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Posts posted by STRUNK
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Ok, I should look a bit into this then, since it seems to be no general issue. Maybe I'm just being an idiot : P
Thanx guys.
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Lol, I dind't set the gamma value ... the issue was me! -
46 minutes ago, Frost_Salamander said:
The ambient in mine is a bit darker than 'normal' but it's not pitch black. I'm not sure why this would matter, but are you using TDM 2.13?
Yes, newest version. I tried an older mission and that seemed ok.Are there new/changed graphics settings?
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I know this is not the right thread for my question but I didn't want to read through the mission's threads for an answer.
Why are the 2 newest missions pitch black?? Like there is no ambient light at all ... it makes playing a lot less fun ...
Thought it was only 1 mission but both have the same so I guess it has something to do with new lighting system or something?
Question is: how to get "normal" ambient light back? -
Maybe some of you have the same sort of situation and haven't found an aswer for the pointer appearing in the centre of your tdm game when switching to an other computer and back, and have to quit and restart the game for it to go away ...
I just found a solution!: I hooked up another mouse (both logitech now, so maybe that matters .. dunno) to my game computer and just left it on top of the case .. only to keep saying to the game computer: I'm a mouse!
Now I can play TDM and switch to mij low wattage internet computer, use my main mouse and keyboard, switch back and don't have the annoying pointer in the middle of my game : )
It will probably work for other games with the same issue.
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55 minutes ago, ERH+ said:
How S/R will check if player kill/pickocket/KO/agro AI?
Kill, KO, Frob, Visual and Sound are stims, responese could be trigger or run script.
I'm not sure what you are planning to do though, but maybe this could do it without being an objective. -
On 3/21/2025 at 6:34 PM, ERH+ said:
I want an objective that will trigger something every time it is fulfilled
Did you look into stim/response?
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12 hours ago, Underwood said:
I got big problems finding the
SpoilerThe Interrogation room key should be behind the "Heart of Lone Salvation".
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1 hour ago, GuitarSlingerWRW said:
I am now at the fire plume. I am really stumped here lol
SpoilerIf you are at the first fire plume, you have to climb through an opening (to the left when facing the plume) to get to an other part.
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21 minutes ago, GuitarSlingerWRW said:
I found the bishop but can't find the key to open the gate into the hostile area.
SpoilerYou have to kill an elemental to get the key .. should be written somewhere in the bishop's journal how to do that.
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8 hours ago, GuitarSlingerWRW said:
I cannot find the 4 digit code for the 1 armed bandit in the room near the great hammers.
SpoilerLook in the garden opposite of the room with the combination lock, look at the plaque on the right with the vision potion. There you'll find the combination.
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12 hours ago, BoilerDunce said:
I have the sound in the folder, I have the .sndshd written up, they're in sound/ambient/ambience and nonetheless, when I restart darkradiant and try to create speaker, my sound does not show up in the list.
I think I remember with sounds that you (sometimes?) have to put in the whole path, not just the name.
Hope that helps, for it should not be hard at all to use your own sounds.
AND, be sure to have your mission selected in DR under File > Game/Project Setup...
Hope it works, otherwise you could upload your complete mission folder with you map and sound and the lot somewhere, and we can take a look and try to fix it/help ... could be via personal message or here : ) -
4 hours ago, BoilerDunce said:
I need to know the way to import custom content into a mission, especially sounds and textures.
https://wiki.thedarkmod.com/index.php?title=How_to_add_Textures_to_The_Dark_Mod
For sound, just make folder called sound, and some subfolders if you wish, in your mission folder, and place your sound files there (.ogg, .wav).
There is also a soundshader file needed for ambient sound, and maybe other instances:
https://wiki.thedarkmod.com/index.php?title=Adding_ambient_Sounds_to_your_Map
https://wiki.thedarkmod.com/index.php?title=Sounds:_Background_and_Local -
Welcome and thanx for your little mission @Goblin of Akenash : )
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2 hours ago, ERH+ said:
spider is using invisible nonsolid ai spider + separate model for every part of leg. every part is operated by script reading ai spider's joint position and angle - and modify it
Nice!
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Spoiler
When you stand in front of the door with the numlock and the note, go back and keep going right where you can, after a few corners you will enter the room with the screen.
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@Uncertain Title
There are quite some video tutorials:
https://wiki.thedarkmod.com/index.php?title=DarkRadiant_Video_Tutorials-
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Still working on the comfyUI "workflow". As all was looking very good at first glance, there were some things that didn't work as they should; mainly producing decent seamless tiling height (depth) maps. But I got that figuered out with a trick:
Make a 3x3 grid with the diffuse (color) map (scaled to 512 so the combined image is 1536) > make a heightmap of that and crop to the center, so the output is 512 again. And it works (using geowizard nodes that produce a height and normalmap).
Added bonus: The seamless tiling normalmap from geowizerd can be converted to a height map with deepbump, that produces seamless heightmaps also, but in a very different way: they can be blended together to get a very decent result.
Added bonus 2: The normal map created from the diffuse map with deepbump was already quite good, but now there is the normalmap created by geowizard also, both tiling seamless: They can be blended together (to have more or less detail).
Also I added a way to reduce the highlights and shadows from generated images a bit; that is still a problem with generating textures with AI. Prompting: "A floor that looks like a stone wall" works a bit but doesn't work with a door somehow.
AI models are trained on images with light coming from above. Althought there are (re)lighting options, they are trained on humans and objects, not on walls and doors and stuff ... so that is still a limitation.
Maybe I should train a lora on perpendicular lighted vs top lighted surfaces ... : )
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@nbohr1more There is no wiki yet is there?
I'll probably go bore @Arcturus again : P -
4 minutes ago, nbohr1more said:
We are currently sticking with 1024x1024 for all tiling textures.
Ok, good to know.
As for the heightmap; it does work in a texture, but does it does it replace the normalmap if used, or are they added together?
And what are the specs for the new "heightmap"? -
All is working and has a basic directory and save system, with automatic scaling to the recommended dimenstions (upper left) and can be used just to make the maps for input images (to the right from the directory and name, the red lines indicate how the reference image stays as it is), or have the inputted image as a reference for the AI to work from.
I tried to make it as simple as possible where things can be bypassed (like maps and saves) and a lot of nodes are hidden under other nodes, and nodes are pinned so you can't drag them around without unpinning them.
Next step: getting it all ready and packed for download and install so ppl can use it .. and some sort of manual I guess : P@nbohr1more I see the texture guidlines were updated! But now I wonder about the recommended dimension or the heightmap?
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@datiswous
I'm building it in ComfyUI and have a working normalmap process now, that looks quite good.
I first had a node that put out very nice normalmaps, but they just didn't tile seamlessly : (
Spend all morning to try to get it tiling but failed so again went searching on the internet and finally found one that does a decent job and is seamlessly tiling : )
Newbie DarkRadiant Questions
in TDM Editors Guild
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