from the lack of shadows in the 3d preview it's far superior in pretty much all areas. I'm especially in love with the texture tool dialog, I can't believe I've been able to work without something like this before. So yeah, just chiming in with my support.
  10. Make a map for another game in the mean time.
  11. It's the specular/light combo, I should try toning it down a tad.
  12. If you're working on my window texture, you really shouldn't use the low-res jpegs I posted in this thread. I'll upload the latest tgas (or even the 30 mb PSD files if you really want them) to the betamapper repository soonish (I can't do it right now). I'll have to look into tweaking the normal further when I have a free moment.
  13. Well I improved the normal map, although as always the results I get from the nvidia plugin are iffy at best. http://www.interstellarburst.com/jani/baet/windowtex-5.jpg http://www.interstellarburst.com/jani/baet/windowtex-6.jpg
  14. normal specular Nothing particularly thrilling I'm afraid. A simple height map -> nvidia plugin conversion
  15. As a side note I have an industrial window texture if there's any interest. I have no idea if the normal and specular maps are up to the standards though as they're not exactly my forte.
  16. How about instead of a modern polaroid camera you actually have to set an old-fashioned pinhole camera down and let it stay still for a few minutes as it has a long exposure time. It would certainly feel more believable and still introduce an interesting gameplay challenge (is it safe to place the camera here? Can I get the picture before the patrols arrive?)
  17. You can't alt-tab from fullscreen Doom 3 (at least not in the previous versions, haven't tried it in 1.31). However, you can first force it into windowed mode with alt-enter and then alt-tab.
  18. The stretching looks terrible IMO. It could maybe pass if it was really far away but definitely not this close. There's really no magic way of getting a detailed outdoor area with just one texture and brush short of megatextures.
  19. Daaamnnn that's looking really good. Love the cage!
  20. If you want to record dark radiant action, try this or Camtasia or something. Note that I haven't used any of these programs so I'm not sure if they work any better but I've heard good things from Camtasia (it isn't freeware though).
  21. I don't think the different styles of the level designers matter - in fact because their architecture has a different 'feel', it could be used as an advantage to create some natural chaos into the city, which always struck me as a place where often radically different and non-uniform architecture can be found. A melting pot so to say. Of course the fact that I think the entire idea of an absolutely huge city map is futile at best and that I don't really like large maps anyway is a whole another thing. I didn't even like the hub area in TDS very much, although not because it was big (because it wasn't) but because the individual levels were too small (and the loading times outrageous).
  22. I honestly never found Doom 3 maps to be small by any means, but then I was comparing them to the Half-Life 2 maps which were absolutely miniscule.
  23. It's a space shooter like Freespace 2, not a trading/exploration/whatever game like Freelancer or Elite. There's tutorial and two missions plus several multiplayer maps in the demo. It's fun enough.
  24. Nope, they got cut from the game because they didn't get them to work very well the anomalies. However some fans have already had some success with modding them back in, I don't have a link handy right now though.
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