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Posts posted by angua
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I've uploaded some of our models:
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.
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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...
Seriously, of course we will be having spiders!
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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.
The loop engine seems to be broken (at least my version, it only has 4 KB)
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I've played around a bit and made a little particle effect. The effect together with a map is on ftp:
http://208.49.149.118/TheDarkMod/maps/test.../vines_test.pk4
(already compiled, just type "map vines_test")
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How have you planned spawning the vines? Did you plan to create a particle effect together with a decal? I could play around a bit with particle effects and see if I can come something.
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Everything works fine for me, the only thing that I noticed was that after starting to load bonehoard, it printed this on the console:
Open file C:\games\doom3\darkmod\maps\bonehoard.map for read...success
Open file C:/games/doom3/darkmod/ for read...failure
The map was loaded and I've had no problems so far.
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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!
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Thanks, that's betterPleas read this posting: http://forums.thedarkmod.com/index.php?showtopic=609As you can see there is a section that explains the ftp and download urls.
When you upload to FTP, it is prefereable to post a downloadable URL, instead the FTP URL.
I updated your link.
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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.
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I could do this myself if you tell me where to put them, so I could reduce your workload.
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You can get TheCompressonator here for example:
http://www.pcgamemods.com/mod/17588.html
It can do batch conversions from tga to dds, but I don't know if it can also convert back to tga. I'm currently uploading the tgas to ftp, just wait a few more minutes...
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I convert the TGAs to DDS using TheCompressionator 1.21.1044It 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?
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.
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Thanks!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)
Don't worry, I never throw away anything...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. -
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.
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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.
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_default also only gives the red "shader image missing" in dark radiant instead of the blue "shader not found"
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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.
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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.
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I reinstalled the whole thing and it's working now.
Oh well...
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If I open the model preview (even if I don't choose a model), after closing the widget, darkradiant looks like this:
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.
Angua's Models
in Art Assets
Posted
More models:
models/darkmod/architecture/
arch, pillar, pillar_broken and pillar_broken_part
entrance