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Posts posted by STRUNK
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I'm on 2.07 Hotfix (#8079)
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@All
Are there other people missing "dark_redwood" in textures/darkmod/wood/boards?
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Thanx, it seems I'm starting to understand a bit what's happening : )
@krrg Do you have dark_redwood in your media browser, or only in the surface inspector, defined nowhere, when you have that bookcase in your map?
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Ok, so this is a original skin for the cup:
skin cup_marble_shiny { model models/darkmod/decorative/vases/cup_marble.ase model models/darkmod/decorative/vases/cup_stone_large.ase model models/darkmod/decorative/vases/cup_stone_small.ase textures/darkmod/stone/natural/dark_dirty textures/darkmod/stone/flat/smooth_marble_white01 textures/darkmod/stone/flat/rough_marble_light01 textures/darkmod/stone/flat/smooth_marble_white01 }
textures/darkmod/stone/flat/smooth_marble_white01 here should point to the material/shader right? But there is no smooth_marble_white01 in the media browser, however there is a image file in that location in tdm_textures_stone_flat01.pk4 named "smooth_marble_white01_ed.jpg" (but not smooth_marble_white01.* (dunno what extention that should be)).
textures/darkmod/stone/flat/smooth/marble_white01 does exist in the media browser and this is it's shader definition:
Spoilertextures/darkmod/stone/flat/smooth/marble_white01
{surftype15
description "tile"qer_editorimage textures/darkmod/stone/flat/smooth_marble_white01_ed
diffusemap textures/darkmod/stone/flat/smooth_marble_white01
bumpmap textures/darkmod/stone/flat/smooth_marble_grey01_local{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map textures/darkmod/stone/flat/smooth_marble_white01
rgb 0.15 * parm11
}// TDM Ambient Method Related
{
if (global5 == 1)
blend add
map textures/darkmod/stone/flat/smooth_marble_white01
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/darkmod/stone/flat/smooth_marble_grey01_local // Bump
fragmentMap 2 textures/darkmod/stone/flat/smooth_marble_white01 // Diffuse
fragmentMap 3 _black // Specular
}
}Where the diffusemap is textures/darkmod/stone/flat/smooth_marble_white01
So I think this diffusemap is missing in tdm_textures_stone_flat01.pk4 AND the skin is pointing to a none existing material/shader ... is this right or am I missing something?
In case of the glowing bookcase it seems krrg and I are just missing a material/shader, or do you perhaps do have this "textures/darkmod/stone/flat/smooth_marble_white01" in the media browser and are we just missing an other material/shader and therefore have this glowing cup?
Trying to understand how this all works : )
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Here is the tdm_boards.mtr that is in the materials folder in tdm_textures_base01.pk4 on my pc. I have 2.07 with the hotfix installed (and didn't install any version before that).
Could you paste the shader definition of the dark_redwood here?
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It's not here. I guess @krrg is missing it also.
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In his screenshot there is no light (falling on the books) and the wood glows in the dark. It looks the same on my pc ingame.
Here a picture with some light on it:
https://i.ibb.co/wRchRpK/STRUNK-2020-05-27-15-43-35.jpg
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Again I can only select that texture in the surface inspector and not in the media browser ... so something seems to be messed up with that.
The bookcase seems to be a bit transparent also, looking from the side ...
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I have the same experience with that particular texture, it's lit up. This isn't a problem in a well lit area, but in a darker area it is.
A lit up bookcase I have never seen btw.
Btw textures/darkmod/stone/flat/smooth_marble_white01 is not to be found in the media browser, but you can select is as a shader in the surface inspector when you have this models/darkmod/decorative/vases/cup_marble.ase in the map.
textures/darkmod/stone/flat/smooth/marble_white01, that is in the media browser, doesn't glow ...
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It's the material itself that glows. Somehow there is no real white marble that doesn't glow. The others that say white are all a bit dull in game.
You might try to make other skins available for this model by copying tdm_models_decls01.pk4 > skins > tdm_decorative.skin , and paste it in the skins folder of your project.
Look there for "skin cup_marble_shiny" Copy that, paste it and name it "skin cup_marble_white" , then you can change textures:
skin cup_marble_shiny { model models/darkmod/decorative/vases/cup_marble.ase model models/darkmod/decorative/vases/cup_stone_large.ase model models/darkmod/decorative/vases/cup_stone_small.ase textures/darkmod/stone/natural/dark_dirty textures/darkmod/stone/flat/smooth_marble_white01 textures/darkmod/stone/flat/rough_marble_light01 textures/darkmod/stone/flat/smooth_marble_white01 } //this is the copy renamed and edited skin cup_marble_white { model models/darkmod/decorative/vases/cup_marble.ase //edit the second texture here textures/darkmod/stone/flat/rough_marble_light01 textures/darkmod/stone/flat/smooth/marble_white_001 }
To make it easy, here is the tdm_decorative.skin file, including the part I changed, that you can put in your skins folder
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I have not gotten into objectives yet, but might it be that you should have item_drop_1, item_drop_2 etc. for it to work? (Just a wild guess).
If you can upload a map/test setup with the essential things for this puzzle I could take a look at it and try to understand what is going on. Otherwise you might ask @JackFarmer who has been making a lot of puzzles, and might now the answer.
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@Bienie
Good : )
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In line 1222 I added "skin builder02_torn" and that seems to do the trick. I guess you have to do this for all the skins you want to use.
Place the edited file "tdm_decorative_wall.skin" in your skins folder (or create one if you don't have it in your project).
Next bug plz : )
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I tried it and with the default skin it works fine, though, if I use the skin you are using the same thing happens, it leaves a black rectangle.
Looking further, there must be 2 skins: skin and skin_torn. So somewhere you have to add that _torn skin, that could be "portrait_in_armour_torn" fot it has the same frame.
In the spawnargs there is "replace" that has to do with it, but it's the same with the working and non working skins .. so .. must be done somewhere in the skin defenition or something ..
I'll go have a look if I can find something.
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Ok good!! On to the next bug then : )
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Did you try building a box around the tower (so you are 100% sure there are no leaks) and spawn in there, to check if the sound is still comming through?
I had a problem with sound getting through wall's and I was sure there were no leaks so I tried the above and concluded there must be a leak somewhere. It was caused by having a piece of func static that I had to change to a brush.
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Congrats that you got it out for beta now Jack!
I'd like to take the opportunity to sign up for no beta testing help, for I'd rather undergo the divine punishment
Btw, if you might need help with the mechanics somehow, you can always ask ofc : )
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I found thins in the doom script events: https://modwiki.dhewm3.org/BindToJoint_(script_event)
There is also this (but I think you're looking for the first one ) https://modwiki.dhewm3.org/BindPosition_(script_event)
Hope it works in DR/TDM
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If you convert it to mp4 it would.
You can do that online I found, haven't tried it and don't know if its safe: https://ezgif.com/gif-to-mp4
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What I did for the mage was using textures/darkmod/plaster/white_plaster01 as a background, and scale it down, so the graininess is almost gone, and lit that background up with the brightest white light. Then let the mage walk in front of it in the shadow, and (screen) record that with OBS studio (free opensource program).
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I'm looking for a pure white self lit material to act as background for recording silhouettes.
There is a material already that should be just that, but ingame for me it's pure black.
white_pure:
textures/darkmod/sfx/white_pure { description "A pure white unreflective material that's solid but doesn't interact with light." // qer_editorimage not needed, it'll show up white in DR anyway forceOpaque solid sort 1 // Draw just after light interactions { blend add map _white } }
Is this material black ingame for everyone, or, if not, how to make such a material?
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Maybe you know this: There is a texture named white_pure, and in DR it looks like just pure white, but in TDM it shows pure black?
The material is:
Spoilertextures/darkmod/sfx/white_pure
{description "A pure white unreflective material that's solid but doesn't interact with light."
// qer_editorimage not needed, it'll show up white in DR anyway
forceOpaque
solid
sort 1 // Draw just after light interactions
{
blend add
map _white
}
}How to make this, or a new texture that is pure white, without shadows and self lit, without casting shadows, to serve as a background for recording silhouettes in TDM (with OBS or some screen/gamecapture software)?
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I don't see it in the ingame downloads ...
Newbie DarkRadiant Questions
in TDM Editors Guild
Posted · Edited by STRUNK
@JackFarmer
Did you try exporting as .ase ?
I can't get the .pfbx (my prefabs have .pfb as extention btw) in my editor, but I can get the piping_1 after adding the extention .lwo manually. The center it gives is not the centre of the pipes, but the model seems ok at first look.