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Posts posted by IZaRTaX
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6 hours ago, greebo said:
Can you open an issue report and attach a small example file, please?
Ok reported
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Png 16 bits is no longer supported in 2.10.0 everytime you try to open it causes Radiant crash only 8 bits working .
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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
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Merging patch function works better than I expected what a very good job you've done here !
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Oh yes I'm so excited to try it! Thank you Greebo
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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 ?
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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
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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.
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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 .
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6 minutes ago, greebo said:
I think I can see the algorithm, it's probably the Patch_Weld() function used here.
Sounds interesting and useful of course. As always, feature requests should really go to the tracker, so feel free to open one there. Please include a link to ODRadiant too.
Ok I'll do it
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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
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3 minutes ago, greebo said:
What Radiant variant is shown in the video? NetRadiant?
Call of Duty 4 radiant "2007"
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You can split patch but you cannot connect patch, honestly I would like a way to connect patches if it possible like that.
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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
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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.
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Should be awesome if you can do something like that with terrain
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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
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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.
(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
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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
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Working on a building for a test
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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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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)
Download:
http://www.mediafire.com/file/207qnekcziucuzb/Translucent_textures_by_IZaRTaX.rar/file
Enjoy!
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News prefabs for you (fountain),no custom textures I have only used the base texture.
screen:
Download: http://www.mediafire.com/?glguogvp4ckr2kp
have fun with this.
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DarkRadiant 2.10.0 released
in DarkRadiant Feedback and Development
Posted
Very very good job as usual thank you Greebo