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Everything posted by IZaRTaX

  1. I don't know if it possible to do that is a very useful system that cod radiant use, you can place your prefab in your map go into it make your modifications and save them without re export your prefabs again Here's an example from my old map: Another example, select the prefab go into it Make modifications save them, leave the prefab and it'll be updated in your map
  2. Png 16 bits is no longer supported in 2.10.0 everytime you try to open it causes Radiant crash only 8 bits working .
  3. Merging patch function works better than I expected what a very good job you've done here !
  4. Press P > Camera, uncheck "freelook mode can be toggled" then you have to keep pressing RMB to have the camera free mod, try it Edit: as Greebo says your prefab has x5467 and y-9519 it's a complete map ?
  5. Yes that's it! Better said than my shitty english, I reported it
  6. Even if I remove key mapping, put them to default I still have the issue in 2.9.1 version. 2.8.0 working good I don't have that kind of problem.
  7. Thank for the release, I noticed that pan camera view is broken, basically in the older version when you use the pan camera view it's CTRL+RMB and you move down and up, here in 2.9.1 it moving backward and forward like you hit CTRL+SHIFT+RMB but inverted .
  8. Unfortunately no it's the propriety of Activision but based on id tech 3 engine I know that could not help you but OD Radiant has the similar tools and open source check here > https://overdose-game.com/sdk.html
  9. Even the first Call of Duty "Radiant 2003" has this option to merge patches.
  10. You can split patch but you cannot connect patch, honestly I would like a way to connect patches if it possible like that.
  11. In this case I'm using 1 / 0.5 sometime 0.25 grid size but that doesn't matter I'm talking about the UV tool (Ctrl+Alt+T), Edit: Ok I made a report thank you
  12. Thanks for the release; I got an issue with the texture tool , we can't decrease the grid size like DarkRadiant 2.7.0. Seems working when you decrease the max grid size in 2.8.0 but it will not show you the exact grid in the texture tool.
  13. Should be awesome if you can do something like that with terrain https://www.youtube.com/watch?v=4kiZZLiqQf4
  14. I tried gl_one_minus_src_alpha seems working (not my map) You can test it here http://www.mediafire.com/file/iczdr93w493yf3x/Translucent_textures_by_IZaRTaX_2.rar/file
  15. My bad, I added a transclucent function that fix the issue now the textures are not invisible behind some others http://www.mediafire.com/file/207qnekcziucuzb/Translucent_textures_by_IZaRTaX.rar/file
  16. I already did that 4 years ago for every common and editor textures http://forums.thedarkmod.com/topic/16809-translucent-textures-darkradiant/ I redo all textures and add an alpha channel my function was: textures/common/trigger { qer_editorimage textures/common/trigger.tga qer_nocarve // don't let an awry CSG operation cut it up noshadows trigger { blend gl_src_alpha, gl_one map textures/common/trigger.tga } }You can download the file here: http://www.mediafire.com/file/207qnekcziucuzb/Translucent_textures_by_IZaRTaX.rar/file Put the __translucent
  17. Ok Airship Ballet I see thanks you I'm based on the alpha texture but maybe some mapper don't like this. Easy just put the _ translucent.pk4 folder on your darkmod folder and enjoy, if you don't like just delete this. If you need specific modification Airship Ballet contact me via xfire: zartax67
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