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nbohr1more

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Everything posted by nbohr1more

  1. Now since Doom doesn't really support light maps would this be used to create light textures or shadow decals, or both? ... (Never fully understood that Strombine technique)
  2. Yeah that method reminds me of the "Baked Global Illumination in Doom 3 Possibly applicable in TDM-Maps?" thread... Maybe with all this improved cross-compatibility with Blender we might see more of these methods...
  3. I just noticed this on Komag's site: Operation Cat Squash :laugh: :laugh:
  4. I'm giving you positive Rep for that one Aida
  5. I like your motto better

  6. Is that the Doom 3 Soft-shadow mod or is that a faked shadow via one of rich_is_bored's suggestions? (So is FPS up or down )? (I thinks it's up from Biker's catch of the filename clue "painting a projection image for a spotlight" )
  7. Sorry I cause Psyduck...

  8. Last thread crap... from the Wiki So is this TDM 1.0?
  9. I guess I should also have mentioned that Chown should be applied to guis/assets/purchase_menu/parchment_background but I presumed that this has been covered... I'm sure that I'm digging myself in deeper but as I always say: "I post before I think"
  10. I hope it's not as silly as: "Found 0 mods in the FM folder." TDM should still launch right?
  11. Sorry... I know... It's often blind leading the blind when I post
  12. This seems to be relevant (according to Google) : Ubuntu 10.04 changelog
  13. Recursive Chown? (errors about accessing files?)
  14. Is EAX 4.0 enabled? Have you tried disabling it? Also, a conDump may have some details (probably not though as everything is running...)
  15. 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).
  16. 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... )
  17. 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???)
  18. From TDM Wiki: 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 }
  19. 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... )
  20. 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: Part 1 Part 2 And if that is too remedial, you could try poking around in Sikkpin's Shader pack: Shader Pack Or perhaps rebb or JC Denton will chime in???
  21. 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.
  22. 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? Global Key Words
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