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Aosys

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Posts posted by Aosys

  1. It's definitely not the sealing brushes, they were all snapped to grid 8. I suspect it was a problem with my origin placement being on a seam between sealing brushes, and TDM getting confused by this. I've since tried to correct my sealing brushes with full overlap instead of corners touching corners; hopefully the problem was as simple as that and not something more complicated, but I guess we'll see. Thanks for the suggestions though!

  2. I did; the leak starts at a seam between two brushes, then leads off more than 1000 units to a random point in the void where there's absolutely nothing. I triple checked all my sealing brushes and they were working fine. I also checked the supposedly offending entity(ies), and both the inspector and ortho showed the origin was well within where it should dmap (and had previously). The console even printed the origin's location, which I could confirm in DR. I also found that the problem carries on, even if I save it as a new file. I also managed to fix the new file by reverting to worldspawn then converting back to func_static, which set a new origin.

     

    One thing I have since noticed was that my origin was right on the joint between two brushes of a "make room", not "hollowed", structure, which might be the culprit? Which is strange considering it had worked before, and which is also strange considering the crazy pointfile destination.

  3. I'm having problems with phantom leaks on my current WIP, and I can't figure out what's causing it. In the most recent instance of this, I managed to use a condump to track down the offending entity... whose origin, as it turns out, was well within the bounds of the sealed area, and had successfully dmapped before, yet was causing a leak anyway. Has anyone ever run into this before? Is there any way to make it stop? This is around the 5th time now this has happened, maybe the 3rd time this week alone, and it's frustrating to try and fix...

  4. The best way I've found is to first create your end cap, then either create a temporary brush somewhere with your desired texture, or used an existing brush (e.g. the connecting walls to an archway). Maneuver your brush into place if need be, then find the face going in the same direction as your cap. From there, copy and paste the face's texture onto your patch.

     

    This page provides an example: http://wiki.thedarkmod.com/index.php?title=Patches#Archways

  5. Still using shaderParm3, increased the angle as suggested, still no dice; the texture is completely invisible. I tried on several other test patches and brushes, and they all suffer the same problem.

     

    One thing I am noticing is there's a part of the material definition that's no longer needed since 2.0, according to the wiki:

     

    http://wiki.thedarkmod.com/index.php?title=Alpha-fading

     

    Is the fact that it's still in there the culprit?

  6. Here's what I'm seeing for the definition:

     

     

     

    textures/darkmod/nature/snow/edge/snow_uneven01_patch
    {
    
    
    	surftype15
    	description "snow"
    
    	noShadows
    	noimpact
    	nonsolid
    
    	qer_editorimage textures/darkmod/nature/grass/grass_patch_alpha_ed
    
    	{
            	maskcolor                
            	map makealpha(textures/darkmod/nature/grass/grass_patch_alpha)
            	alphatest  parm3
    	}
    
    		diffusemap  textures/darkmod/nature/snow/snow_rough01
    		specularmap	 textures/darkmod/nature/snow/snow_rough01_s
    		bumpmap		 textures/darkmod/nature/snow/snow_uneven01_local
    
    	{
                    if (global5 == 1)
                    blend add
                    map                             textures/darkmod/nature/snow/snow_rough01
                    scale                   1, 1
                    red                             global2
                    green                   global3
                    blue                    global4
            }
            {
                    if (global5 == 2)
                    blend add
                    program ambientEnvironment.vfp
                    vertexParm              0               1, 1, 1, 1              // UV Scales for Diffuse and Bump
                    vertexParm              1               1, 1, 1, 1      // (X,Y) UV Scale for specular
                    vertexParm              2               global2, global3, global4, 1
    
                    fragmentMap             0               cubeMap env/gen1
                    fragmentMap             1               textures/darkmod/nature/snow/snow_uneven01_local                   // Bump
                    fragmentMap             2               textures/darkmod/nature/snow/snow_rough01                   // Diffuse
                    fragmentMap             3               textures/darkmod/nature/snow/snow_rough01_s                  // Specular
            }
    
    
    
    }
    

     

     

     

    Not 100% sure how to interpret this since I've never worked with blended(?) textures before.

     

    Clipping is also not working; it's the first thing I tried, and just results in z-fighting where the patch intersects, and the rest of the patch is invisible.

  7. shaderParm3 doesn't appear to be doing anything; if I clip the entire patch into the brush surface, it looks like the texture is kind of showing up, but it's not blending nicely and there's a ton of z-fighting.

     

    It'd be nice to have decals you could just splash around at will. I was thinking of making some, and I found a set of photoshop brushes that looks really nice, but I'm not sure how the licensing would work for us?

     

    https://redheadstock.deviantart.com/art/Frost-Texture-Photoshop-and-GIMP-Brushes-106687110

     

    http://www.obsidiandawn.com/frost-photoshop-gimp-brushes

  8. A'ight, not so academic anymore :P I'm trying to use the existing snow textures to blend some edges. My attempt looks like this:

     

    ZESWdUI.jpg

     

    Just a simple patch mesh warped into shape, with the center lifted up very slightly. The in-game results don't show up at all though (except some z-fighting where the edge of the patch touches the floor):

     

     

     

     

    two5d7H.jpg

     

     

     

     

    So is this not what that texture is for?

  9. Hiya folks, I'm having some problems with performance atm. My current WIP was working fine up until today, and now suddenly I'm having bad fps drops in what was previously the most stable part of the whole map. I think it has something to do with fireplaces for whatever reason, but I have no idea what's happening or how to fix it. Is there anyone out there who could maybe have a look?

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