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Posts posted by MRYS
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Few years ago I was working a little in Q3Radiant. Q3 was one of the first games which used not only simple bitmap textures but also shaders. I remember, that syntax of shaders definitions was a little complicated and hard to understand, but there was a program, some kind of "Shader maker" (dont remember exact name), where you can point your textures, chose what effect you want (with preview!) and program generated piece of code for use.
Would be possible to make this kind of program (or function in DarkRadiant) for making textures and materials (or even shaders) for Dark Mod? Making them by hand is not very hard (In my others part of life few years I was using PovRay - renderer with only script scene representation, so know this kind of work well), but takes much time and it is easy to make some "bugs" in code.
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Any members of TDM team are very welcome - just pleas register, ask administrator for access permission and feel free to... well, with some online translators... to read and post there...
Polish is not realy hard to learn! In Poland any little kids speak in freely!
Good to hear, that Timon is with us. He used my huge barrel in one of his mission so I like him
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I saw new Object Browser window, but for me personally it is not good layout. For internal Doom3 editor I made my own browser (by Resource Hacker) like on this image:
I think, that it is more comfortable to work with, but understand, that other peoples can find it not good for them. Is it possible to customize in the same way (mean: by Res Hacker) Object Browser window in Dark Radiant? If not is it possible to make it "customizable" in next DarkRadiant versions??
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Like his missions, like his style. And he is very good in scripting...
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For Max users (I dont know Lightwave) - ASE format.
If model using more then one texture should be composed of independent parts named as the path to their textures. It is not possible to made one piece model with Multi submaterials (as it is possible in T3ED).
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Each model should have this path. I'm not sure if all modeling software handles the texture paths the same, but this is how it looks in lightwave.
If I see good, you just rename surface as texture path? I dont know lightwave, byt in max al parts of models should be named as path to their textures. Sometimes all works good even if model parts names are short: fence01, knob02 etc but to avoiding black model syndrom I need to name parts in this bizzare way.
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Did you try that?
http://engineering.soclab.bth.se/tools/177.aspx
I foud ORB program very useful and giving much more control.
I use many methods - depend on unique texture. Sometimes nvidia plugin works good enough (most times NO). But the best normalmaps of course are from hipoly objects. I am not familiar with Lightwave, but with Max and I use a little complicated method with four lights and layering four images. Results are good for me.
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I just send message to New Horizon, and say it once again here. Thanks for your proposal. If you want me as Team Member - Let it be. Great honour for me.
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Hello team member!
Wow!
Thanks for a nice words and I am really happy, that you like my works!
And thanks, that you started with such wonderful idea to give Garrett new life in new engine! I played almost all FM ever created (more then 4 - 5 hundred?). I will play next.
Waiting for your decision!
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I am interested in applying for a mapping/object maker position.
Who am I?
My name is Marek “MRYS” Rys. I live in Bytom, industrial (to much) town in Poland.
I’am working in big Museum as poster and publications designer. Also I teach
teachers connections between art and cultur, social and cultural conditions of it. I’m 38.
More then 12 years I’am working using 3D and 2D software and making CG images - especially
planes and other technical objects. Many of them are presented on www.luft46.com page, in
LuftArt part (under Marek Rys).
I’am high skilled in using 3dMax, Pov Ray, Rhinoceros 3D, Corel, Photoshop and many other pro-
grams.
Any mapping experience?
I am familiar with DromEd. I built many locations and demo missions, but only for myself. I
prefered to working with objects and many of them was used by other FM makers - you can see
them in Timon’s Forgotten Forrest pt. 1 and 2 FM. I was made many doors and textured them to
get alternative for native doors of Thief 1 and Thief 2. Some of them I present here:
Limitations of DromEd lead me to start with T3ED in “vanila” and Enhanced form. Be-
cause my doors was made as hipoly model for getting textures with bump simullations, I used
them as source for normal map and remake doors for new engine. I made also some new models
for it.
Unfortunately T3Ed has limitations also, so making my FM, I am thinking about since few years once again was impossible. And then I discovered Dark Mod. Some years ago I made few small FM for Quake 3, so Radiant was not totally unfamiliar for me. I remember, that only philosobhy
of making world from solid (instead of cutting rooms from them as in Dromed and T3Ed) was difficult to accept. But now after few lessons of DoomRadiant I find this editor very useful. Adding custom objects was a little hard to understand - I find it unstable and not perfect working,
but now I have no problems with it. My friend from polish Thief forum, Bukary, asked me to make objects for his misson, and I agreed with pleasure.
Why Dark Mod?
Cause it is the only chance for me to make FM of my dreams. Cause it is (Radiant) very
flexible and potential. Cause I want to make my missions with no fear, that the next hause will be the one too far. And I love all this crazy guys, who spend free time making worlds for Garrett. And of course for glory, beer and girls.For all those reasons I am very interested in Dark Mod toolset and betamapper position.
And few T2 screenshoots for view (paintings, footlocker are mine objects)
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huh? struggle? it's extremely simple.
Basically, the model's groups must have their materials named as a material in a material file (.mtr)
Unfortunatelly correct material names in model and in *.mtr files is not enough to force model to work with Radiant. And, what is most strange, not always. Sometimes it works sometimes it not works. "Sometimes" Bug? But at last I found solution. Every part in model (talking about *.ase from 3dMax) with different material should be named as full path to this material:
Lets say that we have materials: //base/textures/wall_brick1 and //base/textures/wood_dark1
And the model with two parts: covered by wall_brick1 textures and by wood_dark1 textures
First part of model should be named: textures/wall_brick1
Second part of model should be named: textures/wood_dark1
Since I've started to use "path" names everything working good.
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And what about maximize single window? I'am working in max style layout (front, letf, top, 3D) but for precise I need to maximize one of windows. Hmm... Maybe such posibility exist and I just did not noticed that?