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Mr Mike

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Everything posted by Mr Mike

  1. So this doesn't get forgotten, to have a analogue type control of texture placement and control. See here for further details.
  2. Well, after looking about it looks as though I'll have to lift my budget substantially, but then the 3D performance of laptops improves dramatically - geforce 7300 or ati 1600 etc and Intel core duo... will probably proove faster than my tower system! A local dealer has some interesting Asus systems. anyone have experience of them as laptops?
  3. I realise it's a little different, but I'm naively assuming the code base would be a similar area, but would it be possible to develop any kind of analogue control over texture placement? Have a certain brush selected and, with a key held down, use the mouse to position the texture? I know we have specific placement controls in the texture editor but I can think of several intances where this analogue type of control would be beneficial.
  4. I'm only talking about building simple models for making normal maps with, and I don't think I'd need a cutting edge laptop to run doom3 on, or maybe I'm wrong?
  5. Can anyone quickly recommend a laptop for me? Essentially it's to carry on editing with the darkmod so must be comfortable running Blender, GIMP and obviously Doom 3. Other uses will also be to watch movies, so a decent sized screen would be nice, but the over riding factor is budget. It's a portable editing tool, so I don't want all the latest fancy crap if it isn't going to help me. Cheers for any advice.
  6. That trailer looked like shit to me but then, I remember the Thief trailers, which they turned into ome fast paced , action packed crap... hope they're just trying to attract the mindless masses with this.
  7. For me this is one of DR biggest weaknesses, so obviously this comes as fantastic news. Thnks guys!
  8. That last shot is nice, for sure. Seems like you've got a lot of talent The comment about Drams mansion is a little worrying though, people are pushing object limits already? I that limit fixed for good? Mike
  9. Well I was specifically speaking about the art, and there's certainly quite a few differences going on there, looks great to me. I'm not a fan of the Doom style gameplay but it's enough for me to actually try this when it comes out. And as for TDM pushing the boundaries like no one else, well I assume you haven't read about the Waterton mod
  10. I guess most of you are aware of this mod but thought I'd pass a link as this is the first proper look I've had at it and it's proven another eye opener, once again, of what the Doom3 engine is capable of. Certainly an inspiration, as a beta mapper, from the effort and artwork involved. Check it out. Cheers
  11. Dragging up an old thread here, and some of you may think this is sissy, but I've just finished reading "The time travelers wife" by Audrey Niffenegger and it would have to be the most captivating literature I have ever had the pleasure of reading. Any of you guys familiar with it? I'm not a book reader at all usually, but having a look through this thread, I'm certainly gonna put some Neil Gaiman on order for christmas time. Sounds right up my street... any recommendations from people? Cheers
  12. Huh, I was expecting that to get shot down in flames But seriously, I think this is something that could really elevate the appeal of the editor with it creating more of a feeling of a modelling program than a "slap some cubes together" program.
  13. Would it be possible in future DarkRadiants to be able to import a background image into the workspace? Ideally this would be possible to assign to a single or all perspective views and could be scalled either uniformerly or by freehand. Aside from having the obvious use of importing sketched out plans of a building etc the main benefit, for me, is that when creating architecture I like to work from photos, it creates a much more believable structure. It's not difficult to flick between DR and my photo, but I'd find it much more beneficial to have it loaded there, in DR. I know nothing about coding, so have no idea how difficult this would be, but just wanted to throw this out for you guys to think about. Cheers
  14. That's definately some nice work there. Out of interest is that a fully custom texture on the pipework? Really could use a texture like that myself
  15. I don't know if that was aimed at me Odd, but it's certainly not what I was getting at. Crispy, do yourself a favour and check it out. I personaly felt there was so much potential in their engine... a fully fledged survival/horror would be awesome.
  16. Not sure if any of you guys have seen this but Penumbra is now being developed into a fully fledged title. And here's a nice video showing progress. Is looking very interesting imho.
  17. Hey Dram, sure we have the map, at least I've fired it up before to check it out. I'd send it to you but it's on my Unnetworked laptop
  18. Ok, i installed the new Radiant tonight and... the tool works as expected What I was getting at was i)Draw a rectangle from the top view ii)Press E and pull the left section right a few clicks iii)You'd end up with, from the front, is almost a trapezium, which is correct. But before it would move top and lower edge, so you'd just end up changing the size of the rectangle. I can't say what's changed to "fix" this so ho-hum... back to editing!
  19. I'm having a problem with the edge move tool (E with a brush selected) In Doom this tool works on the basis that individual edges will be moved at a time, unless multiple are selected. This doesn't seem to work in radiant though, unless the edges are already not parallel in the viewport. Both edges will end up moving, essentially making it a face move tool. Am I missing something here? I use edge move extensively in Doomedit, due to the messed up nature of vertex move, so it would be good to get Doomedits functionality working. Mike
  20. Holy shit, that's looking cool! Keep up the good work
  21. Hey Orbweaver. I guess I should explain my situation. ATM I can't currently run Doom3, and won't be able to for some time, so what you suggest isn't realy possible right now. It's annoying as what I think I can bring to the mod is modelling skill, as in maps, so modelling items for normal maps seemed the next logical thing to learn. Can I ask what benefits of your suggestion bring? And Angua, tank you very much for letting me know, I'll be sure to do that P.S. Does that pge display correctly for everyone else?
  22. Well, the one tutrial I had still didn't really help but I've just found another - http://wiki.blendercn.org/index.php/Manual...and_Normal_Maps I've followed it through and created a nice looking normal map from it so, it gives me something to work with at least For some reason the page is all messed up though... "The first texture uses Map Input (X, -, -), Color Red (1, 0, 0), Blending Mode Mix (X-coordinate). 第一个纹理使用映射输入(X, -, -),红色(1, 0, 0),混合模式混合 (X坐标)" etc... anyone know what's up with that? I don't wanna miss any important stuff. Also, I've read that, because of the way Doom3 works with them, it's important to optimise the blue channel. The third textures uses Map Input (Z, -, -), ofsX (-0.5), sizeX (2.0), Color Blue (0, 0, 1), Blending Mode Add (Z-coordinate). Is the offset and size differentation here relating to that? I noticed a lot of Darkmod textures don't seem to have normal maps so I'm going to get playing with some with them and try and come up with something useful If any of the full members have anything specific that they would like me to work on please feel free to PM me.
  23. Lol! I'm exactly like SneaksieDave when it comes to games and it's hard to find a game with the right balance of ammo/equipment. System Shock 2 was great at this though, at least the beginning. On hard it really did feel like a survival horror, juggling the 3 armour piercing bullets, the 4 anti personel and the 2 broken weapons you were carrying around, one of which was probably broken! Later on in the game it did turn into the "Walking around like Rambo" experience of most other games though...
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