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Posts posted by nbohr1more
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Recursive Chown? (errors about accessing files?)
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Is EAX 4.0 enabled?
Have you tried disabling it?
Also, a conDump may have some details (probably not though as everything is running...)
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Are you sure that the driver you have installed supports Normal Compression? TDM ships with DDS only textures (see the Linux TDM thread under the "I Want to Help" category).
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Heh, I see that the water tutorial at modwiki has the fresnel shader in it... So perhaps something like water with a Marble murk... (yeah I'm talking to myself... )
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Biker, I believe Serps is simply saying to "rebuild rebuild rebuild, until you get it right" rather than use the "noFragment hack" (...unless you are cross-posting from a PM???)
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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
}
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I think you will find examples in the Materials sub-folder in the base01.pk4. You would need to create a materials sub-folder for your FMS and put your new material there. (All sloppy speculation, my apologies... )
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I wont claim to have a clue but I've been going over this 2 part tutorial over and over again to try to glean some insight:
And if that is too remedial, you could try poking around in Sikkpin's Shader pack:
Or perhaps rebb or JC Denton will chime in???
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I like this idea.
I cannot speculate how hard it would be to implement but I would be grateful for anything that makes the process easier.
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Yep there's extra bells and whistles there but a material definition is where this attribute would be found so:
textures/example/example_texture
{
example_path/example_texture.tga
noFragment
{
I think that would be the minimal declaration?
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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
}
}
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"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... )
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This is why I postulated a two-tiered controlled economy as a teen (believe it or not ):
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.
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Great shots killhour! I am afraid of those FPS values though... (My P4 3.0ghz is in the fetal position )
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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.
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 ... (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...
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Cool!
Also, so that these problems don't seem so mysterious, modwiki has an illustration of the Brush shapes that Doom 3 doesn't like:
(yeah, I'm sure you guys know this one but us newbs read this forum too )
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Can you set "optimization exceptions" for specific brushes or models? It seems you can globally disable dmap optimizations via cvar:
I know that Mortem Desino used "special" qualifiers in the dmap compile for NHAT 3/3.......
It'd be a shame to loose some brilliant designs to these "optimizations"...
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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 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 )
I've had my ramble.
I'll go back to my side of the Lunatic Asylum.
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Looks great!
I cant wait till all these contest entries are out!
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Combine Infinity's work with Voxel Octree techniques:
and we could be playing Powers of Ten the video game !
Of course, perhaps the guys from
are telling the truth and have superseded all of this... -
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)...
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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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Is the Fresnel component to your HDR shader complex enough to pull off a decent Marble material with the right component maps???
Can't see main menu
in TDM Tech Support
Posted
Sorry... I know... It's often blind leading the blind when I post