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chedap last won the day on September 5 2018

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  1. Wasn't it that player's body and head are represented internally as two spheres, and leaning against a door would just clip the head-sphere through? I'm not 100% sure.
  2. As long as you don't apply subsurf modifiers, those millions of polys will still only take KBs of space. There are reasons to apply them, like if you're then sculpting on top, or if you're baking normal maps externally. But you'd generally want to keep your .blend non-destructive as long as you can, file size is a bonus.
  3. Those cutscenes, man, those cutscenes... Part of the charm, but I don't think so-bad-it's-good is the thing to aim for in TDM. I liked the game, but I liked its predecessor even more. "Afraid of Monsters", also a HL1 mod - managed to be more immersive despite much (much) lower production values. One thing AoM did that CoF abandoned is a degree of monster uniqueness. An enemy that you only meet once or twice is that much more effective than Generic Zombie #274 (even if it had plenty of those too). Even if it's just a reskin, even if it's just a slight tweak - you still won't quite know what to
  4. Same, basically. Used Opera until it became Chrome. Then used Firefox until it switched to WebExtensions. Been using Palemoon since (a FF56 clone, just like Waterfox). Eventually some sort of extra-bloated website will probably make me migrate, just like in the Opera12 days.
  5. You can export those using the modified .ase exporter. With regards to lwo, I don't see vertex normals in the spec. Here's how TDM source code describes handling them: This seems to confirm what I assumed about lwo smoothing previously: with quads triangulated, smoothing gets skewed at the surface boundaries, since one of adjacent quads is counted twice.
  6. What other games even use .lwo? This whole idtech-compatible thing is a bit baffling to me. The "incompatible" files seem pretty compatible with TDM, meanwhile the Blender importer (that ships with it) chokes on them. So yeah, anyway, I just removed a couple lines and it works, with the added bonus of now being able to export "sharp" vert-per-face colors, like so. Another headscratcher. Downoad here for now, but I guess I'll probably eventually rewrite this one as well. I'm on 2.79b, can't reproduce. Are you saying it's actually inactive or that "none" is the only choice in the drop-down sel
  7. Preliminary stuff on lwo vertex colors: you have to export as "idtech-compatible" to have any blending show up in TDM. But it only seems to export boundaries between colors? Or something with the alpha? I don't know, it's weird, and the exporter has a bunch of vertex color-related code commented out. I'll get around to it by the end of the week, but it's not immediately obvious. Please elaborate on what needs to be done (I don't have access to the referenced thread btw). I've seen the issue and exchanged some PMs with @stgatilov, although I thought the issue was the same as this one. I've s
  8. Exporter's on the previous page, this one's an importer. I only changed a couple of lines in the lwo exporter, it isn't mine. That said, you should be able to select any of your vertex color layers, like so. Make sure you have some data to export, I guess? I don't really know if the option works, I haven't tested it in lwo's personally (might test it later today) Edit: imported blend_ground.ase from "A House of Locked Secrets", selected vertex color layer, exported it back out as .lwo, seems to be working as expected. Keep in mind that your blend won't show up in DR, only in-game. Edit of e
  9. Nope, that's the main drawback. Generally, lwo is roughly 10 times smaller.
  10. Alright, so I've checked out the four existing .ase importers, and they all could probably work with minimal tweaking, but they're all fairly basic. So this time I decided to write one from scratch. Download Blender .ASE importer Supports: - Transformed meshes (position, rotation, scale) - Multi-materials / sub-materials - Smoothing groups (correctly converts to sharp edges) - Split vertex-per-face normals - Vertex colors - UV coordinates, multiple UV channels - Can turn tris to quads without disturbing split normals - Can import multiple files at once, grouping meshes per-file - Can look up
  11. One of the main reasons for writing the post is that this isn't exactly true. Even vanilla D3 shader looks like this: # modulate by the specular map * 2 TEX R2, fragment.texcoord[5], texture[5], 2D; ADD R2, R2, R2; MAD color, R1, R2, color;So it adds specular twice. Except not really, since the whole gamma thing skews it as well. Sure, you can tweak each material individually, but it would be much nicer to have a baseline (e.g. "colorize at 20% blend") that would apply across the board. For now, using "screen" instead of "add" to check it seems like a compromise. And the point is tha
  12. This is a post about (colored) specular maps and I don't have a better intro. If you're familiar with the issue and have read threads like this, feel free to skip right down to where the pictures end. The aim is to get a better understanding of systems currently in place in TDM renderer, and of possibility to change them. Some stuff has changed since vanilla idtech4, some stayed the same, it's not very clear and there seem to be some myths around it. I'll put it the way I see it, I expect to be corrected. Basics: According to iddevnet, specular map is "a gray scale image that defines how 'sh
  13. Ah, that must be it, it didn't show up as an update in the downloader. Deleted the local copy and re-downloaded, now it's the archive with the 2018 files.
  14. Still seeing v1.1 (September 2015) in-game and on the missions page.
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