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  1. Is there something wrong with the forums lately, or is it my browser? I've been having trouble formatting posts, and just now I couldn't format anything at all.

    I'm using Vivaldi.

    Usually I have to: select text, click bold, nothing happens, select again, click bold, then it works. 

    Same for other stuff, like creating spoilers, bullet points, links. Nothing works the first time. 

    1. datiswous

      datiswous

      I have no problem. I use Firefox. @Zerg Rush also uses Vivaldi. Have you tried without extensions, or in another browser?

      (btw. bold, italic and underline have shortcut keys: Ctrl B, Ctrl I and Ctrl U, you could try that)

       

  2. Is it possible to export ASE mesh as CM collision model (and then somehow view it to visually confirm if it's good or not) ? If I select my model and then go to File > Export Selected as Collision Model, I get model selection dialog window popping up and when I select model there and hit Ok, nothing happens (window closes and I am back in the Editor). No .cm file gets saved.
  3. Since Aluminum directed me here ( https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475263 ) can we have unlimited renderer effects? Well, maybe not unlimited, by maybe 3-5? Thanks.

     

    1. Show previous comments  1 more
    2. Nort

      Nort

      Since I wasn't the one mainly asking, I'll just cite you in the original thread instead.

    3. AluminumHaste

      AluminumHaste

      There already is a kind of sorting, sort nearest, sort decal, sort <n>. For things like windows and such, sort nearest should probably have the desirable affect, though looking through multiple translucent shaders might kill performance.

    4. Nort

      Nort

      Is having multiple render effects really killing performance that badly? I don't understand. You're saying that if I have two transparent objects side-by-side, then they'll just count as two render effects, but when combined, they somehow become something much more difficult to render?

      Never-the-less, unless we're talking some kind of infinite portal problem, why not let the mapper choose how much he wants to kill performance? Just warn him against putting too many effects close together.

  4. Woo!! 2.10 Beta "Release Candidate" ( 210-07 ) is out:

    https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/

    It wont be long now :) ...

  5. I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...

    1. datiswous

      datiswous

      Yeah and the wiki and moddb. It should have those links in the footer I think. Probably easy to add by an admin.

      Edit: And a link to the bugtracker. I'm always searching for a post in the forum that links to that because I can't remember the url.

    2. Petike the Taffer

      Petike the Taffer

      I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.

    3. duzenko

      duzenko

      Reluctance to improve the forums is matched by reluctance to allow more people to work on it. Talk about trust and power.

  6. I'd really like to fix the way the ASE exporter (and others) orientates the middle edges of the quads it exports. They are opposite of how they should be, as seen in Radiant. To illustrate, I have this pic below - on the left is the original patches that I exported, and on the right is the ASE model that I imported back into Radiant. You'll see how the inner edges are orientated differently, and in this case gives a different shape, and in other cases may affect the way the textures are warped on these faces. (I added the extras lines in the orthographic view to demonstrate this, but they are 4 patches, not brushes) I'm also trying to figure out how to do this in Blender, but I don't think it's possible. Perhaps Meshlab can do it. There is a line in the Python script here:- for x in reversed(winding): verts.append([x.vertex.x(), x.vertex.y(), x.vertex.z(), x.texcoord.x(), x.texcoord.y() * -1, x.normal.x(), x.normal.y(), x.normal.z()])A tweak to this may be what's needed, but I have no idea how. I might try to play with it in a while. Exporting as OBJ corrects the orientation of the inner edges of the quads, but using this method loses the material headers, this information is not exported.
  7. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  8. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
  9. Has anyone gotten the blend ase export script to work in the latest DR? I've tried exporting a func_static as a blended model to the Desktop, and it doesn't show up. (I had tried to put it into the proper mission folder, but it didn't show up there either.
  10. Hey there, If you're producing models in some app that does support ASE, or has spotty support (i.e Blender), you can try my lovely assimp exporter module. Ugly screenshot follows: Now for the cliffs: Assimp supports many formats — some of them well, some of them... not so well (and some missing from that list). You may run into crashes importing a model, please upload the files somewhere reasonable and link them here. No promises on fixing those however. I seem to make the engine very unhappy when I export vertex normal, so that is disabled in this build - when I figure out what exactly it hates, I will enable it. For now the engine will generate the normals, so don't worry too much, they look fine for most things. It will try to guess your material name, however if you have the option "Optimize Mesh", it may merge material groups, which kills the name (I will likely try fix this in the future). Remember to edit your model in a text editor (i.e Notepad++) to make sure that the *BITMAP is set correctly for your materials. Material support is done as per the ASE files generated by 3D Studio used to be (one material per material, no sub-materials). Vertices sharing the same material are all grouped together, not islands (some newer exporters do this). If you are getting in-facing faces on quad islands or something funny, disable the importer option "Fix Infacing Normals". Download — Here (Win Vista / 7 only, sorry no XP for now!) Give me some feedback. Eventually this will be pushed upstream into Assimp itself. In specific, feedback on (provide the model in question please): Crashes during export Crashes on ASE import (This does not include DarkRadiant created ASE) Problems with vertex colours in the exported model.
  11. Still spreading the word about TDM on forums to new peops... Funny to see people say "Awesome, I loved playing Thief back in the day!"

    1. Show previous comments  2 more
    2. kano

      kano

      Yes it was in a discussion where someone was saying how unhappy they are with the way game companies grant themselves permission to do whatever they like to your PC and personal info today. I pointed out that giving up games completely is an unnecessarily overkill solution when there are free games like TDM to play.

    3. Epifire

      Epifire

      Honestly the mod/Indie genre is still really booming right now. And they aint got no reason to do shady invasive privacy bs.

    4. Petike the Taffer

      Petike the Taffer

      What Epifire said. :-)

  12. I am trying to port a Quake 4 map over to UT2k4(Unreal Tounament 2004) and I tried out Dark Radiant which turned out to be the right program for the job! The Q4 map is q4xdm10.map called Central Processing and when exported as a .obj file the texture mapping is for some reason messed up completely. I tried the export the map as a .ase file and that worked a lot better which I then saved as an .obj file but unfortunately the map is saved as individual objects and not grouped according to texture\shader used.Is that possible to have the map exported as as .ase file but instead of tons of groups the faces\surfaces are grouped and named according to the shader used with each face which not only brings the number of groups down from about 4000 to about 30\40 and I can then fix the map in milkshape 3D which I have a licence for and then export it into a format I can use as either a brush\static mesh into UnrealEd? I can then import the textures as I have already imported most of the static meshes from the map and I will import the pick-up meshes to be used as proper pick-ups with their Q4 sounds. Is is possible to do that for Dark Radiant as this is kinda urgent? Thanks.
  13. As I would like to put in a request for a version with a shorter chain and without a chain - - models/darkmod/lights/non-extinguishable/lamp_hanging02.ase
    1. Tarhiel

      Tarhiel

      Awesome, congratulations!!! :o

    2. Bikerdude

      Bikerdude

      Yup, all the remianing bugs were ironed out, so it nigh on perfect now.

    3. AluminumHaste

      AluminumHaste

      version 2.1 is now uploaded to mirrors ready to download.

  14. Hi guys, through the "cheats" topic I got the idea, that it would be quite useful, if there were tags for missions (the post was about removing the killing restriction in some missions to suit the prefered play style). I don't know how easy or difficult this is, but with them, it would be quite convenient to pick missions with playstyles, environment, etc one does want to use. This could also be expanded to other mission properties. I remember a discussion about climbable drains, handles on doors, that cannot be picked and other things the map author chooses for himself. That way these things would be clearer and as I said before, it is easier to choose missions with playstyles that suit oneself. What do think?
  15. So I created a Persian wall, but the poly/tris count is insane, despite making the majority of it out of patches and reducing the tessellation to as low as possible. Before I ask someone to look at this for me, if there any way (other then the can-o-worms that is Blender) that I can use to said amounts. The poly/tris count atm is 15/21k, prefabs - mega Just an fyi - I only had 3 instances of this model and a cut down prfab and it caused the the to crash with a malloc error
  16. can somebody fix the mainpage of our site? http://forums.thedarkmod.com/topic/19469-new-layout-error/

    1. nbohr1more
    2. Springheel

      Springheel

      It's under construction at the moment.

       

  17. Experimenting with TDM on Steam Link on Android. see topic http://forums.thedarkmod.com/topic/19432-tdm-on-steam-link-for-android/

    1. freyk

      freyk

      Did the TDM team removed D3's internal Joypad feature? (tdm works only with systemkey binders for joysicks)

    2. freyk

      freyk

      Thanks to shadrach, i got my joypad working in TDM on steam link!

  18. 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.
  19. 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.
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