Bikerdude
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Posts posted by Bikerdude
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Regarding The ravine, several players including myself in the release thread pointed out the various bugs in the map.
And regarding Full moon fever, I distinctly remember asking for permission to update this mission.
This mission was updated a very long time ago, so Im at a loss here.
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Nope this is new and it might explain why an Ai that was fine before in my City wip keeps dying for no apparent reason.Anyone noticed this before?
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Atm its 500kb per post.As we are talking about it. Was there any chance the upload file size limitation could be raised?
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Found what looks like a typo in a texture material def for "textures/darkmod/stone/sculpted/tiling_1d/trim_marble_grapevine" from - tdm_textures_base01.pk4
textures/darkmod/stone/sculpted/tiling_1d/trim_marble_grapevine { stone qer_editorimage textures/darkmod/stone/sculpted/trim_marble_grapevine_ed diffusemap textures/darkmod/stone/sculpted/trim_marble_grapevine bumpmap textures/darkmod/stone/sculpted/trim_marble_grapevine_local specularmap textures/darkmod/stone/sculpted/trim_marble_grapevine_s { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white rgb 0.40 * parm11 } { if ( parm11 > 0 ) blend add map textures/darkmod/stone/sculpted/trim_lime_longpanel rgb 0.15 * parm11 } // TDM Ambient Method Related { if (global5 == 1) blend add map textures/darkmod/stone/sculpted/trim_lime_longpanel scale 1, 1 red global2 green global3 blue global4 } { if (global5 == 2) blend add program ambientEnvironment.vfp vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular vertexParm 2 global2, global3, global4, 1 fragmentMap 0 cubeMap env/gen1 fragmentMap 1 textures/darkmod/stone/sculpted/trim_marble_grapevine_local // Bump fragmentMap 2 textures/darkmod/stone/sculpted/trim_marble_grapevine // Diffuse fragmentMap 3 textures/darkmod/stone/sculpted/trim_marble_grapevine_s // Specular } }
The following line doesent look like they should be in there -
textures/darkmod/stone/sculpted/trim_lime_longpanel -
The windows updater is caught in a loop. It finds that the available rev is 2.07, and that the current rev is 2.06.
I have seen this bahvour in the past, and my work around was -
- let the updater download the new version, which from memory the file name is ' _tdm_update.exe '
- I then killed the current tdm_update processed in task manager.
- then rename _tdm_update.exe to tdm_update.exe and run that
The update then works as expected.
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Scripts can spawn threads that take advantage of any available cores but mission authors rarely use the thread feature in their scripts.
Is there wiki article about this..?
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I have a very odd issue with an elevator, when it reaches a floor (in this case the 3rd) the Ai takes damage and the elevator goes back down without stopping at the floor.
The same dosen't happen when the elevator reaches the 2nd floor(its only works on the 2nd floor sometimes under 2.07, other times the Ai take damage), and under 2.06 the elevator can go to the 3rd floor and Ai exits just fine...Greyman discovered that my elevator speed was higher than normal and was causing an issue with the physics, so reducing from 50 back down to 30 should fix the issue. Dont know what I was getting away with it under 2.06...
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Disabling AA fixed it, but told him to try 2.07 beta also, thanks chap.
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I dont think thats Its not 2.07 related, i think its an issue with that texture - broken normal..? I added that texture a long time ago, but have only recently started seeing that effect, I think exporting as a model removes the issue.
Confirmed, exported as model fixes it -
Didnt you have this same issue a month or so ago on your WIP..?
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Can you PM me the map?
Yep, 1 min.
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I dont think thats Its not 2.07 related, i think its an issue with that texture - broken normal..? I added that texture a long time ago, but have only recently started seeing that effect, I think exporting as a model removes the issue.
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2.06 and they are getting in Alberics Curse also
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Someone is testing my WIP map and they are seeing this weirdness in-game, I have a fog light in the map and in the skybox. -
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I have a very odd issue with an elevator, when it reaches a floor (in this case the 3rd) the Ai takes damage and the elevator goes back down without stopping at the floor.
The same dosen't happen when the elevator reaches the 2nd floor(its only works on the 2nd floor sometimes under 2.07, other times the Ai take damage), and under 2.06 the elevator can go to the 3rd floor and Ai exits just fine....Also that link above isnt publicly viewable
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BD reported a missing texture last page, I can confirm that too but it's not 2.07 specific, I saw it before the beta.
I created a new material def from the one for that model that replaces the grill texture with see-through grill texture Springheel created ages ago and it works quite well -
utility_grate_001 { metal {blend diffusemap map textures/darkmod/metal/grate/grate_rusted_mesh alphatest .5 red .6 green .8 blue 1 } bumpmap textures/darkmod/metal/grate/grate_rusted_mesh_local { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white rgb 0.40 * parm11 } { if ( parm11 > 0 ) blend add map textures/darkmod/metal/grate/grate_rusted_mesh rgb 0.15 * parm11 } // TDM Ambient Method Related { if (global5 == 1) blend add map textures/darkmod/metal/grate/grate_rusted_mesh scale 1, 1 red global2 green global3 blue global4 } }
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Correct, and I believe he plans for more maps after this one.
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Way before the scaling tool was added to DR, the way to reduce the size of a model was to just change the rotation amount. So in this case from 1 0 0 0 1 0 0 0 1 to 0.75 0 0 0 0.75 0 0 0 0.75, but I didnt know the export file type for the scaler tool could be changed before now.
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Can someone check if the following model has a shadow mesh please -
- models/darkmod/furniture/seating/leather_chair_001.lwo
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I just had a go at this and for me there were no problems resizing the model in DR. It may be that your scaled models are in a format that causes the error. For me the format is LWO. If your setting is different, maybe DR is having trouble converting from one format to another.
When you use the scaling tool it exports models to.ASE (or it did in my case).
Sso I manually resized them using the rotation trick (0.75 0 0 0 0.75 0 0 0 0.75) to reduce them in size by 75% and then exported them as .LWO and that did the trick!
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Its a collaborative project should be released soon.
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Doing a final detail pass...
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Morning
Got another model request, need the following model scaled down to 75% please -
- models/darkmod/architecture/awnings_roofs/awning_cloth_standing.lwo
I tried using the scaling tool in DR but am am seeing weird shadow effects on it - same in 2.06/2.07.
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The following model -
- models/darkmod/mechanical/factory_machines/utility_fan_frame_002.lwo,
Is missing its mesh/grate texture -
- utility_grate_001
Looking at the material def for the grate textures I can see the issue, its empty -
utility_grate_001 { // Mesh used for Epifire's fan 002 // void needs path correction }
And the texture utility_grate_001 dosen't look like its present.
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Log a tracker, so Greebo can atleast see if its possible implement.
Fan Mission: Full Moon Fever by Spoonman (14/05/2016)
in Fan Missions
Posted
I don't have a copy of the PM thread/s anymore, but I genuinely could have sworn I had asked for and got permission. So assuming it means anything to anyone at this point, I genuinely am sorry.
I appreciate this is inflammatory at this point, but the update was tested over a 5 month period - why didn't you say anything back then..?