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simplen00b

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Posts posted by simplen00b

  1. Wow, now that the player actually makes noise when mantling in 1.08, it's so grating to see him mantle silently.

    The silence of most of the jumping was a bit weird. (Don't make him too noisy tho...)
    Heh, it wasnt intentional - I didnt think you could jump that far :-)
    There were lots and lots of times when I couldn't. :smile: I really liked the bits it looked like I was gonna fall but seemed to grab the strut at the very last moment. Climbing/mantling is one of my favourite bits of TDM, and when I saw that array of poles going across the cathedral, I knew I had to conquer them.

     

    Anyway - back to trying to find St Alban's remains....

  2. Noob's Progress, or, What A Difference A Normalmap Makes

    Just playing around with Njob; the following all use exactly the same basic tga texture with different normalmaps:

    post-9265-0-44926300-1333145310_thumb.jpg

    ....mmmm.....

    post-9265-0-45644900-1333145313_thumb.jpg

    Erk. Easily the most striking texture I've got from njob so far, but looks too polished and synthetic for my taste...

    post-9265-0-73683200-1333145315_thumb.jpg

    ...bit too blurry perhaps...

    post-9265-0-99181000-1333145317_thumb.jpg

    ....I think this is my fave so far; quite similar to 03, but slightly darker.

     

    (On the off-chance anyone's interested, the odd filenames are my way of keeping track what settings I've used in Njob. dh=diffuse to height filter settings: fmcs=fine/mid/coarse/scale; hn=height to normal filter settings: t=traditional (Normal estimation - haven't used the crispy bacon or double layer settings yet),b=blur radius, s=scale. 0=far left of slider scale, 100=far right. Mostly using extreme settings at the mo to try and get a handle on how each setting affects the image. Still very early days though.)

  3. Regardless, I don't want to step on anybody's toes but I do think simplenoobs textures are not yet ready for inclusion (sorry fella).

    No apology necessary - the only way my initial efforts were going to be good enough for the SVN was by huge amounts of beginner's luck.

     

    Really appreciate the fact that you've taken the time to look at my normalmaps, STiFU - unfortunately, I'm still at the stage where most of your comments about them make my brain go :huh: (if not :wacko:).

     

    I'll get there, I'll get there..... :P

  4. Another sample of grungemanship what might possibly be of use for summink: -

    post-9265-0-28442500-1333057662_thumb.jpg

    TDM-format files uploaded to http://minus.com/mKQmdKEUQ/ as whitegrunge01.

     

    Still pretty basic stuff but if anyone does find a use for it, do let me know :smile: .

     

    I would also like to state that I feel my level of architectural design compares very favourably with the recent offerings from fllood and Shadowhide.

     

    *Laughs hysterically for five minutes then collapses on floor sobbing.

  5. Thanks for the thread-bump - missed this resource.

     

    *opens texturelib.com>brick>medieval

    *starts drooling

     

    Decision, decisions. Play around with tiling and texturing some of these pix? Carry on with Fidcal's A - Z? Or have another session in St Alban's Cathedral? (Gonna do StAC right now cuz want to unwind but F's A-Z will probably be main focus for next few days/weeks.)

  6. another option you can contribute by purchasing model,texture and donating it to mod if you really want.

     

    Any chance of some links to stuff that would be useful?

     

    Argh. Have I just created more work for someone? :(

  7. My first toddler-steps into the world of texture normalmaps below - not sure I could say I've been working on them, more just messing around and slapping them on a plain wall at the mo. The plaster ones are a bit meh but may have some potential; the scratchygold isn't a wall texture but I quite like it; and I don't know what the mouldygold texture is (but I really like it).

     

    However, what I'm going to work on now is doing all of Fidcal's beginner's A-Z instead of just page 1.

     

    From the sublime (Springheel) to this.... :)

    post-9265-0-10397200-1332606326_thumb.jpg

    post-9265-0-09609500-1332606321_thumb.jpg

    post-9265-0-93853800-1332606333_thumb.jpg

    post-9265-0-77943200-1332606329_thumb.jpg

  8. thankyouthankyouthankyou

     

    Sorted. :)

     

    Aside: Given my initial response to both of your replies was 'No idea what either of them are talking about', I think I'm going to have to bite the bullet and work my way through all of Fidcal's A-Z (instead of just page 1) so I have a larger frame of reference.

     

    I may be some time.

     

    *dons hard hat and stocks up on Kendall's Mint Cake

  9. (I quite like the texture!)

    Me too - just not sure what to use it for yet...

    And please, more grungy materials for sure,

    I just need a day in a derelict building with a camera and tripod.

    noone wants to be putting decals over every single surface, specially in complicated buildings

    I have a sneaking suspicion that in the not-too-distant future I'll actually know what that means :)

    Trust me, once you start feeling that way, it's just a matter of time before you want to create an entire mission.

    Well, I started off offering help with tiling and in less than two weeks I'm learning about normalmaps so who knows? (Really wouldn't hold your breath though. :smile: )

  10. I'm trying to learn about textures/normalmapping, and to help, I've built a dead basic room (i.e. page 1 of Fidcal's A-Z) and put a torch on each wall so I can prepare the texture files and slap them on the walls; the idea being that I maybe start getting at least some idea of how my random tapping on values in the nvidia normalmap plug-in affects the output in-game. (I'm putting up any textures, not necessarily wall textures.)

     

    However, I seem to have problem with two of my walls, which is that no matter what texture I put on them, they show up as blown-up, blurry, low-resolution versions of that texture. The other two walls look fine. Hopefully this pic will give some idea of what I'm talking about: -

    post-9265-0-03561400-1332546205_thumb.jpg

    This has the same texture on both walls, but the LH wall always comes out up blurry and blown-up no matter what texture I place on it. The two out-of-shot walls have the same issue - one looks fine, the other looks rubbish. Any ideas what I've messed up?

  11. Just to say I have upgraded from my Intel integrated HD chip thing to a new laptop with 2GB nvidia GT 555M, and that when I voted with my Intel chip and said "TDM plays fine so far", what I should have said was "TDM runs fine because as far as my utternoob brain is concerned getting an average of 12-15fps is brilliant and I really don't know any better".

     

    I know the 555M is lower-middle range GPU-wise, but still - I'm now getting 50-60fps in areas where I was down to 3-5fps (**cough**GlenhamTowercrypt**cough**) and TDM has gone from looking really good to jaw-droppingly stunning.

  12. There's something so cool about clicking 'PRESS ATTACK TO START MISSION' and seeing stuff you've done yourself. (Even when it's just a bare room from page 1 of Fidcal's beginner's A - Z.)

     

    Normalmaps, here I come! Bend before my mighty will!! Yield!!

     

    *goes and clicks nvidia photoshop plug-in settings like a half-trained baboon

     

    :rolleyes:

  13. Thanks guys. I'm mostly pleased with the fact that at least I now know where to put (basic) stuff so it works; the fact that the texture looks not bad is a bonus (can't see many missions needing walls lined with beaten scratched gold but you never know).

     

    I'm sure I'll get over it - I'm guessing this is just the first step of what may be a very long journey - but at the moment my brain's still doing this :P.

  14. Many thanks, STiFU - just done that, but I'll have a look at it myself first to try and eliminate any 100%totalnoob errors first. Then I'll post it so all the rest of my actuallythatisstill100%totalnoob mistakes can get fixed :rolleyes:.

     

    [irony] Easy-peasy this 3D-modelling lark innit? [/irony]

  15. Hi guys – RL's been pushing in recently but I've managed to do a bit of work on this and (good news) I finally got one of my textures showing in DR. I applied it to a wall, where it seemed to show up fine, but (bad news) when I hit F3 I got a 'Shader not found' message showing. Also (more bad news) when I try to dmap the map in TDM, I get a bundle of error messages. Nooby q - is there a way of copying and pasting console messages so I can look at them outside of TDM and see where I'm going wrong?

  16. You don't have to use Blender or anything but I would recommend that you use a 3D editor to preview the textures before you import them into the mod.

    I thought you had to import them into the mod (that means DR, right?) to preview them, but if it's easier to use Blender first, that's cool.

    If you want I can set up a simple test-scene in Blender for you.

    That would be fantastic. If you include some basic instructions, or a link to a wiki with instructions, that may help (what you call 'simple' may be a fathomless pit of pain and confusion for me. :rolleyes:) Many thanks.

  17. OK, first nooby help request re material files.

     

    1. Texture creation wiki
    :

    Create a material for the texture (see
    ). In the materials folder, locate the material file where you texture fits in best.

     

    2. Basic Material File wiki
    :

    All material files should be located in the
    darkmod/materials
    folder and have the extension
    .mtr
    .

     

    I'm probably missing something obvious, but I can't find the materials folder - in fact, I can't find anything labelled 'materials' or with an .mtr suffix anywhere in my Doom 3 folder. Do I need to create one? If so, how do I 'locate the material file where you texture fits in best'? What am I missing? :huh:

  18. @Melan:

    That screenshot looks great - love the dark textures.

    Actually, I've got a lot more source images

    If you have the time to upload a couple and send me a link, I'm happy to have a look at them.

     

    @STIFU

    I was wondering if I needed Blender – nice to know I don't. I looked at the texture tutorial (it was the comment about removing seams being "usually the hardest, most time consuming step" that prompted me to offer help) but my brain still seizes up with the diffusemap/normalmap terminology.

    Testing my textures is the next step, but I'm likely to have loads of noob questions. I'll fire up DR later tonight if I get the chance and report back with nooby-q's/screams of pain/etc etc.

     

    @Baddcogg

    Grateful for the overall encouragement. :)

  19. You can. It's only AI with helmets that become immune.
    I think I may have had a bad experience in a fairly early FM I played - very possibly Sons of Baltona – where every time I failed a KO (which happened a lot back then), running and hiding didn't really solve anything because in the process I usually alerted loads of helmeted AI who were then forever on high-alert and creeping past them seemed impossible.

     

    So I may have got into the reload habit on an unrepresentative FM (there were a lot of guards in the first part of SoB) and other FMs may be more forgiving. Only one way to find out I guess :) . (Although KO'ing the last patrolling guard in SoB was still pretty satisfying, reload-overuse or not.)

     

    Or gas them, blind them, throw a stone the other side of the space and go for it while he investigates (an arrow against a wall will also do it), sneak under his nose, or draw your sword and face him in fair duel (or not, just jump out of the shadows hacking away) - there are many ways to go foward hehe.
    Yeah, I need to flexibilise my gameplay. My style for playing a level for the first couple of times has nearly always been to KO everyone if I can (I generally avoid killing) and then scamper around unhindered. I try to be more stealthy when I've got a bit more of a handle on the terrain.

     

    As a long-time Thief player, I do love the increased difficulty of TDM.
    I love most of it. Just have the occasional tantrum is all :D.
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