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angua

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Everything posted by angua

  1. I'm not sure, but I guess for diffuses this should probably work. Maybe the dds is not power of 2? (tgas that are not power of 2 will just be resized, but dds will simply be black...)
  2. Nice map killhour I can see where some of your performance problems come from. There are a lot of large moving lights in the map, like this one: I would suggest reducing the size of the lights and maybe making them non-moving. Calculating the shadows for moving lihts is a big performance eater, especially if the shadows have to be calculated for objects like these: You can reduce the polycount on them a lot without losing visual quality. Just set the patches to fixed subdivisions (maybe use 3x4 or something like this). Same goes for the trim at the ceiling in the house: The glass shader is interesting, did you make that yourself?
  3. Congratulations, Komag! Looking forward to the next baby photos
  4. Not sure if it helps, but you could try to delete the "translucent" keyword. (I don't know what clamp does here, but maybe delete this also and look if there's a difference)
  5. There are at least two ways to find out:SVN log Open DarkRadiant and go through the shaders There are editor images defined in the materials, so DarkRadiant tries to uses them. The diffuse maps would be used if there are no editor images defined in the material or in lit mode.
  6. Tels, it seems like you deleted quite a few tga editor images from the stone/sculpted folder, there is a lot of "shader not found" going on. Would you mind putting them back (and possibly converting them to jpg as well)?
  7. Happy birthday shotgun! Here's my present for you, the instructions to get your textures on SVN... Take a look here: http://wiki.thedarkmod.com/index.php/...to_The_Dark_Mod and here for adding files to SVN: http://wiki.thedarkmod.com/index.php/...dd_files_to_SVN Basically, you have to first place your files in the right folders. For example, I put your purple hammer window files in darkmod\textures\darkmod\window\ornate\hammer_purple_ed.jpg darkmod\textures\darkmod\window\ornate\hammer_purple_local.tga darkmod\dds\textures\darkmod\window\ornate\hammer_purple.dds darkmod\dds\textures\darkmod\window\ornate\hammer_purple_s.dds Note that the dds files go into the dds folder and that the extensions should be lower case. Then you have to take care of the naming. The names should describe what the texture looks like. I didn't include window_ in the name, because this should be already clear from the folder where the texture is located. You should also avoid names like ground_... or kitchen_..., because the textures could also be used as a cave wall or in a bathroom. The diffuse map should not have the _d in the name. Just have a look at the existing textures for examples. Then you make your shader. Open the right material file (in this example materials/tdm_windows.mtr) in the materials folder in a text editor. Add the following lines: // Author: shotgun textures/darkmod/window/ornate/hammer_purple { glass qer_editorimage textures/darkmod/window/ornate/hammer_purple_ed diffusemap textures/darkmod/window/ornate/hammer_purple bumpmap textures/darkmod/window/ornate/hammer_purple_local specularmap textures/darkmod/window/ornate/hammer_purple_s { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white rgb 0.40 * parm11 } { if ( parm11 > 0 ) blend add map textures/darkmod/window/ornate/hammer_purple rgb 0.15 * parm11 } // TDM Ambient Method Related { blend add map textures/darkmod/window/ornate/hammer_purple red global2 green global3 blue global4 } } where you enter the correct names of your ed, local, diffuse and specular (you can omit the line with the specular if you don't have a specular map). You don't need /dds/ or the extension, Doom will figure this out by itself. Before you upload the textures, you should check if everything works correctly. If you don't know how to work with DarkRadiant yet, here's a tutorial for you: http://wiki.thedarkmod.com/index.php/...uide_Start_Here! If you have checked your textures and everything is alright, select your texture files in windows explorer -> right click -> SVN add. This will not upload them yet, but mark them for uploading. After you have done this for all files, you go into the trunk folder darkmod/ -> right click -> Commit. Make sure the texture files and the mtr files are selected (and nothing else), add a comment, click ok. This should be it, feel free to ask if anything is still unclear.
  8. Sweet! Just downloaded them, will add soon. All your older textures are up now. Update: all textures are on SVN (those new windows are really good! ) Now I only have to upload the tgas to the hires repository. Shotgun, do you already have SVN? If you want I can help you adding your textures yourself. It would be nice to have selflit versions of the windows, would someone like to add shaders with blend add?
  9. I also think they are too slow, the search and the suspicious walk anims were sped up on the citywatch using these in the def: "anim_rate_walk_suspicious" "1.8" "anim_rate_search" "1.8" We can do the same for the builder guards, I don't know of any problems with this method.
  10. Thanks for the offer, Sneaksie, but there are only a few left and I hope I can get them in over the week end. That's a good idea, maybe there are even a few where we can replace the current version with a new one of similar appearance but better quality. Aye, bring it on.
  11. Those are really sweet, shotgun, me likes a lot I didn't have time during the last few days, but I will continue adding your textures soon (unless you want to add them yourself). I also like your fluffy rug normal map, I think I will add it to your other rugs too.
  12. Thanks shotgun, the bricks look really sweet now. I've uploaded two more now, more to come... The link to the leaf texture is not found. Specular maps: the rugs for example don't need a specular map at all. Rugs are not supposed to be shiny. The same thing usually applies to most stone textures (although the specular looks very good on the yellow bricks). Rugs localmaps: hm, the details are very small. Maybe try using the plain white one with the normal map plugin?
  13. Hey shotgun, I've started adding your textures to SVN. A few comments: Great work so far, the mossy grey bricks texture, the mud, the marble and the windows are excellent and will be on SVN soon (already added the mossy bricks and the mud). The local map of mossyXXL is broken (there are thin black lines on it). Most textures don't need a specular map. The sewer bricks could be a little bit deeper. The leaves look a little bit flat. The rugs could also use more of a local map to make them appear more fluffy. Keep up the good work, I can assist you with the local maps if you want.
  14. I can confirm that there are spawnargs that are not visible in DR (both when clicking on "add spawnarg" and in the inherited properties) even though they are defined as editor_var in the def. I think one of them was door_handle for doors. It might be that they are visible in the entity browser though (entity menu on menu bar) I'm pretty sure that there are still some spawnargs used in the code that aren't documented in the defs at all.
  15. Try compiling the map and generating AAS separately: dmap noaas mapname runaas mapname AAS generation sometimes crashes when the areas are too complex.
  16. Most of the textures in stone/sculpted (and probably some others too) should not use editor images generated out of the diffuse map anyway, since most of the character of the textures comes from the normal map. I already made separate editor images for my stone/sculpted textures, are they still there?
  17. Try blocking Doom from the internet and using a serial from the net afterwards. In the base directory, there are two text files called doomkey and xpkey, which contain the serial (if doom considers them to be valid, they are missing otherwise). After you get doom running again, you can copy them somewhere as a backup.
  18. You should really switch to a newer version. I can change the classname of the door without problems, and skin handling is working as well.
  19. That answers my questions, thanks. Both sounds are actually played in alert state 4 (agitated searching), but the right one is chosen depending if the AI has seen evidence of intruders already. So I'm just going to let the current sound continue while the AI ramps down, until it reaches suspicious.
  20. I've removed the bark at the transistion from agiatatd searching to searching (not on SVN yet). I'm currently working on these: Are they supposed to be played during agitated searching only or also during searching? At the moment they only start when the AI reaches agitated searching, but then they keep on playing until they go back to suspicious.
  21. That's mostly how I implemented it. There's only one difference: When they have seen the enemy before, they do the "Returning to Alert 0 after search" also when coming down from alert 3 (searching), since they would be more likely to assume that a new alert is coming from an enemy. I can change that of course. That's true, they are still searching, but only in a less agitated way. I'll remove the bark.
  22. I've implemented the barks for going up and down in alert level now. You will still not always hear the appropriate barks, but this is because not all of the sounds are there yet. The numbers in the design document and sound shaders did not match the ones in the code, so I renamed the sounds, sound shaders and names in the def file. Here are the current alert index numbers and sounds: 0 Idle AI plays snd_relaxed if it has no evidence of intruders 1 Observant (most minor alert possible, AI continues what they are doing) AI plays snd_alert1 (generic) or snd_alert1s (saw something) or snd_alert1h (heard something). (the sounds that are specific to AI with company have been taken out according to the above post) When going back to idle, they play snd_alertdown0 / snd_alertdown0s / snd_alertdownh (depending on alert type) 2 Suspicious (AI look at alert position. might stop and turn) uses the same sounds as Alert 1 3 Searching AI plays snd_alert3 / snd_alert3s / snd_alert3h / snd_alert3c / snd_alert3sc / snd_alert3hc (depending on alert type and if they have company). When going back to idle they either play the same as after alert1 (has seen no evidence of intruders) or snd_alertdown0SeenEvidence (has evidence, giving up search, frustration. This one is played during Observant state, so that there is time for a future "giving up" anim) 4 Agitated searching Plays snd_alert4 / snd_alert4s (there is no "hearing"-specific sound right now, although it is possible that this state is reached by audible alert - shall we add this?) When dropping back to alert3, they play snd_alertdown3. (This one is not in the document, but since it was already there I left it in. I can also remove it if it's not needed.) When eventually dropping back to idle after agitated searching, they will play either snd_alertdown0SeenNoEvidence or snd_alertdown0SeenEvidence (played during observant state, for "giving up" anim) 5 Combat Plays snd_combat. When the enemy was lost, snd_lostTrackOfEnemy is played and the AI falls back to agitated searching. There is also a new cvar "tdm_ai_showbark" that displays the current sound name.
  23. There is a cvar for showing their names, could be af_showjointnames 1 or something similar, so you can choose the one that comes closest to what you need.
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