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angua

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Everything posted by angua

  1. The problem was, that all file names were changed to lowercase recently, but the skins still had .ASE in them. Already fixed, they should work again.
  2. I could see a normal map ingame where only the dds version and no tga version was present. I have the following settings: seta image_usePrecompressedTextures "1" seta image_useNormalCompression "2" seta image_useAllFormats "1" seta image_useCompression "1"
  3. You could bind the AI (or the player) to the mover and drag them around. AAAIIIEE! Let gooo!
  4. There is a mover (wisp_mover0) at the starting point of the nurbs (wisp_path0), which follows the curve using this script: void move_wisp() { while(true) { $wisp_mover0.time(100); $wisp_mover0.startSpline($wisp_path0); sys.wait(100); } } You can define the speed with time(100). A light with the wisp particle and a speaker are bound to the mover.
  5. angua

    Squill's Props

    Another possiblity would be to use func_rotatings: Create a long, thin brush. This is going to be the hand. Convert it into a func_rotating. Press tab and move the brush so that the origin is located at one end. (the entity is going to rotate around it) Add the following properties in the entity inspector: start_on 1 x_axis 1 (or y_axis 1, depends on which axis you want it to rotate around. Default is z.) speed 0.1 (is given in ° per seconds, so you would need 0.1 for minute hand and 0.0083 for hour hand, similar to T2) It is also possible to assign a model to this, as long as the origin is located at an appropriate place.
  6. Turning one entitiy into another is disabled in newer version (0.9.x / SVN). It is not possible to create a new entity now when another one is selected. The light color also works well for me, I can change it in the light inspector and in the entity inspector without any problems. Maybe this got fixed as well in the new version.
  7. Great textures! And with normal maps as well! Most of them would certainly be very useful for the mod.
  8. Oooohhh! I like it! I measured the brightness of your grey image in Photoshop, which was 29%. Black would be 0, white would be 1. A grey that has equal "amounts" of black and white would be 0.5 The values (scaled from 0 to 1) of the image pixels (_white in this case) are multiplied with the rgb value. If the image is white (=1) you can scale the brightness of the resulting image with rgb from white (1 * 1 = 1) to black (1 * 0 = 0). If you have a black image (=0), you can multiply it with whatever number you want, it will stay black. You can also multiply other images with an rgb value, this will darken the image, unless you use values greater than 1 (you can also color it when you use different values for red, blue and green). Find out the brightness of that grey (in %) and multiply the other specular with that value.
  9. Most of your models are on SVN now, and they're very cool. There are still some small problems: The banners in the lampbanner models are black. This is because there is banner_builder_d as diffusemap, should be tdm_bannerwatch (or tdm_banner_builder for the other model) but it seems like you didn't touch those at all in the meantime, there is still a map_shine in there. I also saw that the origin is far below the model, it would be better to set it to the point where it should be attached to the wall, or at the center of the model. There is some z-fighting going on on the leaves of the pot-trees, possibly coming from the shadow mesh. If you want to have fully black or white images, you can use _black or _white as the image like this: specularmap _white I've also replaced your grey specularmaps with { blend specularmap map _white rgb 0.29 } which has the same effect as a grey specularmap with a brightness of 0.29 The collision surfaces are called for example tdm_collision_wood without the SURFACE_TYPE (already changed that) The pine tree needed twosided for the leaves, they were only visible from above without that (already fixed) I especially like the streetlamps, but they would probably look out of place in the bonehoard...
  10. Yes, it is a bit small, you're right. This is how it looks like in the bonehoard: So I think you can make it at least 20% larger or even more. Yes, this is a blender thing. If the mesh is scaled or rotated as a whole, that data is written into the geomobject instead of the individual vertices like this: *GEOMOBJECT { ... *TM_ROTAXIS 0.0000 0.0000 0.0000 *TM_ROTANGLE 0.0000 *TM_SCALE 0.1520 0.1520 0.1520 *TM_SCALEAXIS 0.0000 0.0000 0.0000 *TM_SCALEAXISANG 0.0000 } I think (but I'm not sure, really) that the lighting is based on the data in the vertices only, even though the model appears in the right scale ingame, which results in weird lighting. In blender, there is a command where you can apply scale and rotation, so that it is written to the vertices themselves. In this case the strange lighting was because I didn't have the bumpmap image at the right place so doom3 didn't find it. (it was bc_med _rough or something like that, when I used bc_low_rough, everything was fine)
  11. That robo looks great! I wish they would fit in our bonehoard map. I also agree that the feet might be a little thin, but I really like the little gears and all those small details. I've had a look at your chest, it looks really cool! Expect it in the bonehoard soon. There were still some minor issues however: The origin of the chset is too low. It is the point around which it rotates when it is openend, so it has to be aligned with the back edge of the lid, where it would be attached to the bottom part of the chest. This is how rotation currently looks like: The lighting is a bit weird at the moment. The metal texture can only be lit from certain angles. I had a similar problem once, and it turned out that it was because I didn't apply scale and rotation. The rug texture in the inside didn't work at the beginning. I had to change the surface type and remove the leading darkmod/ from the path: bc_insidecloth { surftype15 description "cloth" diffusemap textures\darkmod\set\rugs\setrug03.tga } But apart from taht, it looks really great. I especially like the keyhole and the 5-sided nails at the sides.
  12. Yes, you should have your stuff in a darkmod folder, not fs_darkmod. Oh boy, there's a lot of weirdness going on
  13. What version of DarkRadiant are you using? In older versions, you have to go to Files -> Project Settings, choose "Custom Doom 3 modification" and type "darkmod" under fs_game. You also have to set the mod path for doom3. You can do this by making a shortcut, and add "set fs_game darkmod" in the target line of the preferences (ah, I'm not good at explaining, better look here: http://www.thirdfilms.com/darkwiki/index.p...le=Installation ) Then you can open doom3 with that shortcut, get down your console, compile your map with dmap <mapname> and the start it with map <mapname>
  14. Good to hear that, I thought I'd have to fetch my gas arrows... Yep, that's that problem with more than one texture on the same mesh. Doom3 just applies one of them to the whole model First, you have to write a shader for each of the other skin textures in your material file, like this for example: bc_key01 { metal diffusemap models\darkmod\props\textures\bc_key01 specularmap models\darkmod\props\textures\bc_key01_s { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white rgb 0.40 * parm11 } { if ( parm11 > 0 ) blend add map models\darkmod\props\textures\bc_key01 rgb 0.15 * parm11 } } bc_key01b { metal diffusemap models\darkmod\props\textures\bc_key01b specularmap models\darkmod\props\textures\bc_key01_s { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white rgb 0.40 * parm11 } { if ( parm11 > 0 ) blend add map models\darkmod\props\textures\bc_key01b rgb 0.15 * parm11 } } Then you can add the skin in the skin file: skin bc_key01blue { model models/darkmod/door_related/bc_key01.ASE bc_key01 bc_key01b } Where bc_key01 is the material that is applied to the model, and bc_key01b is the material you want it to be replaced with. I'll send you the files, too. Yep, that's it. I like them. You should get more rum and coke...
  15. I've looked through your models, they're really cool! I've found some small issues: Most of them have submaterials in them with different shaders. That doesn't work in doom3. You have to have a completely seperated mesh for each different texture. (That is why the bass is covered in the golden key texture for example ) The map_bump and map_shine thingies won't work in doom3 either When you are using a heightmap as bumpmap you have to put something like { blend bumpmap map heightmap(models\darkmod\props\textures\bc_gembag_local, 10) } Heightmaps are then converted internally to normalmaps by doom3. The "10" at the end is the depth of the heightmap. You have to apply scale and rotation before exporting the models. If you don't, you might get issues with weird lighting. Some model might appear dark even when they should be brightly lit, this might be the case for the banner: but it would also be possible that this is a result from the shadow material. Some models had names of the images themselves in the path instead of the name of the material (for example, the banner in bc_lampbanner01), which didnt work. Now, please don't be shocked and run off immediately , it took me a LOT of time to figure all that stuff out as well. I've also added skins for the keys, the gauges and all the vase1 stuff, looking great!
  16. pin01.ogg - 209 ms pin02.ogg - 445 ms pin03.ogg - 211 ms pin04.ogg - 518 ms pin05.ogg - 222 ms pin06.ogg - 212 ms pin07.ogg - 171 ms pin08.ogg - 313 ms pin09.ogg - 176 ms pin10.ogg - 266 ms pin11.ogg - 441 ms pin12.ogg - 168 ms pin13.ogg - 448 ms pin14.ogg - 629 ms pin_succeeded.ogg - 880 ms key_use.ogg - 1,636 s
  17. I've added some sliding door sounds some time ago (mostly modified tdm sounds). They're called large_rock_start, large_rock_loop and large_rock_stop and can be found in sfx/world/doors.
  18. Pinkdot, I just noticed that the texture of grave_fence_pole is missing (should be models/darkmod/props/textures/brown_rust_d.tga and models/darkmod/props/textures/brown_rust_local.tga). Looks like you forgot to upload them. BTW, your sarcopahgus looks really great ingame!
  19. angua

    Loot Skins

    It's not really a new skin, it is the one used for the default item plate. I see your point that one has to be able to distinguish between loot and non-valuable items, so a new skin showing an old dirty but still very valuable gold plate would be what I need. Let's see if I find something appropriate.
  20. angua

    Loot Skins

    I know, but they are meant to be loot, and it's not likely to find a shiny polished new gold plate in very old catacombs where no living soul has been for ages.
  21. All mushrooms including the boletus appear black ingame, looks like the textures are not found. (I've seen that the textures for the red and the white mushroom are not on SVN yet, but the boletus texture is already there)
  22. Whoa, those are looking great! I'm sure they will get some nice places in my map.
  23. I would like to have some light emitting mushrooms in our cave area. Pinkdot, would you like to make some? If you don't have time I can make some myself, but I have a feeling that the results will look better if you make them.
  24. The new ones are much better, and there isn't anything that you could do with the old and not with the new ones, so I don't see any reason why we should keep them.
  25. No, those are "vocal" sounds. Some are modified darkmod zombie sounds, and some are modified dog growls.
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