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  1. I am in need of an ASE exporter for Blender. I tried KatsBits ASE export, but it's so old that modern Blender versions don't even list the addon after it's installed. Someone made a thread about an ASE importer recently, but no exporter. I can export to lwo for the time being, but still prefer ase for own reasons.
  2. The *DOOM3* shaders are ARB2 ('cause of old GeForce support) carmack plan + arb2 - OpenGL / OpenGL: Advanced Coding - Khronos Forums
  3. Thanks, I can also recommend gog galaxy. The idea of the custom tags is really nice, I'll have to try this out too!
  4. Keep in mind also that mission size, and complexity have increased dramatically since the beginning. For a lot of veteran mappers, it can take over a year to get a map made and released. The last dozen missions have for the most part been pretty massive, with new textures, sounds, scripts, models etc. We seem to be long past the point of people loading up the tools, and banging out a mission in a few weeks that's very barebones. We still do see some of those, but I noticed in the beta mapper forums and on Discord, that mappers seem to make these maps, but don't release them, and instead use the knowledge gained to make something even better. Could just be bias on my part scrolling through the forums and discord server though.
  5. YOU TAFFERS! Happy new year! Deadeye is a small/tiny assassination mission recommended for TDM newcomers and veterans alike. Briefing: Download link: https://drive.google.com/file/d/1JWslTAC3Ai9kkl1VCvJb14ZlVxWMmkUj/view?usp=sharing Enjoy! EDIT: I promised to someone to write something about the design of the map. This is in spoiler tags below. Possibly useful to new mappers or players interested in developer commentary.
  6. The situation The way the ASE exporter works now is that the model's origin is either in the middle or at the map's centre. So if you wanted to have the origin in a specific spot you'd have to move the model to the map's centre and align it on all 3 axis, every time the model is exported. Suggested solutions > I'd appreciate the functionality to type in the origin directly. This way the user can move the func_static's origin where it's needed, and then copy-paste the origin spawnarg into the exporter window. I think this would be the easiest option to implement and already on its own would be enough to make exporting ase much easier to handle. > Another option could be that the exporter finds and uses the origin of the selection. This would be convenient for simple objects, although it would be less straightforward if there are multiple parts in the selection. In that case it might need to go for the most recently selected part.
  7. Seems to confirm: https://bugs.thedarkmod.com/view.php?id=5718 does it happen in the latest dev build: https://forums.thedarkmod.com/index.php?/topic/20824-public-access-to-development-versions/
  8. While I posted in another thread about it, I figured I should post it here too. We grabbed Jedi Academy ASE import add-on, improved it and there you have it: https://drive.google.com/open?id=0BwE6dxM0O2PsZldRaEQ4a0RJMXM Imports vertex color, smoothes mesh and creates texture slots in Blender (have to use BI and textures should be placed next to either .blend or .ase).
  9. I've completed an ASE import script for Blender 2.53 Beta. Download Just place import_ase.py into your scripts/io folder and ASE will show up under File > Import the next time you start Blender.
  10. Did a great find today: Quake 4 mods for dummies. Now online readable. http://forums.thedarkmod.com/topic/5576-book-quake-4-mods-for-dummies/?p=412644

  11. https://github.com/HansKristian-Work/vkd3d-proton/tags <- directx 12 wrapper for dxvk https://github.com/doitsujin/dxvk/tags <- directx to vulkan wrappers D3D 9 to 11 eg. dxvk if you want to try it with horizon zero dawn you need to copy out dxcompiler.dll from Tools\ShaderCompiler\PC\1.0.2595\x64 and bink2w64.dll from Tools\bin and place them next to HorizonZeroDawn.exe. then copy over dxgi.dll from dxvk and d3d12.dll from vkd3d and place them next to it to. now fire up the game and let the shaders recompile -> profit.
  12. TTLG? That's Through the Looking Glass Forums. A looking glass fan community. Has been around for a long, long time. https://www.ttlg.com/forums/
    1. Obsttorte
    2. Bikerdude

      Bikerdude

      He changed ita long while back, it was so he was using the same name as he uses on other forums.

  13. DarkRadiant 2.13.0 is ready for download. A lot of fixes and improvements made it into this release. Several point files can be selected for display now. DarkRadiant is now capable of comparing maps, both in differential A vs. B comparisons as well as three-way merge scenarios (when both maps share the same ancestor). Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/2.13.0 and of course linked from the website https://www.darkradiant.net Thanks go out to all who helped testing this release! Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. Changes since 2.12.0 Feature: Ability to choose from several different pointfiles Feature: Aspect ratio preserving Fit Texture option Feature: ModelSelector: add ability to rescan folders without having to reload all models Feature: Add "Show Material Definition" to ShaderSelector tree views Feature: Paste material-header to surface from clipboard with hotkey. Feature: A way to display editor_usage in the Entity Inspector window Feature: Selection by coords Feature: Three-Way and Differential Map Merge Feature: Map Comparison/Diffing Feature: Git Version Control Integration Plugin Improvement: Show axis when 'R'otating entities Improvement: Improve workflow for adjusting light brightnesses Improvement: Map Loading Performance Improvements Improvement: Refresh entity inspector when reloading defs Improvement: Increase maximum zoom level of 2D views Improvement: "Choose entity..." button for all def_ spawnargs Improvement: CTRL + MMB in orthoview: place camera at height of most recent selection Improvement: Added Documentation for Layer Script Interface Improvement: "Shift textures randomly" shifts all selected faces by the same amount Fixed: Problems with particle preview obstructing the view Fixed: Cannot view or copy from built-in Filters Fixed: Auto-save is slow when animation or particle viewer is playing Fixed: Non uniform light volume scaling not working Fixed: BC5 normal maps cannot be loaded Fixed: Copying a particle in the Particle Editor creates an ___editor list entry which can lead to crashes Fixed: Create Entity window no longer remembers the previous item Fixed: Model exporter: no model is exported if folder path doesn't exist yet Fixed: Non power of 2 textures show up black in Fixed: 'Change game/project' fails to save if a decent-sized .map was loaded Fixed: Reload Defs is messing up the entityDefs Fixed: Crash when using Reloading Defs after placing an Entity Fixed: Entity & Speaker windows don't remember their size Fixed: Restore non-uniform scaling for texture browser. Fixed: Some ASE models do not load Fixed: Prefabs importing miles away Fixed: Path entites rotate 15 degrees, each time when dragged. Fixed: Crash when activating GameConnection Feature "update entities on every change" Fixed: Model previewer not displaying ASE or LWO models Fixed: Crash when selecting an MD5 model in "Create Model..." menu Fixed: Crash when activating the Material Editor in Doom3 game config The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  14. I think the reason the dev forums exist is to provide a place where the implementation of features can be discussed without getting mixed up with other debates when someone believes what the devs are doing is wrong. We often post public discussion threads for features with subjective elements like the frob outline, because community feedback is very important. But there will always be vocal defenders with strong views for or against certain features, or how exactly it should be implemented in their opinion. At some point a decision has to be made and be carried through, which is what the dev forums are for. Almost all of the threads are very technical, basically explaining and discussing recent or potential code changes with other devs. Its hard to say. Its a hobby the devs do in their spare time, so people come and go when they're in the mood and when they have the time. The team page is mostly accurate except for some relatively newer additions like myself.
  15. After completing nearly every TDM mission, I'm finally working on one of my own. It won't be terribly long, but something manageable for my first fm. It starts out in a small wooded area, then ends up at a modest manor. Things are going pretty well so far. The environment and basic architecture are done, it just needs to be prettied up. After fixing many leaks, I also have all the Visportals working now. Challenges: I managed to successfully export an asset from Blender and texture it for tdm. I think this is the most difficult thing I've ever done. DarkRadiant didn't like the file generated from the Blender ASE exporter I'm using. I was able to correct the output by comparing the file to one from another fm and also figured out how to get the textures in there. It took me a couple days, but at least now I know the process. Currently adding furniture and AI.
  16. I just read@motorsep Discovered that you are able to create a brush, then select it and right click "create light". Now you have a light that ha the radius of the former brush. Just read it on discord and thought it may be of use for some people in the forums here too.
  17. Here's the DR 2.12.0pre3 build for every interested mapper to test. For more things that have changed or fixed, see the list below. Download Windows Portable x64: https://drive.google.com/file/d/1QVbtqQzRYGOKmnvi27Fcx5IfEZXcKLGe/view?usp=sharing Download Windows Installer x64: https://drive.google.com/file/d/1MYIE1MwLpE5MOnHA1aqFj4YTegeLNyhG/view?usp=sharing Linux folks need to compile this stuff from source, instructions for various distributions are on the wiki. If you happen to run into a crash, please record a crashdump: How to record a crashdump Changes since 2.11.0 can be seen on the Bugtracker changelog, here's the summary: #5566: Material stages with alpha test are incorrectly rendered as translucent #5572: Material Editor #5576: ASE importer needs to handle shared vertices with different normals #5552: Better support for stage transform keywords in idTech4 materials #108: Ambients don't light sides facing away #5571: Table lookup evaluation is not producing the same results as in the engine #426: Added script as "same origin clone manager tool" #2132: 3D grid feature #5546: Attached light radii are the wrong colour if "Override light volume colour" is active #289: ESC to close dialogs with Cancel #5556: Add missing image dimension reads to Quake 3 legacy brush parser #1709: Show light_radius on 'other' entities #5541: Customisable GUI layout ("Dockable") #5534: Opening the Create Entity dialog a second time will present an empty tree view #994: Show attached (light) entities #5530: "Toggle 16x16 grid" function in the Particle Editor broken #5527: UI Manager cleanup #5524: Add portal_sky filter to default filters #4644: Use of BITMAP field in ASE differs from TDM #5518: Newly added or imported items don't use the location of previously selected item #5460: Newly drawn brushes don't use height of previous selection with "Show Size Info" switched off #4846: Rotation widget does not re-center on selected object #5267: Duplicating model and moving with Alt-arrow results in pivot on original model when trying to rotate afterwards #5465: Brushes with no visible surface towards orthoview "camera" are invisible in orthoview #4735: Can't select one-sided models in certain 2D views #5266: Twosided models can only be selected from one side #4791: Copy model/entity/prefab paths to clipboard Changes since 2.12.0pre2: Switched Matrix algorithms to Eigen library #5589: Material Editor: Add Reload Images button to reload the textures of the selected shader #5590: ASE import failure loading models/darkmod/nature/flowers/flowers_patch_01.ase #5586: Crash at shutdown when Dockable layout is active #5585: Extend MaterialManager scripting interfaces by editing methods #5572: Add context menu option "Open in Material Editor" to MediaBrowser tree Thanks for testing, as always!
  18. That moment you log into TDM forums and suddenly feel nostalgic...

    1. Sotha

      Sotha

      Protip: if you never log off and stay for ever, there is no nostalgia when you visit.

    2. Melan

      Melan

      Welcome back!

    3. RPGista

      RPGista

      Haha yeah, I feel like that from time to time. Good to see you around.

  19. I just found this thread on ttlg listing Immersive Sims: https://www.ttlg.com/forums/showthread.php?t=151176
  20. Got my new painting skins and was seeing the following in the console before the map is even been loaded - Here is just one example - line 116: Missing decal name line 137: Expecting '{' but found 'portra'And the skin definition in question - skin 06portra { model models/darkmod/decorative/wall/painting01.lwo model models/darkmod/decorative/wall/painting01_m.lwo model models/darkmod/decorative/wall/painting01_l.lwo model models/darkmod/decorative/wall/painting01_tearable.lwo model models/darkmod/decorative/wall/painting01_m_tearable.lwo model models/darkmod/decorative/wall/painting01_l_tearable.lwo model models/darkmod/decorative/wall/painting01_s.ase model models/darkmod/decorative/wall/painting01_s_tearable.ase model models/darkmod/decorative/wall/painting_round.ase model models/darkmod/decorative/wall/painting_round_tearable.ase model models/darkmod/decorative/wall/painting_round_s.ase model models/darkmod/decorative/wall/painting_round_s_tearable.ase model models/darkmod/decorative/wall/painting_minature.ase model models/darkmod/decorative/painting_desktop_vertical.ase painting01 06portra painting01_m 06portra painting02_L 06portra } skin 07portra { model models/darkmod/decorative/wall/painting01.lwo model models/darkmod/decorative/wall/painting01_m.lwo model models/darkmod/decorative/wall/painting01_l.lwo model models/darkmod/decorative/wall/painting01_tearable.lwo model models/darkmod/decorative/wall/painting01_m_tearable.lwo model models/darkmod/decorative/wall/painting01_l_tearable.lwo model models/darkmod/decorative/wall/painting01_s.ase model models/darkmod/decorative/wall/painting01_s_tearable.ase model models/darkmod/decorative/wall/painting_round.ase model models/darkmod/decorative/wall/painting_round_tearable.ase model models/darkmod/decorative/wall/painting_round_s.ase model models/darkmod/decorative/wall/painting_round_s_tearable.ase model models/darkmod/decorative/wall/painting_minature.ase model models/darkmod/decorative/painting_desktop_vertical.ase painting01 07portra painting01_m 07portra painting02_L 07portra } As it turns out the engine dosen't like having numbers at the beginning of file names in either the kin or material defs, and I imagine it wont like them in other text based files the engine use etc.
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