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Gast

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Everything posted by Gast

  1. Thank you all for this bunch of answers.I applied these corrections to my files. I tried to dmap with TDM's in-built materials and the console showed no errors. @VanishedOne you were right it must be my material that is leaking (I guess this is due to some alpha in my .tga file). Strangely, even if I got no errors on the regular materials test, the dmap command didn't work. I get the right command lines but after that I'm brought back to the game menu.
  2. For this particular test, I got a "Warning : leaked" error. So I guess this indicates gaps in my environment yet I double checked it's just a rectangle and it's complete. On a previous map I tried to set up, I had no errors on the console for the dmap itself but nothing was showing up, though I had some errors in the "initialization" section of the console (can't find opening brace, set device gamma ramp failed).
  3. Well testmap is a command you can use when dmap isn't working, according to the AZ tutorial on the wiki. The textures are saved as TGA files (and they're 2048x2048 px wide). Here is the shader. textures/map1/stone{ // Use on of the predefined surface types like: // none, metal, stone, flesh, glass, wood stone // Or use "surftype15" and add the surface type as the first (or only) word of the description, // the following are possible: // tile, carpet, dirt, gravle, grass, rock, twigs, foliage, sand, mud, brokeglass, snow, ice, squeakboard, // puddle, moss, cloth, ceramic, slate, straw, armor_leath, armor_chain, armor_plate, climbable, paper, hardwood surftype15 description "stone This is a stone texture." qer_editorimage textures/map1/stone bumpmap textures/map1/stone_local diffusemap textures/map1/stone // This is the code required for frob highlighting this texture { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white.tga rgb 0.40 * parm11 } { if ( parm11 > 0 ) blend add map textures/map/stone rgb 0.15 * parm11 } // TDM Ambient Method Related { if (global5 == 1) blend add map textures/map1/stone 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/map1/stone_local // Bump fragmentMap 2 textures/map/stone// Diffuse fragmentMap 3 _black // Specular }}
  4. Hello there, following the guidelines of both the wiki and this topic, I managed to get my custom textures to show up in dark radiant. Yet I have a problem when I testmap (since I've never been able to dmap anything on this computer), the textures are broken and the shaders seem to be noneffective. This shader problem concerns only my custom texture and not the basic TDM ones. Here's an image of what it does. DR is on the left, and testmap version on the right. Anybody have an idea about what could it be ? Thank you in advance.
  5. Just finished that one, it's pretty good. The atmosphere in the upper floor suite reminds me of the Seaside Mansion from Deadly Shadows.
  6. Hello everybody, and congratulations for the amazing work on TDM. I'm digging this topic since several weeks and I couldn't agree more with the turn the game is taking : modular asset building can give it a great AAA look. I need to understand the workflow first (I usually import my models in unity, idtech seems a bit more complex), but when that is done I'd be happy to make some TDM assets. Good day, taffers.
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