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AluminumHaste

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Posts posted by AluminumHaste

  1. Somewhere along the line the object location creation mechanics busted. In particular when you make an entity anywhere, one of the planes will be on the 0 axis line. It's really frustrating and I don't ever remember this being an issue with the older ones. I read somewhere that it used to take the missing axis coordinate and use the location of the last selected entity but that doesn't happen anymore.

     

    I'll track it then.

     

    EDIT: Okay it's tracked now on the bugtracker

  2. I've noticed in the last few releases that when working on my map, I will go to create a new brush/patch but instead of it being created on the same Z plane as the last selected object, it seem to be created like thousands of units either above or below the last selected object. This is really annoying as it looks correct in the top down view, but then I have to move it up or down.

    The same thing happens when I create a new anything with the other views selected.

    Has anyone else experienced this issue?

  3.  

    30ij53c.jpg

     

     

    Oh yea fraps worked great, thanks.

     

    The fuck? That's........weird. Looks almost like graphics memory corruption.

    Also, Doom3's default screenshots are TGA files, which are uncompressed AFAIK. You can set it to use jpeg or bmp if you want. I can't remember the cvar for that though.

  4. It's on SVN now...we should probably see about getting you access, given all the work you're doing.

     

    I did take a stab at redoing the normal map for that diffuse, I didn't overwrite anything though, you can find it at darkmod\textures\darkmod\door\wood\boards_old_rough_local_test.tga

  5. bind screenshot f12 didn't work, and prntscreen only brings up a large grey square when i paste it.

     

    It's not like solid blocks, like the wood grain on a pank may be solid white, or the pattern on stones..

     

    I think it's a lighting issue..

     

    And it happens outside primarily.. it's abundant in the archery area, and the jumping/mantling area..

     

    This is really annoying, and it's blinding too, I can tell this game would be fun on the bun, if not for this bug i'm having..

     

    I searched the forums for a similar problem but it seems nobody else has the issue..

     

    my graphics card isn't the best, but it's enough. Geforce 71000 series..

     

    Again, super super smooth playing, great fps.

     

    I rarely get that, in any game.

     

    So that is awesome.

     

    But i'm going off subject.

     

    I'm worried that the reason you are having good performance is because your graphics card is not actually rendering very much and as such, is able to power through the rendering pass. Yeah if prntscrn is only giving you a grey screen when pasting into a program you can also try running in windowed mode with:

     

    set r_fullscreen 0

    vid_restart

     

    Also download fraps and run that when playing the game, and use it's internal screenshot taking ability to grab screens.

    Also go to the nvidia control panel and check out your system information; what driver are you using? I'm running 196.86 with no issues with 2xGeForce GTX 260M in SLi mode.

    • Like 1
  6. In that case, f12 isn't saving screenshots, there is no screenshots folder..

     

    I guess ill just prntscreen and save them in paint..

     

    Open the console in game and type:

     

    bind screenshot F12

     

    Now press F12 in game to take a screenshot.

     

    Also in the console type:

     

    set r_bloom 0 (or something very close to that)

  7. its entirely too early to be posting screenshots, but i figured i'd throw in a couple streetlamps and do it anyway. Here is a shot of (most) of the front wing of the mansion i'm building. the trim is far from done, and i want to put up a lot of ivy overgrowth etc etc, but the general concept is definitely there.

     

    th_ss1.jpg

     

     

    It's looking great, how is the visportaling going?

  8. This is driving me 'naners'. When you create an entity instead of creating it on the X, Y, and Z which are all located on the three views it creates it at 0 on one of the axis. So if you make a entity on the top window far from the Z origin, the entity pops to the origin rather than where your Z views are causing you to have to go find it.

     

    This is definitely new behavior as this used to work where the entity or brush is created on the same plane as your last selected brush/entities origin, or somewhere close to there. Now when I create a new brush in the Z view, it's like 3000 units away from where it should be.

  9. yep i read (skimmed) it last week, and figured i'd put that one off for a rainy day. Been planning on following it in detail to see what i could discern out of it.

     

    I know it looks complicated, but as I told another member, it's as simple as copy/paste, delete, delete, delete, save, done. I just used this to split up a 5x9 patch mesh into 3 5x3 meshes, and it took me literally 5 minutes of work.

  10. i've been a thief fan for a decade, and i need a new hobby. If that doesn't work for you, I've been addicted to lord of the rings online for the past 2 years, and since i started working with DR i haven't touched it for 2 weeks. You know how us mmorpg nerds are. It takes something major to break that.

     

    Also, on top of that monumental undertaking, i've been thinking of picking up my old c and c++ textbooks, downloading all the source code, and building a patch clipper tool for DR. it would use the geometry of a selected patch(es?) in a CSG subtract sort of way. Any patch intersected by the selected patch on at least 2 edges (or even 2 times on the same edge) would be clipped with new vertices added to the new patches as needed (potentially >2 new patches). There would be exceptions though, like clipping a circle through the middle of a patch cookie cutter style where none of the edges are intersected at all. i've been putting some thought into it, not sure if i can really get up the gumption to do it with everything i've already set on my plate already.

     

    Hmmm that would be useful, here I wrote this a few weeks ago, might help.

    http://wiki.thedarkmod.com/index.php?title=Patch_Splitting_-_Basic_Tutorial

  11. i've already successfully done it, and this is my first map for any game ever, and i fully plan to learn everything TDM related and showcase the full spectrum of TDM features in this map. I'll be modifying textures, picking up a copy of maya and making my own custom animations for drunken guards (including in combat), and learning blender to make my own models. I'll also be making some good use of particles, and use some voiceacting from me and my roomates for some of the AI as well. Might even try to fit in some ghosts, who knows. Anyway, i'm going all out on this map and its going to take a long time. But once its done and i've learned all i need to know, i plan to whip out subsequent missions like hotcakes. This is the first map of a campaign i'm designing. I've got a few pages of backstory written already.

     

    If you don't believe my ambition, heres the concept for the mansion mission i've decided on, and this baby is a total architectural nightmare. The front wall (minus some of the detailed patchwork on upper stories) is almost complete already.

    bighouse.jpg

     

    EXCELLENT!!! I LOVE those old houses! I can't wait to play this.

    <3

  12. Ok I'm having some serious issues with creating a tower-like structure with windows that open. I completed the tower tutorial that uses patches, but no explanation on windows at all. How I would even do that with patches is completely unfathomable to me, plus with 3 stories that all overlook the outside of my house, how on earth to properly portal that would be beyond me as well.

     

    So, I have been working with a brush tower for multiple hours now, and DAMNIT this is getting rediculous. Heres a ss of the work + explanation:

     

    th_badprismroom-1.jpg

     

    This is a 30 sided prism room (to be cut in half) created by making a large and small 30 sided prism, and CSG subtracting. The result is z fighting (which i attempted to solve by creating it with no-draw texture, and then texturing only the outside faces the player can see with my chosen material [which did not work]).

     

    Putting in windows as you can see by the SS is a MAJOR pain, and will require patches to texture the inside of the room anyway, and i cannot figure out how to patch around windows for the life of me.

     

    I searched through the forum about prism rooms and found something by badcog about this. he said: "Yeah, the round parts started as a cylinder (20 sides), then cut like a pie, then cut each wedge into wall thickness, then vert edit to clean it up."

     

    what does that even mean?! like clipper tooling 20 slices or something? That is the only lead I have found on a resolution to this. Can anyone explain the proper way to make a multi-story half-tower with open windows please?

     

    P.S. CSG merge on those brushes did absolutely nothing.

     

    edit: here is my interpretation of badcog's idea thus far:

    th_prismalternative.jpg

    somehow this bad hackjob of a tower wall is not aesthetically pleasing... but is this the "proper" way to do it..?

     

    I think you found the only instance where DromED/DarkEngine is superior lol.

    What you are doing there is one of the most difficult things to do, of course it's going to be hard. I would suggest something more simple for your first or second map. Don't get burned out on one single aspect of your map, no matter how much you want to do it.

  13. If you could try this :

    Make a shortcut to DR on your desktop

    Right click on it -> Properties -> Compatibility tab

    Tick "Disable desktop compositing"

     

    If that does work, there are plans to fix it.

    Do you have an nvidia card running Vista/7 x64?

     

    That is definitely his problem, but as in my case, those options might all be greyed out. When I run DR and I'm having issues with Aero, I have to go to Personalize and pick a theme without aero on. My properties for the darkradiant.exe looks like this:

     

    properties.png

  14. You come across certain words you only ever really read in magazine articles and nobody uses in everyday conversation. I can remember when a computer journalist discovered what 'ubiquitous' meant and after that it was present everywhere. Just came across picaresque in my tv guide. Seen it times but never looked it up before. It sums up Thief in one word... :laugh:

     

    picaresque

     

    1. Of or involving clever rogues or adventurers.

    2. Of or relating to a genre of usually satiric prose fiction depicting in realistic, often humorous detail the adventures of a roguish hero of low social degree living by his or her wits in a corrupt society.

     

    Taffer

  15. I also want to share some of my work! This is my first "real" mission (after the tutorial which I didn't complete because I was to eager to start making my own missions ;) ) And of course it's a huge mission, so almost every picture is a WIP...

     

    http://i99.photobuck...efen/Stairs.jpg

     

    http://i99.photobuck...chefen/Room.jpg

     

    http://i99.photobuck...hefen/Lobby.jpg

     

    http://i99.photobuck...en/Corridor.jpg

     

    http://i99.photobuck...hefen/Attic.jpg

     

    Those are wonderful, very atmospheric.

  16. Awesome use of textures Rek!

    And the tree etc looks very interesting... different. Are AI reacting 'realistically' when alerted, no map wide alerts etc? :)

     

    Took some pics of areas in my map, but the lighting looks very bad in screenshots; worse if the gamme is bumped up. Instead have some more texture work. Both are complete but still extremely high res, intended for outside use as all the other wall materials didnt suit loosely constructed things, look okay inside too :)

     

    stwall2.th.jpg

    stwall.th.jpg

     

    I think I may be stuck with map wide alerts, but I'm doing some experiments that might help

     

    EDIT: Are those new? Those are gorgeous.

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