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nbohr1more

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Posts posted by nbohr1more

  1. From TDM Wiki:

     

     

    Create a new Texture Definition

    Provided you already saved your texture source file (the .tga or .dds) in the appropriate folder, you can go on and create your texture definition. You cannot use your textures without this step.

     

    Open up or create your personal material file with a text editor. There are existing guidelines for where texture definitions should go, for the sake of organization, but the engine doesn't care what the filename is as long as it's in the materials folder and has a .mtr extension.

     

    First, specify the name of your new material. If it is not a model texture, then the name should include the path to the texture files used. Example:

     

    textures/darkmod/stone/brick/redbrick_with_mortar

    Note: Do not use special characters for your shader name or the Doom 3 parser might complain (e.g. no & characters)

     

    Then, open up a squiggly bracket ({), and start to fill in the texture paths as below, changing the paths and names for your texture.

     

    textures/darkmod/stone/brick/redbrick_with_mortar

    {

    qer_editorimage textures/darkmod/stone/brick/redbrick_with_mortar_ed // editor image

    diffusemap textures/darkmod/stone/brick/redbrick_with_mortar // diffuse map

    bumpmap textures/darkmod/stone/brick/redbrick_with_mortar_local // normal map

    specularmap textures/darkmod/stone/brick/redbrick_with_mortar_s // specular map

    }

    Close the definition with a close squiggly bracket (}).

     

    Save the file. Now you can load your new texture in DoomEdit or DarkRadiant provided you did it all correctly.

     

    Alternatively you can also have a look a the existing material files and learn from them.

     

     

     

    So you would follow those steps then add the "noFragement" parm to the file you created. :)

     

    Example:

     

    textures/darkmod/stone/brick/redbrick_with_mortar

    {

     

    noFragment

     

    qer_editorimage textures/darkmod/stone/brick/redbrick_with_mortar_ed // editor image

    diffusemap textures/darkmod/stone/brick/redbrick_with_mortar // diffuse map

    bumpmap textures/darkmod/stone/brick/redbrick_with_mortar_local // normal map

    specularmap textures/darkmod/stone/brick/redbrick_with_mortar_s // specular map

    }

  2. Yes, I see the philosophical reason to discourage this method but I fear that many beautiful designs have landed in the scrap-heap due to this kind of frustration.

     

    If it helps, here is a material shader (from our wiki) with the noFragment attribute (I havent gotten around to serious searching on this topic yet...):

     

    textures/env/water_pool

    {

    qer_editorimage env/water_pool_up.tga

     

    noFragment

    noshadows

    noimpact

    nooverlays

    forceOpaque

    nonsolid

     

    {

    forceHighQuality

    blend add

    cameraCubeMap env/water_pool

    texgen reflect

    }

    }

    :huh:

  3. "noFragment"

     

    From what I can tell, you would need to add this attribute to every texture variation for the affected geometry, correct?

     

    Maybe a scripted action in Dark Radiant could do this for us lazy folk so we could paint the "no Fragment" attribute with ease ;)?

     

    (Or maybe it's in DR already and I'm really out in the river... :laugh:)

  4. This is why I postulated a two-tiered controlled economy as a teen (believe it or not :P ):

     

    Tier 1:

     

    Essentials for living. Material goods, Food, Water, Electricity, etc.

     

    This tier would be managed in a Socialist or Communist fashion where everyone would be provided for.

     

    Tier 2:

     

    Luxuries and Arts

     

    TV Programs, Books, Paintings, Music, Video Games, Large Homes, Sports Cars

     

    This tier would be much like our current capitalist system but there would be provisions for artists or creative people to be voted-in as benefactors for endowments. Huge databases would keep track of the origin of creative works and derivative works would have to portion some of their earnings back to the source. The public could vote for creative works that they feel should be public domain due to some strong universal theme. The people who create these works would automatically reap the benefit of endowment through public taxation.

     

    Both Tiers would have their own money systems that would be illegal to exchange between.

  5. Well reasoned Sotha.

     

    I think you would find that Aidakeeley is generally amicable in cooperative endeavors like map testing but he has STRONG opinions about a great number of things. So, yes, there is a decided risk that some seemingly innocent small-talk will land you in one of aida's many despised categories of people (and he will certainly inform you when you've landed there). But once he feels he has proven that he has "exposed your flaw" and shown his moral superiority, he generally becomes amicable from that time forth. :rolleyes:

     

    I cant conjecture what would motivate someone to behave that way other than the possibility that aida is an intentional malcontent designed to keep this forum interesting to read :laugh:... (because everyone else is way too polite).

     

    Well enough from me. I cant criticize anyone too far. I'm nearly the internet equivalent of a raving homeless man screaming about McDonalds conspiracies...

    • Like 2
  6. Sorry for further OT:

     

    Aida you need to stop projecting your beliefs about members' motivations.

     

    I am nearly 100% positive that Sotha was simply trying his best to comply with the wishes of the community.

     

    Is that always the best thing to do:

    No.

     

    Is that a wise move for someone who does not feel ingrained into the community enough to violate their stance: Yes.

     

    If need be, lambast me for towing the line for a "hypocritical" community if you must (God knows I deserve a little negative rep for my foolish postings... See the end of the Doom III Co-Op thread for a recent example...) but don't tear down Sotha just because he was trying to avoid breaking a social taboo of a community he doesn't quite understand (who speak in a language he doesn't quite understand... ;)).

     

    I agree, on principal, that all sides should be vetted and people should get a fair shake... but you should respect that it would take some non-trivial amount of investigation to get all sides of the story for our non-English speaking members (even for our English speakers... there's a good number of threads here with your 2 cents in 'em).

     

    I'm sure if you had graciously PM'ed Sotha with an appeal to check one or two threads where you had acquired your Rep he could review the merit of your status for himself. Instead you take umbrage that he didn't either: A) completely disregard your Rep in a full liberal embracing way or B) Scour the forums for evidence of your behavior. That just screams too much emotional investment.

     

    I wont fault you for being a passionate fellow but I can see how that attitude would cut across the grain for a fairly logical and measured community (AFAIK).

     

    But we lead by example Aida: Just because Sotha may have been following route and drawing quick conclusion in a way that you find repellent, doesn't mean that you also should draw a quick conclusion in like fashion (in retort).

     

    (...not that I'm a Saint who always tries to lead by example :laugh:)

     

    I've had my ramble.

     

    I'll go back to my side of the Lunatic Asylum.

  7. Some interesting points there... These are some foils to the above notions (I've seen elsewhere)... :

     

    1) There are some who are fatalists and simply believe that piracy, because it is possible, will eventually win anyway. Laws or actions that try to stifle piracy are just delaying the inevitable. So why not go with the flow?

     

    2) There are some who feel that commercialism has created large swaths of artistically tainted material. If we actively destroy the commercial prospects of any art form, then only artists who are compelled by their desire to produce good art will be left.

     

    3) There are some who feel that the measures used to protect copyrights are heading towards the slippery slope of thought policing. It is therefore our duty to ensure that the enforcers have as hard of a time as possible so that they cannot create the nightmare world that Orwell had foretold...

     

    Number 3 is particularly compelling to me because I can imagine a not so distant future where nanotechnology would allow people to easily manufacture any gadget, material good or even food... right in their own home. This utopia of everything for everyone sounds great to hippy-dippy people like me but to others (especially those in power) this is a nightmare because control is mostly derived from desire. If all people can have everything they ever wanted, then nobody will have the means to entice other people into servitude. While we await our precious utopia our detractors work on things like DRM to embed protections into our media and devices. Pretty soon our collective response response to all the goings-on in this world will be cataloged for commercial interest (Twitter as a thought-police honeypot anyone?) I was working on a Science Fiction novel awhile back (should get back to it) where the very material in our food and bodies were artificial and corporate entities could (for example) "turn-off" all the artificial sodium atoms in your body if you didn't pay your sodium bill or posted a negative blog comment about them. This is the struggle that "Intellectual Piracy" represents. Do we move towards a utopia where we all share everything or do we devise more and more despicable ways to keep some people as "have-nots" so that our rulers can maintain their thrones...?

     

    Yes I'm an idealist (but I can also see the real-world problems on the Pro-Piracy side as well)...

  8. :laugh: welcome to the internet ungoliant!

     

    But yeah, that was pretty brazen...

     

    On the other hand, there is a certain pride here in sticking to the roots of Thief style gameplay...

     

    If a bunch of cooks were making French Onion soup and wanted to do an updated version of one they learned from a master chef, they might stay honed-in on the core ingredients and play around with the cook times and ingredient ratios. After awhile, sequences of mixing, heating, and cooling these core ingredients would look like wild new innovations. But if someone came along who was not versed in the minutia of this honing and mixing they might still suggest adding a new ingredient (pickled carrot slivers?) to the soup. Realistically it wouldn't be much of a change from the core soup design and any of the cooks could have easily suggested plunking any new vegetable in. But the cooks have been so focused on capturing the magic of the original soup that they've almost forgotten that other ingredients exist. Another group of chefs that is more well-rounded would never create a such a great French Onion soup like the one these guys have made because they wouldn't take all that minutia seriously...

     

    So this is the balance. Do we keep tinkering with the existing ingredients and conjure up a perfected Thief-Fan vision or do we step into the unpredictable world of adding new ingredients and risk no longer being recognizable as the same soup...

     

    Thanks for your pickled carrot sliver suggestion Outlooker, the master Chefs will keep it in mind... :)

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