Jump to content
The Dark Mod Forums

AluminumHaste

Development Role
  • Posts

    8272
  • Joined

  • Last visited

  • Days Won

    98

Everything posted by AluminumHaste

  1. Okay I must have missed something, what happened to Oddity? And that nobleman model looked great!
  2. Thanks, I'll give that a try tonight. So I converted two of the bark dds files to jpeg, because lightwave can't view dds files. I then saved those jpegs to the desktop, it's called bark01 or something like that. The other branches use bark02, same as the cuts. Now those were all set up in the surface editor in lightwave. Okay I'll play with that at work tonight and see how it goes.
  3. So I got my tree model into Lightwave and used the material editor to apply the bark texture using the uvmaps provided by the tree generating utility, which looks good. Now I copied the .low file to the models directory and it shows up in DarkRadiant and works great. Only problem now is that the textures aren't showing up in the editor, do I have to create a .skin file? Also don't models required a material file? Sorry the wiki isn't much help right about now. I've looked at the other models and tried to see what they need, but it's not helping much either. So what I've got is: mytree.lwo and all associated uvmaps for all the subgroups of the model. The trunk, bough, branch 1,2,3 etc.I've applied a texture to the model using the uvmaps to wrap it properly. Now how do I get it to look like that in DarkRadiant/Darkmod? Any help is greatly appreciated.
  4. I thought it was just me Question: In the media browser which emulates an explorer tree view, you currently can't open and close sub trees using the left and right arrow keys, can this be implemented?
  5. I don't know if this has been posted as it's not that new, end of 2008 maybe, but here's a quote of Carmack's So when Rage ships, D3 source will come hot on it's heels!
  6. Waayyyyyyy ahead of you there in that respect.
  7. Alright that's going to be very useful for this map, I just dmapped for the first time in like 2 months and it only took 54 seconds I calculated that at this moment if I stand in one of the four corners I can see every tree in the map. Now, only counting the trees (And leaving out the patches for the terrain), that equals 646,404 polys, which if I want that to run at 30 fps = 19,392,120 polys per second just for the trees
  8. Oblivion used particle leaves like we can do in DarkMod, it's already been done in a few maps.
  9. Yup got a fog light in there already. EDIT: I'd have been able to work on it for 8 hours tonight at work, but I forgot to bring my power supply and mouse GRRRRRR I was so mad when I got to work lol
  10. Hmm that's a good idea especially since portalling won't help my map at all (wide open area)
  11. Hmmm that would help but that's not my issue. Here I made some screenies with steps: Step 1 (Created my room with all out facing faces textured in Caulk): Step 2 (Then I filtered Caulk): Step 3 (I then selected a wall): Step 4 (I can edit it like normal but I have no visual indicator where the brush is): It's easy with just a simple 6 sided shape, but what if it's complicated with several more sides? I wish that when I selected that inside wall that the wireframe would show in all views.
  12. Man just finished moving 800+ trees in the last 1.5 hours, time to take a little break. That's just one part of it, still gotta do 1/2 the map's trees....I just realized I haven't dmapped and tested the performance of this map in a long while...
  13. Notice how in the filtered view the brush no longer shows up even when I have it selected, so if I want to resize that brush I have to either unfilter Caulk, or user Vertex editing. In this pic I have 5 sides of the brush as Caulk, and one side as sky, so with Caulk filtered 5 sides aren't visible even when the brush is selected.
  14. The render window removes faces applied (Even on the selected brush) with the "Caulk" texture when I have them filtered. This is fine but shouldn't you still get the wireframe outline of the brush? Also it hides them in the Orthographic view which I don't remember it doing that before. Here's an example to help illustrate: This is with Caulk unfiltered: This is with Caulk filtered:
  15. OMFG HAHAHAHAHAHAHAHAHAHAAAAAAAAAAAAAAAAAAAAA AA
  16. This is for a single placement in the map, it's going in my cave and it's around 30k polygons, which is really high, but should be fine in the cave. A friend of mine loaned me his license for Max and something called TreeSTORM which kicks ass. His studio is on hiatus for some reason (He won't tell me but I suspect that they're being shut down) so he doesn't need his tools at the moment. (It's a small budget studio I'm guessing as all of them were required to purchase their own software ) EDIT: And I agree with you, I like most of the trees in the repository, which cardboard cutouts are you talking about?
  17. Okay nevermind there was an error exporting the md5anim as the tree has no bones so the script craps out damn. Anyways, here's a pic of the tree in obj format.
  18. I see that most of the DarkMod models use ASE/LWO, whereas my tree model I just exported I used DerTon's MD5 exporter for 3DSMax 2009. What's easier to get into Doom 3?
  19. OMG congrats man, it was a fun little demo I played the shit out of it. <3
  20. Okay this isn't for everyone I thought it was hilarious, but your mileage may vary. http://www.youtube.com/watch?v=lDqC28nOF4M
  21. Okay I found out what the issue was, I had removed the entire directory, but for some reason checked out the entire trunk onto my computer, which gave me c:\Darkradiant\darkradiant\.. which was causing all sorts of errors on startup, so I removed it again, and got the right stuff and it's working great now.
×
×
  • Create New...