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AluminumHaste

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Everything posted by AluminumHaste

  1. LOL what?? haha you are so lost man. Step 1: Open GenSurf and create whatever you want. Set the format to Quake 3 on the left side of the first Tab. Type in a name for your map (output file). Step 2: Click on the button "Write Map". (I think it's called this) on the top right of the first tab in GenSurf (By default the map will be saved to the same directory as GenSurf) Step 3: Open Q3toD3, and open the options windows. Here you will have to input the directory of Doom 3, I have Quake 3 installed so I also put that in. I'm not sure what will happen if you don't specify the Quake 3 dir. Step 4: Click on the "Options" button and un-select all the options Step 5: Click the "Add Files" button ( I think it's called this) and browse to the map that you created with GenSurf. Step 6: Click the "Add File" button and it will be added to the main Q3toD3 window. Step 7: Close the "Add Files" window and click the "Convert" button. It will show you the progress of the conversion in the window. Step 8: Open DarkRadiant and go to File->Open... Browse to your Doom3 folder and go to base\maps and find the map that was just converted. Step 9: Click "Open" and it will load in DarkRadiant. When it's done you will get an error about tokens, just ignore this. The terrain should be there. Now you should be done, your Quake3Arena terrain is now playable in Doom3/DarkMod. Good luck.
  2. Weird, it works for me, look at the first post. I'll try and write a walkthrough later on tonight, I'm at work right now. Okay back to training.
  3. Nope, you'll get a token error on creation of entities or something like that when opening the map for the first time, but after that there's no problems. I just tried both links and the converter one works, but you are right, the link on Gensurf's webpage is dead. Here try these: Q3toD3 converter GenSurf
  4. The tools you will need are: I would suggest that when converting the map to Doom3 format that you uncheck all the options as you just want the terrain and not a material file/folder and texture added to darkmod. EDIT: I would make a suggestion; make sure that everything you input is divisible by 8 so that everything aligns to the grid nicely. So make the extents like X -4096, Y-8192 by X 4096, Y 8192 and for something that big I'd suggest divisions of at least 24x24. If you are going to use brushes instead of patches you might want to go higher so it looks better.
  5. Okay try making a river go through a valley, I did that last night and it took only 5 minutes.
  6. In the elder scrolls editors they have an option called "Floor" when dealing with objects and what this does is drop the select object down on the Z plane until it encounters something and then it stops, so putting things like bottles on a table was as easy as placing them over the table all wily nilly, then selecting them all and hitting the "Floor" button and they would all fall down until they hit the table top and voilâ, all done. I'm having an interesting time placing trees on my terrain as it undulates according to the heightmap and placing them in any of the views except 3D is almost impossible, so I was just wanted to request this feature be added to DarkRadiant. I'm sure other mappers would enjoy it also.
  7. I don't use floating windows, I'll switch to that view and see what's what. EDIT: Nope, floating window mode looks fine.
  8. Okay opened fine for me and the renderer seems faster, will have to check that out in more detail later. The buttons work, I can resize windows etc. Seems okay so far, will keep posted.
  9. Soon, I'm still tweaking the terrain as the shadows are really harsh, and converting all the patches individually to use 10x10 patch divisions explicitly is taking awhile (there's 144 of them). I was wondering if you could add the functionality of changing all selected patches to use the same divisions? Right now if I have the Patch Inspector window open and select more than one patch everything is greyed out (obviously because they can have different settings), but it would be nice that I could select ALL the patches, and still be able to click "Fixed Subdivisions" and be able to change all selected.
  10. Regardless of one person's or several person's opinions about what "feels right", there should be a slider in the menu in game that controls head bob and pitch like in several other games. I for one did not really notice the head bob, so it's fine for me.
  11. I was going through the config files for doom 3 and darkmod and couldn't find alot of these cvars so I added the relevant ones. You should all go through these and change your settings appropriately. The ones I found most interesting were the culling ones as those look useful.
  12. Okay I was able to add terrain to the castle map so the castle is now sitting up on a hill with water around it. It looks pretty neat and I added a wall all the way around the "compound" so that the player can't exit the area and it gives a plausible reason for the wall to be there. I added some trees to the terrain and this really helps add some character, but I'm going to have to add alot more, maybe put some patroling AI out there. Should be fun, and the performance hasn't really changed yet, still runs at ~25fps for me outside the houses in the castle as well as outside of the castle.
  13. I will give it a shot, I always use the latest builds of everything so I'm used to instabilities.
  14. One thing that will really impact performance when reading from discs is HardDisk buffer size (in MB) and spindle speed. Newer drives can get away with running at 5400 instead of 7200rpm because their areal density is so much higher (bits are packed closer together so disc needs to spin less to get same information) so that compensates for the slower spindle speed, but yours is old so I'm thinking 4200 rpm with 2 MB buffer (around there) which means really slow read/write speeds even though processor isn't that bad. Also even though you have an older Mother Board, I'm sure you are sunning ATA ( I doubt the bus is ATA100 probably slower) so this could also affect speeds. A good upgrade is a new system. Even a 200$ base system from say Dell would be at least 3 times faster. For example this is on ebay right now for ~250$ http://cgi.ebay.com/New-Dell-530S-PC-Deskt...1QQcmdZViewItem
  15. Yes it's DXDIAG, click on "Start->Run..." then type in "dxdiag" (without quotes) and press 'Enter'. When it's done searching for drivers, their will be a button on the main page that says "Save All Information" and that will save that info to a text document. You can figure out what to do from there. BTW it's AGP (Accelerated Graphics Port) not AGB (never heard of that acronym before) EDIT: Nevermind, guess you already knew how to use it, and lol 98 series? I'm using 175 series. Here is the download page: http://www.nvidia.com/object/winxp_175.16_whql.html
  16. You're right, I can't tell the difference, the two DXT formats look almost exactly the same.
  17. Doom 3 won't show the textures in game unless you generate the mipmaps before hand, at least that's what happened to me when I tried making them without mipmaps.
  18. I thought also that DXT3 had less compression artifacts?
  19. Alright I just found a tool with the source available (it's really small) that converts tga and bmp to DDS (DXT3 w/Mipmaps), I just converted 27 megs of textures down to 4.5 megs. Get it here: http://www.flipcode.com/archives/Batch_DDS...rter_Tool.shtml You can see the source for it in there and also the source code comes with the download. Try it it works great. I checked in photoshop and the textures are saved as DXT3 with mipmaps.
  20. You can get the DDS plugin for photoshop made by NVidia, and use photoshops batch tools to automate the process. I'll try it right now.
  21. Nevermind, it was because when I saved the files as DDS I didn't check "Create Mipmaps". It's working great now.
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