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SneaksieDave

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Everything posted by SneaksieDave

  1. I'm not sure what .proc stands for. Processed file? It's one of the output files from the compilation dmap process. The .cm file is, I believe, the collision mesh data for the whole map, just like a model has a collision mesh. The .aas files are for the area awareness system, which tells the AI where they can go and how to pathfind around.
  2. Blender is really not as tough as it's made out to be. It's quite fun actually; I just wish I had ideas and more artistic ability. I think a lot of the folk lore around its difficulty would disappear if more people watched a few beginner's tutorials and tried it rather than assuming about it. Anyway, as to the feature request, I would simply warn that unless the devs take a special liking to the idea, it's very unlikely especially when it can be done with other tools. Use the right tool for the job.
  3. So you want DR to take on modeling and texture editing? Jokes aside, Blender can already do these things (and much more), for free, and DR now has a workflow pipeline (rich_is_bored's scripts).
  4. Are the models okay in both editors, or messed up? Definitely looks like a problem...
  5. Okay I read through and tried to assemble the current list. If I've misread anyone, speak up. maybe ---------- _Atti_ Tels ungoliant Baal DeathStage_12 Komag: confirmed Nielsen74 Dragofer SiyahParsomen yes ------ grayman Neb Fieldmedic Jesps stumpy Bikerdude Xonze Sotha Baddcog Komag
  6. Just wanted to quote that in case no one in history ever said it again. Kidding! 2.5x is pretty nice.
  7. @Fidcal, is there a semi-official list of participants, or at least those who threw a hat in the ring? Don't want to comb again looking for "count me in" type comments. Would be cool to add that to first post as an ongoing list.
  8. http://www.youtube.com/watch?v=49jKeGyUCJE&NR=1
  9. These look really beneficial Arcturus, thanks! A shame that sculptris doesn't seem to support a background image? I don't think I could do it without (not very artistic). Has blender's sculpt mode improved enough to use for this?
  10. We're definitely going to be needing a prefab host/repo/wiki/something.
  11. Damn, ok. And a fair point; one would be working in .blend up to this point, unless they were importing an existing ASE and working on that. In that case, they could probably be arsed to wake the materials back up to work on them. And maybe blender itself will see a fix for it (I haven't tried with older versions).
  12. He's actually a really nice guy on the whole subject when you approach him for a request. I think he's just a bit tired of being burned by people stealing his stuff and using it however they please, and against his wishes. Example: people selling his textures for profit for use in Second Life.
  13. @rich_is_bored: any further info here? To simplify my long-windedness: when I open the .blend in blender, I get the first pic. All materials are displayed and associated with the objects (assuming all paths are preserved). UV mapping ready to tweak. untitled.blend.txt When I import the .ase (created from exporting the three objects in the .blend), the cubes do have a texture associated, however they're not displayed in textured mode, and UV mapping is not ready. I must manually choose the textures before anything can be seen or done (obviously a problem if using many materials). untitled.ase.txt
  14. It's the latest model from Ikea. (if that's a critique, it's of our materials library (*shakes fist!*), not the catapult)
  15. I gave this a shot in game; here are the results: The "stony" normalmap seems equally strong throughout, regardless of the vertex colors. Something is wrong.
  16. @Baddcog: sorry, had to remove your inline text; couldn't even load the page without freezing the browser with a javascript error. You can simply rename the files .txt (e.g. mymodel.ase.txt) and include them as attachments.
  17. My material sucks, but it's working now One problem I see (not sure if with the model, or the technique; hoping not the latter): note that both bumpmaps spread across the entire surface. The bricks have pebbled normals and the stones have brick normals. Can this be prevented (either a model bug or different material etc)? Here's the simple material again:
  18. Interesting. I tried fixing up the normals in blender (I'm not sure if it worked) but that didn't seem to help, so I'm not sure either.
  19. Disclaimer: my comment has nothing to do with the model in question Just a general statement. I actually agree with the "what's the point in a model?" sentiment. Prefabs are awesomeness in and of themselves. They don't need to be converted to models to be useful. In fact I'd argue as models they are much less useful. Brush prefabs are already solid (no extra cm, though you can make one if you wish), textured properly, can be re-textured easily (beyond skins -- complete texture remapping), can be resized, broken apart or combined, deformed, etc............... I'm for making things that must be models into models, and everything else leave as brushes.
  20. I'll put them here so as not to clutter up svn (I placed the model in /architecture) : vertblend.mtr.txt verttest1.map.txt verttest6.ase.txt
  21. Disabling HDR in the menu gives this slightly less fancy image: I also made sure to add an ambient_world to confirm whether or not that could be related. Of course this assumes the menu works to disable these items. Edit: wow I hope the difference in framerate was a fluke... Edit: Uh... HDR seems to be killing the framerate. Will post in appropriate thread.
  22. Are you certain? Step 10 of the tutorial, appendix B, says to "Cut and paste the stages from the second material shader into the end of the first."
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