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Dragofer

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Everything posted by Dragofer

  1. I'm sorry for the inconvenience. Anyway, here is the proper link: http://rapidshare.com/files/407111587/Cottagev2.zip. I do use the CSG subtract and clipper tool very often, which may be responsible for some of the starry flaws. But some are completely inexplicable. A problem area (not for the starry flaws) I noticed was the glass area, which flickers depending on how I turn my camera. However, I saw that with other missions as well so I think it's another ATI card problem. I look forward to that patch. Since the last upload, I added a roof and partially cleaned it up but there is still a reasonable amount left to do with it. I'd say the mission is about 15-20% done now. There is still much I intend to implement. While I'm at it, be sure to check the bookcase .
  2. I've had a look into the texture business. Now, I never heard of (or hardly remember) .tga or .mtr. When looking into these pk4 archives, I found that every texture had 3 files: a .jpg, a .tga and a .dds. Perhaps it wasn't surprising that just placing a .jpg of the texture I wanted into the archive did not prove a success (doing so via a lengthy process of extracting the .pk4, dropping the .jpg in there, compressing it, renaming the file extension to .pk4 and renaming it to the original textures archive's name). I don't think I'd intend to use them as floors, or have bumpmaps for them. I just think that these textures would make out a tremendous lift (as imo there aren't too many light, "clean" wood textures initially). Needless to say, some clarification on the importing of textures would be great.
  3. I have uploaded it (.map and .radiant files) to this site http://rs744tl.rapid...440560043874967. When compressing them, I selected the "Best" compression which made the file 20 times smaller. That seemed strange to me, so I uploaded an uncompressed version as well, on http://rs452tl.rapid...440560049786335. I also forgot to mention a skybox problem I have had. Not only does it twist around excessively when I move my camera (which I know is associated with Catalyst AI in ATI cards - I turned that off many weeks ago) it also has a black semi-circle in it. Perhaps it will be reproducable on another system. While the effect of falling snow is a nice addition, I think that even with this effect one could still put the "storm" into snowstorm. The swirling clouds of snow being blown so quickly that one can't make out a single crystal, the fog-like effect of the houses only appearing once one is close to them, the howling wind, all that in the video that I linked to before truly mesmerized me. In any case, thanks for the help and support that I got so quickly.
  4. Hello, I've quite recently (only a few days ago) decided to give Dark Radiant a try. I am now busily working on a (Scandinavian style?) mission that I am constantly evolving. I do have an array of questions (1 per paragraph), however, and I would appreciate an answer to any one of them. First of all, I have a few textures that I'd like to add. I tried finding a textures folder, but all I found was a long list of .dll files. My search of the internet has not revealed any results. I'm quite new to this kind of editing - DR is my first - and a short set of instructions would be nice. I'd also be extremely interested in having a snowstorm (this is absolutely perfect http://www.youtube.c...h?v=dotGqox6QeM). I think having that would be monumentally important. Would that be technically possible in TDM? Does it already exist? To add to that snowstorm, I'd like to have some flags that rapidly/violently twist in the wind (not the white poles, but the red fabric). I've tried to make such a model in Blender/UnrealEd, but all that my skills could come up with was a badly textured cylinder with a cone on one side. Could there be a place where I could get such a thing from? I have also come across a few problems. In some places (2 so far) I "lose" slivers of my brushes, making it possible to look at the brushes behind. From the other side, they look completely normal (in the case of the attached image, from under the house). These slivers cut across several brushes at the same time, and when I stand on them I get no sound of any kind anymore. I have tried duplicating and moving the entire house to a fresh space, and this has reproduced the error. I'd like to know if this is a bug, or if it is just a fault in my mission design. Could it be solved? Should I worry if I have about 30 lines of "Warning: Backward triangle in input!" whenever I compile? Perhaps it may be related to the last question. Lastly, I have an issue with what someone on this forum called "twinkly stars". Apparently it is due to disaligned diagonal brushes. However, I get this on perfectly rectangular brushes with nothing else behind them (apart from my patented LeakProtectorEncasing ). Again, could it be a bug or is it time for me to go back to the drawing boards?
  5. I have identified my brand of the black screen problem. Basically, after having gone through the briefings of an appearingly randomly selected number of fms, it gives me a dialogue box saying that the map files cant be found. Which would indicate a problem with the download. I later found out that the problem was caused by me having put spaces between fm names with multiple words when downloading them (i.e. sons of baltona.pk4). Writing sons_of_baltona.pk4 or sonsofbaltona.pk4 completely got rid of the problem.
  6. I used to have the same problem, however I found a work-around which goes like this: Find the fm folder in your darkmod folder, there you need to find the folder into which you downloaded your fm. Open the startingmap.txt file, make a note of the word found in it (i.e. sons_of_baltona_1_beta). Start the Darkmod and proceed as usual until it asks you for the cd key. Press ctrl + alt + ^ (may vary on different keyboards, it's the button to the left of 1). This will open a command console. Put in map (word from the startingmap file), i.e.: map sons_of_baltona_1_beta This starts the map and ignores the cd key.
  7. I have this problem as well, however I can reproduce it quite easily. 1. Install a fan mission after a fresh install of TDM. 2. Install another fan mission or uninstall the one that was installed in step 1. 3. Black screen. Also, the load screen before the main menu is the default Doom 3 one, only without the texts (i.e. Loading game, Initialising Menu) I have tried using the methods found in the previous posts, but none of them worked. Deleting all TDM related files in my Doom3 file and then re-downloading the whole 1.4GB TDM again solves this problem though. So far it meant that I need to download the whole mod again for every fm i want to play, but I'll now try making a backup of the TDM files to get quick acess to them.
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