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Komag

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Everything posted by Komag

  1. Okay, here's a tutorial video that shows the basics of setting up a T intersection with arches. Good quality version: http://www.shadowdarkkeep.com/files/KomagTut_Arches_3m.wmv (154MB, 6:49, 3mbps) Low quality version: http://www.shadowdarkkeep.com/files/KomagTut_Arches_1m.wmv (52MB, 6:49, 1mbps) (I plan to make a series of these tutorials for a variety of subjects eventually, to go along with the basic tutorial)
  2. I also have no idea what has been improved or what that screen illustrates!
  3. I personally would definitely use patches, particularly since they are much better to texture. You quite simply just need three patches set up as arches/bends for the ceilings, then drag the proper vertex points to all meet together at the intersection. I've made a short instructional video - will put up soon...
  4. The sunlight is one huge parallel light, with a huge ambient light there as well for the shadow areas. And yes, once indoors and past a couple visportals the sunlight wouldn't be rendered so it is effectively "killed". (at least I THINK it should be, but I guess it might possibly behave differently since the interior is entirely within the light radius still!)
  5. I personally don't think it's a good idea (but I might change my mind after seeing the results). - First reason is that you shouldn't use so many different textures anyway. - Second is that you can middle-click a textured surface in the 3D view and this "finds" the texture in the texture browser. - Third, even with somewhat a lot of textures loaded, I find myself able to find one pretty quickly. - Fourth, I like just having them all tiled in there instead of spread along some tree system. But again, I'm open to a change possibly, I just don't feel the need, and I'm sure it would be some work to program it.
  6. I got inspired and spend a couple hours whipping this up: http://www.shadowdarkkeep.com/files/KomagIsland.wmv (21MB, 55sec, 3mbps, music - Tangerine Dream)
  7. Hmm, odd, that was an old problem but I thought it was totally fixed - Greebo will have to respond...
  8. Yes there is only a pointfile when there's a leak, so if you actually fixed the leaks and had a different problem remaining then there would be no pointfile
  9. I've never had this problem so I can't help, sorry!
  10. You could do it very simple, but probably much simpler than you would want, or else you would have get extremely tricky to make a more good looking area work
  11. I have to login once when I get to work, then once when I get home, every day. While I'm still at work (or still at home) I can visit the forums multiple times and still be logged in, even after closing my browser, restarting laptop, etc. It seems to only require a new login from me when the IP changes. Perhaps your ISP at work or wherever you are is somehow alternating IPs?
  12. Almost all patches come out the wrong way (to me). Like I have a big wide flat brush that I make into a simple patch mesh, I want it to be wide and flat like the brush was but too often it's terribly skinny and on it's side, going from the other narrow dimension of the brush, so I have to turn it and lengthen it all over again. But I live with it, don't know how much work it would be to make it work better.
  13. But there are rope arrows in Thief's Den, and one can spawn them in St. Lucia to try them out if one was particularly interested in how they work. Making suggestions is fine, yes, but I think the point is that if he is so interested or concerned, it just makes sense to see if we have already addressed the issue. (nice little vid there, looks like it could be a fun little game, has potential!)
  14. Yeah that's a good idea. There are lots of possibilities. The Doom 3 engine and the capabilities that have been built into The Dark Mod are very versatile, I'm very excited what the public is going to be able to come up with over the next years!
  15. I previously made a video of it in action in Oblivion, both original textures and some extra ones with a mod... http://www.shadowdarkkeep.com/files/parallax.wmv (69sec, 15.5MB, 2mbps) Those surfaces are actually flat, but the normals combined with the parallax gives a decent illusion of real depth and shape.
  16. Yes I'm sure that could be done, since there were videos that played on screens in Doom 3. But you'd have to be careful how you set it up. For instance, you wouldn't want to let the player too near the window, because if the player moved from side to side it would be obvious that there is no actual 3D depth inside the window, since the perspective would not shift with the player's movement. Also, the video will most likely be lower resolution than that which the player has his game set to, so again you'd want to force the player to be not very close to the window, or make the window very small, so that the low resolution won't be noticed. But still, the effect could be very well used I think, if done right.
  17. That's certainly a good bet, would explain a few things, and opens up a chance to solve some of those pesky problems
  18. I haven't even run Doom 3 in years! ...checking... Well what do you know, in my games\doom3\base\DoomConfig.cfg file I found: seta s_volume_dB "-29.84127" Aha! So that's the culprit! I guess I knew dark mod had to regenerate the cfg file starting with some base, but I didn't realize where. That solves that mystery!
  19. I don't think so, they still just mess with the texture, no triangles or polygons. They sort of bend the texture around as you move by, giving a further illusion of depth than simple normals.
  20. I just tried it again to confirm. - First, back up your main games\doom3\darkmod\DoomConfig.cfg file - Then delete the original file. - Start Dark Mod, if you only see the console, press Esc to see the main menu - Look in Settings and see the volumes, and notice SFX nearly all the way down! - Exit Dark Mod without changing the volume - Look in the folder to see the newly created DoomConfig.cfg file - Look inside and notice seta s_volume_dB "-29.84127". Why this setting? - In the Dark Mod menus, turning the volumes all the way up sets it to "0" Anyway, now that I better understand the settings and where they are controlled, this issue is no big deal, so no need to really "fix" anything I guess
  21. I don't know if being able to designate a separate location for the autosave map would be used much. How come you don't want it in your maps folder? Just for neatness' sake?
  22. quite long, but yeah, I can see how most "choices" really do boil down to problems really. I think the Sim games are a good example of pure choice - just build and grow how you want!
  23. Hmm, mine's fine (XP, SP3), haven't heard anyone else mention this
  24. After starting using a new DoomConfig.cfg file, I found everything was extremely quiet and I could barely hear anything at all, even after turning up the ambient and sfx volumes to the max in the audio menu in game. So I found seta s_volume_dB in the DoomConfig.cfg, and saw it was set to something like "-29.2734987" or whatever decimal it was. So I set it to "0" and now I can hear again! What's going on here, why was it set so low? And why isn't it controllable via the in-game options menus?
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