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IZaRTaX

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Posts posted by IZaRTaX

  1. 3 minutes ago, OrbWeaver said:

    Something weird happened when I tested the patch welding (which overall looks like a great feature). I made two rectangular patches in the top view, welded them together and the patch seemed to disappear from the 3D view. It turns out the orientation was flipped, so I had to move the camera down and look up at it to see the texture. Is it possible that the welding code is either flipping or ignoring (resulting in undefined behaviour) the patch normals?

    Press CTRL+I to invert patch that'll fix the issue👍

  2. 7 hours ago, greebo said:

    I think I can see the difference between 2.8.0 and 2.9.0.

    2.8.0: With Ctrl held down moving the mouse left/right will pan make the camera strafe left/right, moving up/down will move the cam up/down. Holding down Ctrl+Shift moving up/down will move the camera up/down.

    2.9.0 With Ctrl held down only left/right and forward/back are working, up/down is not working.

    Can you open a tracker entry? I'll try to restore that behaviour for the next release.

    Yes that's it! Better said than my shitty english,😄 I reported it 👍

  3. 14 minutes ago, HMart said:

    Unfortunately I think that you have to set the key mappings to default, I did, to make everything work again, then edit the keys again to your liking. In my case fortunately I add not modified them that much but for those that did, I'm sure this is not something they are happy with.  

    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.

  4. 1 hour ago, greebo said:

    In 2.8.0 a limit of maximum grid lines was introduced to fix a near-infinite loop - I guess that was a bit over-ambitious. Can you open an issue on the tracker and maybe add what dimensions / grid sizes you're using?

    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 👍

  5. So that was the one... I figured there had to be a way to do it using alpha.

     

    Seems like you had the same problem with extra geometry too. Putting it into a .pk4 is a good idea, though. Could've done that myself. Though they will be overridden if the user has unpacked these files to folders.

     

    Thanks. I'll still be using my own textures, as I rather have those lines on some of them (and a bit more translucency), among a few other things, but this was nice to know.

     

    EDIT: Noticed a problem, though: some textures are invisible behind some others.

    toMU0m1.png

    (Not just behind monster clip, most of the tall brushes have faces invisible behind the adjacent ones.)

     

    (The bright strip below the monster clip is normal though, it's just a different wooden floor I have there.)

     

    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

    • Like 1
  6. 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.pk4 in your darkmod folder and remove the __translucent.pk4 before your final compile

    • Like 2
  7. Hi all, in start I have make this for me, because I prefer work with translucent textures . ^_^

     

    Translucent textures include only the common and editor textures!

    I recommended before your final compile remove this.

     

    I don't know if you like but I share this.

     

    screen: (this is not my maps)

     

    1419288013-tr1.png

    1419288013-tr2.png

    1419288004-tr3.png

    Download:

     

    http://www.mediafire.com/file/207qnekcziucuzb/Translucent_textures_by_IZaRTaX.rar/file

     

    Enjoy! :D

    • Like 1
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