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mmij

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Everything posted by mmij

  1. I solved the problem the old-fashioned way, I went back to zero. I wiped the whole project, redid the files structure back to the original way I had it, and re-built the map. Now it works. Either I had a system glitch, or I just got myself stuck in a loop of erroneous actions. Thank you for the advice and the video link.
  2. I'm also having the problem of textures not being found. I've been reading and messing with this for a week before bothering the community, but I'm stumped. I have what I believe to be the correct file structure, the materials file looks correct, but whether I use TGA or DDS images, I have either a black brush or a blue 'no shader', respectively. The only thing visible is `oh_ed.jpg' in DarkRadiant. My images are being processed through Gimp. I am using mipmaps, I've tried dxt1 and dxt3, no RLE, origin is bottom left, they are to the power of 2, etc. The normalmap is visible if I use the DDS (but there's no diffuse image), and if I uncomment the DDS in order to force TGA, then the brush shows up flat-black in the game and DR's full-light view. There is always a warning or two about missing images no matter what I try when I run dmap, eg: WARNING:Couldn't load image: textures/darkmod/map_specific/oh/oh On a sidenote: When it's said to put a copy of the textures in the main Darkmod folder, I've tried putting the textures in as a PK4. 'tdm_textures_oh.pk4' contains: darkmod └── map_specific └── oh ├── oh_ed.jpg └── oh_local.tga -or, another attempt- ├── dds │ └── darkmod │ └── map_specific │ └── textures │ └── oh │ └── oh.dds └── textures └── darkmod └── map_specific └── oh ├── oh_ed.jpg └── oh_local.tga I even tried a PK4 that included the materials file. What is wrong and what is correct? Linux Mint 4.15.0-99 x86_64 DarkRadiant 2.5.0 X64 Darkmod 2.07/32
  3. I've eliminated a bunch of stuff from the map to see if I could figure out the cause, but no luck. Here is the map file with the creatures we have spoken of. There's three of them in that pose, so it gets interesting when they begin greeting one another. Originally it was every AI, but now it only seems to be these wenches. I had a couple nnoblemen that appeared contorted, but I could not make it reproductable. Horses were fine, a couple guards looked a little weird, but that went away. The attached map is a wreck, but it went from a work in progress to an experiment quickly; don't mind the mess. stealers.map
  4. I've never seen it in anything except for what I'm building. I'm using the latest release of Radiant and DarkMod, so I dunno. If I could trigger the AI with some kind of stimuli at the start of the game, then it would act normally. But I don't want to start it in an alert state. (What's really creepy is when she starts talking... It's like some kind of tortured soul was summoned to oracle for you. )
  5. Greetings. I am new to DarkRadiant and I'm working on my first rooms. I'm using an AI for scale during the process, and when I dmap and map the room to test it, the AI is showing up contorted and unmoving until it receives stimulus (eg. a body-shot with a water arrow). I've attached a picture for reference. While this would be a good effect for a horror mission, it's unwanted now. Why might this be happening? Cheers.
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