Jump to content
The Dark Mod Forums

angua

Development Role
  • Posts

    1002
  • Joined

  • Last visited

  • Days Won

    4

Posts posted by angua

  1. Yeah, I know. I had them on a stand made of patches in the bonehoard. I can attach it to a stand if you want. I can also make a version that is bent upwards for walls.

     

    Edit: I've uploaded some new models:

     

    shot00005tt0.th.jpg

     

    models/darkmod/props/decorative/

    cup_stone_large, cup_stone_small and cup_marble

  2. I've uploaded some of our models:

     

    shot00003tf8.th.jpg shot00004xr0.th.jpg

     

     

    models/darkmod/props/decorative/decorative_wall/metal_ring

    models/darkmod/props/graveyard/urn

    models/darkmod/props/decorative/hammer_stone

    models/darkmod/props/lights/extinguishable/flame_stand

    models/darkmod/props/decorative/vase_dark_small

    models/darkmod/props/decorative/vase_dark_mini

     

    models/darkmod/props/decorative/hammer_stone_large

    models/darkmod/props/decorative/vase_dark_medium

    models/darkmod/props/decorative/oversized/vase_dark_large

    models/darkmod/props/decorative/hammer_stone_large

     

     

    I hope that's ok? Should I change some names or folders?

     

    Edit: just saw that the oversized models ar much larger than what I added, moved them out of this folder.

  3. t would be cool if we could get these guys in-game without a lot of fuss. It would give Angua something to put in the bonehoard besides zombies. :)

    Ugh, but I'm not going to test it! The first time I'm going to see this ingame, I think I'm going to shit my pants... :unsure:

     

    Seriously, of course we will be having spiders! B)

  4. I just downloaded it (ugh, what a horrible site, they call it 1-click hosting and then they let you click all the way through bombarding you with advertisment for their "premium hosting" just for telling you that you have to wait because there are others downloading the file. grrrrr)

     

    I really like the sounds :) , especially the dark-demo has a really cool atmosphere and would fit perfectly in our bonehoard-mission. :ph34r:

    The loop engine seems to be broken (at least my version, it only has 4 KB)

  5. Textures are now on CVS (I will improve the one with the cracks, you were right, they don't look natural) and I would like to add some more:

     

    stone/floor/blocks_017, stone/floor/rough_009, stone/floor/rough_010

    shot00094zg6.th.jpg shot00095sr6.th.jpg shot00096kv2.th.jpg

     

    stone/floor/rough_011, stone_floor/rough_012_mossy, stone/floor/marble_004

    shot00099be7.th.jpg shot00097wy3.th.jpg shot00101th1.th.jpg

  6. If you like, I could send you the PM I sent SneaksieDave that lists the things I try to ensure. If you follow them, then I probably won't have any problems with you adding your own textures. Be warned, however, it's a bit long...

    Yes, I would definitly like to do that. Please send me your PM, and I'll see what I can do. :)

     

    Edit: Thanks for your PM, Gildoran! I'll try to stick to the guidelines.

    Bonehoard textures coming soon! :)

  7. Hmmm, am I missing something? I thought this was just about textures showing up as black, not the crash issue.

     

    When I have precompressed textures set to 0, most of the map shows up as black...no crashes involved. Precompressed to 1 and everything works.

     

    I would still suggest trying out the tests I outlined with the doomconfig.

    If usePrecompressedTextures is set to 1, doom will use the dds. If it is set to 0 (ultra quality), it will always use the tga, and if there is no tga available, the texture will be pitch black. I've never had crashes, only black textures with this.

    I think there is also another problem, because some of the textures which only have a dds were showing up fine for sparhawk, whereas others didn't, and the ones that didn't were not all black but had blue stripes. :huh:

  8. It has to be a doomconfig setting, there's no reason why they shouldn't work.

     

    What process do you go through in creating your textures angua?

    I convert the TGAs to DDS using TheCompressionator 1.21.1044

    Outfut Format: DirectX Texture Compression

    Texture Format: DXT1, no alpha

    Color Weighting: R: 0.3086, G: 0.6094, B: 0.082

    Mip-maps: Box Filter

    Lowest mip-level: 1x1

     

    We should really start there. I've had no issues with them on either my old FX 5200 or new 6800. I only run the mod on the "high" setting. Do we have those options in our custom menu? I seem to think we don't. There should definitely be low, medium and high...just using the basic doom 3 settings. I have a feeling things are screwed up somewhere.

    We don't have the medium/high/ultra quality settings yet in the mod, but all they do is set some values (like image_usePrecompressedTexture) in the DoomConfig.cfg I think, so I always change the value itself them when I want to have tga or dds displayed ingame.

  9. Ok, I'm downloading the file, but I probably won't be able to look at it until tomorrow, and I may not be able to comment much until Tuesday. (due to homework)
    Thanks! :)

     

    What we're planning on doing with regards to DDS, is have DDS usage turned on by default. (however, TGA versions of normalmaps are also included, because some hardware has problems with DDS normalmaps) However, it'd be nice to also have the TGA versions for all images for the hires repository, so please don't throw away your original images.
    Don't worry, I never throw away anything... :blush:
  10. I've uploaded a collection of our textures used in the Bonehoard to ftp:

     

    ftp://208.49.149.126/TheDarkMod/Textures/...tures_angua.pk4 (~ 45 MB)

     

    Gildoran, would you like to look through them? I've already renamed them and put them in more or less appropriate folders. I've made a small map too, where you can have a look at them (angua_test.map, just run it with the "map" command).

     

    All the diffusemaps and specularmaps are dds, so you have to have

     

    seta image_usePrecompressedTextures "1"

     

    in your DoomConfig.cfg file.

  11. I'm currently looking through our bonehoard textures and improving some of them. I will upload them to FTP when I'm finished and would be happy if Gildoran can have a look at them then. Will be about 30 textures, mostly stone textures, but also some decorative and a few metal textures. :)

  12. There are some brushes with undefined shader in this area.

     

    This was in the unsaved map:

    // primitive 656
    {
    brushDef3
    {
     ( 0.0000001341 1 0 -3904.0002441406 ) ( ( -0.0312500037 0 47.8749885559 ) ( 0 0.03125 -0.375 ) ) "textures/common/caulk" 0 0 0
     ( 1 -0.000000135 0 -1795.9995117188 ) ( ( 0.125 0 0 ) ( 0 0.125 0 ) ) "_default" 0 0 0
     ( -0.0000001341 -1 0 3328.0002441406 ) ( ( -0.0312500037 0 -47.8749885559 ) ( 0 0.03125 -0.375 ) ) "textures/common/caulk" 0 0 0
     ( -1 0.000000135 0 1783.9995117188 ) ( ( -0.0312500037 0 -178.1250305176 ) ( 0 0.03125 -0.375 ) ) "textures/common/caulk" 0 0 0
     ( 0 0 1 1348 ) ( ( 0.0000000042 -0.03125 -47.8750076294 ) ( -0.03125 -0.0000000042 177.7500152588 ) ) "textures/common/caulk" 0 0 0
     ( 0 0 -1 -1636 ) ( ( 0.0000000042 0.0312500037 -47.8750114441 ) ( 0.0312500037 -0.0000000042 -178.5000152588 ) ) "textures/common/caulk" 0 0 0
    }
    }

     

    and this is how it looks like after it has got saved in DarkRadiant:

     

    // brush 656
    {
    brushDef3
    {
    ( 1.341e-007 1 0 -3904 ) ( ( -0.03125 0 47.875 ) ( 0 0.03125 -0.375 ) ) "textures/common/caulk" 0 0 0
    ( 1 -1.35e-007 0 -1796 ) ( ( 0.125 0 0 ) ( 0 0.125 0 ) ) "_emptyname" 0 0 0
    ( -1.341e-007 -1 0 3328 ) ( ( -0.03125 0 -47.875 ) ( 0 0.03125 -0.375 ) ) "textures/common/caulk" 0 0 0
    ( -1 1.35e-007 0 1784 ) ( ( -0.03125 0 -178.125 ) ( 0 0.03125 -0.375 ) ) "textures/common/caulk" 0 0 0
    ( 0 0 1 1348 ) ( ( 4.2e-009 -0.03125 -47.875 ) ( -0.03125 -4.2e-009 177.75 ) ) "textures/common/caulk" 0 0 0
    ( 0 0 -1 -1636 ) ( ( 4.2e-009 0.03125 -47.875 ) ( 0.03125 -4.2e-009 -178.5 ) ) "textures/common/caulk" 0 0 0
    }
    }

     

     

    Looks like D3Ed puts _default if there is no texture defined, but DR puts _emptyname, which is not used for sealing and therefore produces a leak.

  13. Ok, there is something serious going on. I opened the map file that I synced from CVS a few weeks ago, so I guess this is the latest version, as Dram is away at the moment. This map was 8.00 MB large.

     

    I saved under mansion_alpha_dr.map and this map file has now 6.74 MB (nearly 1.3 megs smaller)! WTH? I'll have to look what this large difference is about and where DarkRadiant "saved" so much drive space ;).

    Just tested it, the old Darkradiant 0.7.1 does that too.

  14. If I open the model preview (even if I don't choose a model), after closing the widget, darkradiant looks like this:

    modelproblemob2.th.jpg

     

    camera and xy views are grey, but the map is still there and I can still save or use the entity inspector.

     

    The skin chooser doesn't work too. In the entity inspector, I can add the property "skin", but when I want to select a skin by clicking on ..., darkradiant crashes to desktop.

×
×
  • Create New...