Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/ase/q=/tags/forums/ase/' or tags 'forums/ase/q=/tags/forums/ase/&'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. The Transaction is a small/medium sized map in which aspiring thief Thomas Porter delivers the cryptic book, 'De Vermis Mysteriis' to a bookstore owner named Victor de Grenefeld. It is the fourth mission in the Thomas Porter series, continuing from where The Glenham Tower ended. The mission was created by me, Sotha and I wish to thank BrokenArts, Melan and Ocn for playtesting and Bikerdude, BrokenArts and Ocn for voiceacting. An enormous thanks goes also to the fine people who created TDM and are still working hard, bringing it ever closer to perfection. Thanks also to the community for helping with my mapping efforts. Extra thanks to freesound.org -contributors who make excellent quality sound effects available for free. Trailer (thanks to ocn!) http://www.youtube.com/watch?v=EBdEsKoqWl4 Briefing: Ah, the town of Glenham. I never really thought I would be happy to see its shabby wooden miner dwellings, but after the nightmares of the Glenham Tower I'm happy to see any kind of civilization. During my return trip from the tower the ghostly mist veil transformed into an intense thunderstorm and heavy rain. My clothes are soaked and I'm dreadfully tired of the harsh tribulations of the past few days. My task for tonight is simple. All I have to do is to get the strange and incomprehensible book I obtained from the tower, 'De Vermis Mysteriis,' to the bookstore owner Victor de Grenefeld. And more importantly collect the hefty sum the bookstore owner promised to pay me. With that kind of sum I can sit back and relax for a while. I'd better stay in good terms with my customer and not steal from him. I have the hunch that de Grenefeld is a well connected man so staying on his good side might be beneficial for me in the future: maybe they'll need a skilled adventurer like me and I could turn legitimate. I could earn my keep and I wouldn't need to constantly hide from the city watch. At any rate, I've got it all planned out for the remainder of the night. I'll visit the bookstore, drop the book to de Grenefeld and collect my fee. After that I'd better hide in the basement of an abandoned building I've spotted near the town north gate and get some well deserved rest. I don't think the city watch would think a cloaked and armed person like me would be on honorable business in a stormy weather like this so it would be wise to avoid all confrontation with the guards. I do not need any misunderstadings with the city watch right now. The undead horrors in the Tower forced me to expend most of my tools and I desperately need more equipment if I intend to continue my budding adventuring career. I should get some extra gold for new gear and maybe a few holy water potions just in case. There is a Builder church nearby where I might be able to find some. I suspect those fanatics might have gold hidden there as well.. It is time to move in the town and get the things done quickly. Somehow I have a bad feeling about all this. It's probably nothing, probably I am just jumpy because of the horrors in the Tower and sleep deprivation. Tomorrow I'll sleep long, relax and eat well. UPDATED LINK: Use the ingame downloader to get it. Bikerdude was added in the author, I forgot him. No other chages. Could The Powers That Be make sure that this version ends up in the ingame downloader? Thanks! Known bugs: One betatester experienced an error ("ERROR: Failed to spawn player as 'atdm:player_thief'"), which drops the player back to main menu upon map load. If you experience this scenario, please turn EAX off in the options menu. That cleared the problem for the tester. Warning! There is ALWAYS someone who fails to use spoiler tags appropriately. I recommend you read this thread further only after playing the mission! Avoid spoilers.
  2. Hello everyone. I've just made some changes to the ASE exporter, and here are some results. All of this was created in DR using the script to export. Here is the script used: ase_export_blend.py.txt The tunnels were textured with the following material shader: textures/blendtest2 { { blend diffusemap map textures/darkmod/nature/grass/short_dry_grass_dark VertexColor } { blend diffusemap map textures/darkmod/stone/natural/lanrock1_d inverseVertexColor } } The shader for the other texture looks similar. You may note that this shader only uses the diffusemap. This is due to testing purposes. Bump and specular can be added. Once you start the script, there is a field were you can type in a number between 0 and 1. This tells the script at which height relatively to the overall height of the thing to export the blend should appear. 0 is at the bottom, 1 is at the top, 0.5 would mean in the middle etc... The first texture (using VertexColor) is drawn below that line, while the other one (inverseVertexColor) is drawn above. The broadness of the blending area basically depends on tesselation when using patches. I'll add a way to modify that later on.
  3. DR ASE Blend Exporter Tutorial added :D

  4. DarkRadiant 3.6.0 is ready for download. What's new: Feature: Selection Focus (Ctrl-F) Feature: Add Radiant.findEntityByName script method Feature: Media Browser shows a thumbnail preview when selecting folders Feature: Map is remembering layer visibilities between loads Fixed: ModelDefs are shown in T-pose Fixed: Patch vertices are the wrong colour Fixed: Shader Clipboard source gets cleared on 'copy shader' operation Fixed: Nodes of hidden layers are still visible after loading the map Fixed: Can't close properties window Fixed: Merge Action rendering is broken Fixed: After using ToggleMainControl_Camera, the center panel is grey after restart Fixed: When using ToggleMainControl_Camera, arrow keys cannot be used to move the viewer Fixed: Property Panel not remembering undocked/closed tabs Fixed: Texture Tool not updating during manipulation Fixed: Orthoview ignores filters for surfaces in models Fixed: Blue dot when selecting one face removed Tweak: Conversation Editor: double-click opens selected conversation Tweak: Preference option to disable drag select in camera view Tweak: ESC key should clear the resource tree view filter text Tweak: New layers function: tooltip popup getting in the way Feature: Selection Focus (see video) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.6.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. 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. The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  5. I'm using the version from kcghost. I just tested and I can't see any difference inside the inventory. On the stats itself it doesn't show the different loot types (still seen in the inventory), but instead gives more info on stealth score. Edit: I see Dragofer made an updated version of his script. I have to check that out. Edit2: That version works: https://forums.thedarkmod.com/applications/core/interface/file/attachment.php?id=21272&key=02755164a3bed10498683771fe9a0453
  6. DarkRadiant 2.14.0 is ready for download. This release focused on DarkRadiant's texturing abilities, the Texture Tool and some of the Surface Inspector algorithms have been completely rewritten. A new model importer UI has been added with the ability to convert FBX models into a format compatible to the game (it can also convert LWO, ASE and OBJ models). The EntityInspector can now deal with more than one selected entities, showing the shared key values in the list. Copy/Paste Textures across angled faces: Texture Tool Rotate Tool (use "R" hotkey to switch) Surface Inspector Harmonise Scale / Linked Scaling Surface Inspector Normalise EntityInspector Multi-Selection Support For more things that have changed or fixed, see the list below. Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/2.14.0 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 2.13.0 Feature: Texture Tool Improvements Feature: Texture Tool: Add Manipulation Panel to shift/scale/rotate selection Feature: Show shared keyvalues when multiple entities are selected Feature: Texture Browser Filter: match multiple words (using 'AND' logic) Feature: Skin Chooser shows materials of the model Feature: Surface Inspector: Add buttons to harmonise Horizontal and Vertical scale values Feature: Improved pasting textures to angled faces sharing an edge Feature: XY view zoom is centered at cursor Feature: Texture Tool: Constrain operations to axes by holding down Shift Feature: Texture Tools: rotate function Feature: Texture Tool: UI contrast Feature: Model Conversion UI Feature: Add FBX model importer Feature: add IQM format support into lib/picomodel Feature: Spawnarg type icon not shown for inherited properties Improvement: New Game Connection GUI Improvement: "Replace Selection with exported Model" preserves spawnargs Improvement: automatically reload exported models Improvement: Search function: don't start searching while still typing Improvement: MediaBrowser toolbar: clear filter text when texture is selected through MMB or Texture Browser Improvement: Merge "Create player start" and "Move player start" options Improvement: Patch Texture Rotation should take aspect ratio into account Improvement: Texture Tool: use aspect ratio of material Improvement: Step-rotating textures through the Surface Inspector should be using the center as pivot Improvement: Surface Inspector: Option to change horizontal and vertical scale values proportionally Improvement: Apply textures to surfaces using "normalized" scaling. Improvement: Normalise button brings texture coordinates closer to 0,0 Improvement: Prevent Texture Tool "face jump" on rescaling textures Improvement: Move modifier hints out of the status bar Improvement: Flip Texture: Prevent huge face UV coordinate translations Improvement: Double click on list elements should auto-close dialogs Improvement: Texture Tool: Select items by clicking the UV space they cover Improvement: Texture Tool: Grid lines are getting too dense when zooming out a lot Improvement: Texture Tool: intercept keystrokes for grid resizing & snap to grid Improvement: Model Exporter: warn if Output Format and extension in File Path don't match Improvement: Change Quake3 map exporter to write "legacy" brush syntax Fixed: Q3 Legacy BrushDef parser sometime produce some wrong texture rotation Fixed: "Replace Selection with exported Model" assigns result to Default layer Fixed: All scene graphs connect to the same undo system, causing interference Fixed: Remove Floating Layout Fixed: EntityInspector allows to set an entity's name to an empty value Fixed: modelDefs folder starts expanded after changing selection Fixed: Particle Editor: wireframe does not render Fixed: Drag-select while in texture tool window gets stuck. Fixed: Some brushes change shape or disappear when rotated or duplicated Fixed: Texture Tool: drag operation doesn't capture the mouse Fixed: Ctrl-S does not work when focus is on inputs Fixed: Autosave filename unhelpfully overwrites 'save copy as' filename Fixed: Merge Maps: can't hide changed entities/primitives Fixed: Merge Maps: can't center orthoview/camera on changed entities Fixed: Merge Maps UI remains if DR is closed while a merge is in progress Fixed: Merge Maps: "Details" text doesn't use full width of window Fixed: Brushes colour schemes not saving Fixed: Fit Texture fields do not allow values below 1.0 Fixed: PatchDefExporter: do not write trailing white space after shader name Fixed: LWO2 Model Exporter doesn't write vertex colours Fixed: Objective components not correctly renumbered after removing a component Fixed: Applying a skin to a model entity no longer works under 2.14pre1 Fixed: Spawnarg types and tooltips not reliably inherited in entityDefs Fixed: Crash when saving map or prefab without a file extension Fixed: Texture Tool crashes when creating a new brush Fixed: "Texture tool" grid cannot decrease under 1 Fixed: Texture Tool: dragged vertices snap to grid even though it's switched off Fixed: Sound chooser not pre-selecting the inherited value of snd_* keys of an entity Fixed: User Guide (Local) doesn't work Fixed: Restore GL_LINEAR_MIPMAP_LINEAR texture filtering Fixed: Objective components not correctly renumbered after removing a component Tweak: Surface Inspector vertical shift / vertical scale arrows Tweak: Surface Inspector's minimum width is too large The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  7. DarkRadiant 3.4.0 is ready for download. What's new: Feature: Allow Layers to be arranged into a Tree Fixed: Readable Editor displays "shader not found" in view Fixed: Undoing snap to grid with prefabs causes crash Fixed: Include doc in building instructions Fixed: Decal textures causes DR to crash - (textures/darkmod/decals/dirt/long_drip_pattern01) Fixed: Skin chooser: double click on materials list closes window Fixed: Selecting and deselecting a filtered child brush through layers leaves the brush selected Fixed: Material editor re-sorts stages on pasting image map resulting in wrong material stages list and wrong selected stage Fixed: Crash on start if engine path is choosen (Doom 3) Feature: Layers can now be arranged to form a hierarchy Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.4.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. 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. The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  8. I never saw any model files. I'm guessing creating a model in .ase or .lwo format never happened.
  9. I looked but didn't see this video posted in these forums. It's pretty cool.
  10. Announcing the Release of 'Requiem' for The Dark Mod! Download Download the latest version of the Dark Mod here: http://www.thedarkmo...wnload-the-mod/ Download the mission here: Mediafire: http://www.mediafire...u89/requiem.pk4 Southquarter: http://www.southquar...ons/requiem.pk4 Fidcal.com: http://www.fidcal.co...ons/requiem.pk4 Create a folder in your Dark Mod install with the path "darkmod/fms/requiem" and place the downloaded .pk4 file inside. When you load up The Dark Mod, the mission will appear on the "New Mission" page. Requiem can also be found directly using the in-game loader. Gameplay Notes While this mission is playable in TDM 1.8, for an optimal experience please download and play in TDM 2.0 (or higher). Most inventory items in the game can be dropped, so no need to carry them around after they are no longer of any use. Note that If you use noclip or other console commands while playing, there is a good chance that you will break the intended flow of gameplay. Credits Mapping and Readables: Gelo R. Fleisher Voice Acting: Goldwell Additional scripting: Obsttorte Additional textures and assets: Flanders, Sotha, Grayman, Springheel, Bikerdude, Obsttorte Additional map optimizations: Bikerdude Testers: Bikerdude, Obsttorte, Gnartsch, AluminumHaste, Baal, nbohr1more, PPoe Custom Soundtrack: Leonardo Badinella - http://leonardobadinella.com/ Additional Music: Lee Rosevere - http://freemusicarch...c/Lee_Rosevere/ Marianne Lihannah - http://www.funeralsinger.net/ Vox Vulgaris - http://www.last.fm/music/Vox+Vulgaris/ A note from the author Hi all. While I've been involved in indie game development for a while now, I'm first and foremost a writer. My most recent project has been a novella that tries to capture the visual feel and tone of the Thief series (you can find the link below). As I was writing, I found myself playing a lot of Thief and Dark Mod fan missions, and got to thinking that maybe I wanted to make one myself, as a companion piece to the book. When I finished up writing, I had a bit of down time and decided to take the plunge. Having never done any serious mapping before, my plan was to make a small mission that I could bang out in a month or two and call it a day. Well, as sometimes happens, the project got a little bit bigger than I had planned. Ten months, and lots of elbow grease later, Requiem is finally ready for you to play. I'd like to thank everyone who helped pitch in to help make Requiem come alive, from those who took the time to answer my many questions on the forums to those who actively contributed to the FM. I especially want to thank Bikerdude who served as my mapping mentor, and Obsttorte whose clever scripts really turned what was in my head into the game that you are playing. Above all, I want to thank you for downloading and playing Requiem; I hope you enjoy it. Links of Interest Author's Blog: http://gfleisher.blogspot.com/ Companion Novella (Amazon): http://www.amazon.co...k/dp/B00BYEW02M Companion Novella (Smashwords): http://www.smashword...oks/view/298956
  11. I couldn't load the mission. I got the "malloc" error: loaded collision model models/darkmod/architecture/windows/frame_stone_doublearch01.lwo loaded collision model models/darkmod/furniture/tables/pedestal_square01.lwo loaded collision model models/darkmod/dungeon/chain_highpoly_short.lwo loaded collision model models/darkmod/dungeon/chain_highpoly_long.lwo loaded collision model models/darkmod/dungeon/chain_highpoly_single.lwo loaded collision model models/darkmod/furniture/shelves/bookshelf_wide01.lwo loaded collision model models/darkmod/decorative/statues/statue_lion_mini.ase loaded collision model models/darkmod/decorative/statues/statue_stlucia.lwo loaded collision model models/darkmod/fireplace/burntlog.lwo loaded collision model models/darkmod/decorative/statues/the_hammer_small1.lwo loaded collision model models/darkmod/readables/book_tome.lwo loaded collision model models/darkmod/furniture/scribe_desk.lwo loaded collision model models/darkmod/readables/book_open1.lwo loaded collision model models/darkmod/misc/clipmodels/barrel01_cm.lwo loaded collision model models/darkmod/junk/pile_bricks01.lwo loaded collision model models/darkmod/kitchen/food/hanging_goose.ase loaded collision model models/darkmod/lights/extinguishable/torch_metal_wall.ase loaded collision model models/darkmod/decorative/statues/statue_torch_left.ase loaded collision model models/darkmod/lights/extinguishable/torch_metal.ase loaded collision model models/darkmod/furniture/beds/singlebed1_mattress.lwo loaded collision model models/darkmod/furniture/tables/dining_table_small01.lwo loaded collision model models/darkmod/furniture/seating/vic_diningchair1.lwo loaded collision model models/mapobjects/caves/caves1_7.ASE loaded collision model models/darkmod/nature/rocks/crystals4.ase removed 16 degenerate triangles removed 10 degenerate triangles loaded collision model models/darkmod/loot/ruby.lwo loaded collision model models/darkmod/nature/rocks/geode_base.ase loaded collision model models/mapobjects/caves/caverock6.ASE loaded collision model models/mapobjects/caves/caverock5.ASE loaded collision model models/darkmod/architecture/pier_platform02.lwo loaded collision model models/darkmod/architecture/pier_pole5.lwo loaded collision model models/darkmod/architecture/pier_pole1.lwo loaded collision model models/darkmod/architecture/pier_pole3.lwo loaded collision model models/mapobjects/caves/caves2_5c.ASE loaded collision model models/darkmod/containers/barrell_large_closed.lwo loaded collision model models/darkmod/nautical/oar.lwo loaded collision model models/darkmod/lights/extinguishable/torch_gothic_mounted.lwo loaded collision model models/darkmod/decorative/games/cards_stack01.lwo loaded collision model models/darkmod/misc/clipmodels/beer_stein02_open_cm.lwo loaded collision model models/darkmod/kitchen/gen_goblet1.lwo loaded collision model models/darkmod/misc/clipmodels/goblet2_cm.lwo loaded collision model models/darkmod/lights/extinguishable/brazier.lwo loaded collision model models/darkmod/loot/opal_teardrop.ase loaded collision model models/darkmod/nautical/boat2.lwo loaded collision model models/darkmod/nautical/boat_wrecked.lwo loaded collision model models/darkmod/misc/straw_pile01.lwo loaded collision model models/darkmod/misc/strawbale_small01.lwo loaded collision model models/darkmod/tools/spade.lwo loaded collision model models/darkmod/junk/plank_short.lwo loaded collision model models/darkmod/wearables/armour/bg_pauldron_r_wearable.lwo loaded collision model models/darkmod/wearables/armour/bg_pauldron_l_wearable.lwo loaded collision model models/darkmod/wearables/headgear/citywatch_helmet_wearable.lwo loaded collision model models/darkmod/door_related/key_fancy01.ase loaded collision model models/darkmod/door_related/key_simple_01.ase loaded collision model models/darkmod/graveyard/sarcophagus_open.lwo loaded collision model models/darkmod/graveyard/sarcophagus_lid.lwo loaded collision model models/darkmod/graveyard/urn.ase loaded collision model models/darkmod/loot/diamond_large_2.ase loaded collision model models/darkmod/mechanical/switches/switch_rotate_lever.ase WARNING: file <implicit file>, line 2: unknown token '-' loaded collision model models/darkmod/junk/vase_broken.lwo loaded collision model models/darkmod/furniture/commode.lwo loaded collision model models/darkmod/kitchen/food/garlic.lwo loaded collision model models/darkmod/containers/barrell_med.lwo loaded collision model models/darkmod/furniture/tables/endtable_round01.lwo loaded collision model models/darkmod/door_related/key_ornate.lwo WARNING: idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveable_dagger_46060' loaded collision model models/darkmod/wearables/headgear/inventor_goggles.lwo loaded collision model models/darkmod/laboratory/flask1.ase loaded collision model models/darkmod/laboratory/flask2.ase loaded collision model models/darkmod/wearables/headgear/woolen_cap.lwo loaded collision model models/darkmod/containers/openable/footlocker_wood_lid.ase loaded collision model models/darkmod/containers/openable/footlocker_wood.ase loaded collision model models/darkmod/decorative/vases/vase1.lwo loaded collision model models/darkmod/decorative/wall/banner1.lwo loaded collision model models/darkmod/mechanical/pipes/valve2_small.ase loaded collision model models/darkmod/decorative/signs/gui_sign_squarish01.lwo loaded collision model models/darkmod/misc/clipmodels/bones_arm_left_cm.ase loaded collision model models/darkmod/misc/clipmodels/bones_arm_right_cm.ase loaded collision model models/darkmod/misc/clipmodels/bones_leg_right_cm.ase loaded collision model models/darkmod/misc/clipmodels/bones_leg_left_cm.ase loaded collision model models/darkmod/misc/clipmodels/bones_spine_cm.ase loaded collision model models/darkmod/loot/jewellery/ring_gem_bc01.ase loaded collision model models/darkmod/wearables/headgear/hat_priest_wearable.lwo loaded collision model models/darkmod/loot/coins/gold_coin.lwo loaded collision model models/darkmod/readables/book_t1.lwo ...4670 entities spawned, 10 inhibited ==== Processing events ==== Objective 1: Parsing success and failure logic Objective 2: Parsing success and failure logic Objective 3: Parsing success and failure logic Objective 4: Parsing success and failure logic Objective 5: Parsing success and failure logic Objective 6: Parsing success and failure logic Objective 7: Parsing success and failure logic [aas32]: Assigned 5 multistatemover positions to AAS areas and ignored 1. -------------------------------------- SpawnPlayer: 0 glprogs/cookMath_pass1.vfp glprogs/cookMath_pass1.vfp glprogs/cookMath_pass2.vfp glprogs/cookMath_pass2.vfp glprogs/brightPass_opt.vfp glprogs/brightPass_opt.vfp glprogs/blurx.vfp glprogs/blurx.vfp glprogs/blury.vfp glprogs/blury.vfp glprogs/finalScenePass_opt.vfp glprogs/finalScenePass_opt.vfp ----- idRenderModelManagerLocal::EndLevelLoad ----- 0 models purged from previous level, 1546 models kept. --------------------------------------------------- ----- idImageManager::EndLevelLoad ----- WARNING: Couldn't load image: textures/darkmod/glass/lion_glass_local WARNING: Couldn't load image: textures/darkmod/stone/brick/blocks_darksheen_smooth WARNING: Couldn't load image: textures/darkmod/stone/brick/blocks_darksheen_smooth_local WARNING: Couldn't load image: textures/darkmod/stone/brick/blocks_darksheen_smooth_s WARNING: Couldn't load image: models/md5/props/gfclock/gfclock_local WARNING: Couldn't load image: - WARNING: Couldn't load image: extinguishable/wallight1 WARNING: Couldn't load image: extinguishable/electric_wall_fancy_up WARNING: Couldn't load image: extinguishable/lamp_desk_01 WARNING: Couldn't load image: extinguishable/lamp_wall_electric_01 WARNING: Couldn't load image: extinguishable/streetlamps/roundstreetlamp WARNING: Couldn't load image: extinguishable/streetlamps/roundstreetlamp_02 WARNING: Couldn't load image: extinguishable/round_lantern_sitting WARNING: Couldn't load image: extinguishable/round_lantern_unattached WARNING: Couldn't load image: extinguishable/simple_square1_hanging WARNING: Couldn't load image: extinguishable/grill_light WARNING: Couldn't load image: models/darkmod/props/textures/pagepost Cooked Data will be updated after 1 frames immediately after r_postprocess is enabled. 0 0 1280 1024 Regenerated world, staticAllocCount = 0. --------- Game Map Shutdown ---------- WARNING: Door door_96x48x3hinge_2 is not within a valid AAS area WARNING: Door garden_door_house2 is not within a valid AAS area WARNING: Door door_96x48x2hinge_1 is not within a valid AAS area WARNING: Door door_96x48x2hinge_2 is not within a valid AAS area WARNING: Door door_96x48x2hinge_3 is not within a valid AAS area WARNING: Door door_96x48x3hinge_6 is not within a valid AAS area WARNING: Door door_96x48x2hinge_4 is not within a valid AAS area WARNING: Door door_96x48x3hinge_7 is not within a valid AAS area WARNING: Door door_96x48x3hinge_8 is not within a valid AAS area WARNING: Door door_96x48x3hinge_9 is not within a valid AAS area WARNING: Door door_96x48x3hinge_10 is not within a valid AAS area WARNING: Door door_96x48x2hinge_6 is not within a valid AAS area WARNING: Door atdm_mover_door_1 is not within a valid AAS area WARNING: Door atdm_mover_door_2 is not within a valid AAS area WARNING: Door atdm_mover_door_3 is not within a valid AAS area WARNING: Door door_96x48x2hinge_7 is not within a valid AAS area WARNING: Door door_96x48x2hinge_8 is not within a valid AAS area WARNING: Door door_96x48x2hinge_9 is not within a valid AAS area WARNING: Door door_96x48x2hinge_10 is not within a valid AAS area WARNING: Door door_96x48x2hinge_11 is not within a valid AAS area WARNING: Door door_96x48x2hinge_12 is not within a valid AAS area WARNING: Door door_96x48x2hinge_13 is not within a valid AAS area WARNING: Door atdm_mover_door_5 is not within a valid AAS area WARNING: Door atdm_mover_door_6 is not within a valid AAS area WARNING: Door atdm_mover_door_7 is not within a valid AAS area WARNING: Door atdm_mover_door_9 is not within a valid AAS area WARNING: Door door_96x48x3hinge_13 is not within a valid AAS area WARNING: Door door_basement_house2 is not within a valid AAS area WARNING: Door door_96x48x2hinge_14 is not within a valid AAS area WARNING: Door door_96x48x2hinge_15 is not within a valid AAS area WARNING: Door door_96x48x2hinge_16 is not within a valid AAS area WARNING: Door atdm_mover_door_11 is not within a valid AAS area WARNING: Door atdm_mover_door_12 is not within a valid AAS area WARNING: Door atdm_mover_door_13 is not within a valid AAS area WARNING: Door atdm_mover_door_14 is not within a valid AAS area WARNING: Door atdm_mover_door_15 is not within a valid AAS area WARNING: Door door_104x56x2hinge_1 is not within a valid AAS area WARNING: Door door_96x48x2hinge_17 is not within a valid AAS area WARNING: Door door_96x48x2hinge_18 is not within a valid AAS area WARNING: Door ung2door2 is not within a valid AAS area WARNING: Door ung1door2 is not within a valid AAS area WARNING: Door atdm_mover_door_16 is not within a valid AAS area WARNING: Door door_96x48x3hinge_15 is not within a valid AAS area WARNING: Door atdm_mover_door_18 is not within a valid AAS area WARNING: Door atdm_mover_door_19 is not within a valid AAS area WARNING: Door CashboxLid_3 is not within a valid AAS area WARNING: Door door_96x48x3hinge_1 is not within a valid AAS area WARNING: Door PadlockHasp2 is not within a valid AAS area WARNING: Door Padlock2 is not within a valid AAS area WARNING: Door door_104x56x3hinge_2 is not within a valid AAS area WARNING: Door ung5door2 is not within a valid AAS area WARNING: Door door_96x48x3hinge_11 is not within a valid AAS area WARNING: Door door_96x48x3hinge_14 is not within a valid AAS area WARNING: Door door_96x48x3hinge_12 is not within a valid AAS area WARNING: Door CashboxLid_2 is not within a valid AAS area WARNING: Door JewelleryBoxLid_1 is not within a valid AAS area WARNING: Door atdm_mover_door_20 is not within a valid AAS area WARNING: Door atdm_mover_door_21 is not within a valid AAS area WARNING: Door atdm_mover_door_22 is not within a valid AAS area WARNING: Door atdm_mover_door_24 is not within a valid AAS area WARNING: Door door_96x48x3hinge_18 is not within a valid AAS area WARNING: Door atdm_mover_door_27 is not within a valid AAS area WARNING: Door atdm_mover_door_28 is not within a valid AAS area WARNING: Door door_stop2 is not within a valid AAS area WARNING: Door door_house2 is not within a valid AAS area WARNING: Door DoorWardrobeA2 is not within a valid AAS area WARNING: Door DoorWardrobeB2 is not within a valid AAS area WARNING: Door VaultDoor2 is not within a valid AAS area WARNING: Door VaultDoor1 is not within a valid AAS area WARNING: Door VaultDoor3 is not within a valid AAS area WARNING: Door atdm_mover_door_30 is not within a valid AAS area WARNING: Door vault_door2 is not within a valid AAS area WARNING: Door door_96x48x2hinge_20 is not within a valid AAS area WARNING: Door atdm_mover_door_31 is not within a valid AAS area WARNING: Door atdm_mover_door_23 is not within a valid AAS area WARNING: Door atdm_mover_door_32 is not within a valid AAS area WARNING: Door atdm_mover_door_33 is not within a valid AAS area WARNING: Door atdm_mover_door_34 is not within a valid AAS area WARNING: Door ung1door1 is not within a valid AAS area WARNING: Door atdm_mover_door_37 is not within a valid AAS area WARNING: Door atdm_mover_door_36 is not within a valid AAS area WARNING: Door door_96x48x3hinge_21 is not within a valid AAS area WARNING: Door door_96x48x3hinge_25 is not within a valid AAS area WARNING: Door door_96x48x3hinge_23 is not within a valid AAS area WARNING: Door door_96x48x3hinge_26 is not within a valid AAS area WARNING: Door door_96x48x3hinge_22 is not within a valid AAS area WARNING: Door door_96x48x3hinge_27 is not within a valid AAS area WARNING: Door door_96x48x3hinge_28 is not within a valid AAS area WARNING: Door door_96x48x3hinge_24 is not within a valid AAS area WARNING: Door door_96x48x3hinge_29 is not within a valid AAS area WARNING: Door door_96x48x3hinge_19 is not within a valid AAS area WARNING: Door door_96x48x3hinge_20 is not within a valid AAS area WARNING: Door door_96x48x3hinge_30 is not within a valid AAS area WARNING: Door door_96x48x3hinge_32 is not within a valid AAS area WARNING: Door door_96x48x3hinge_33 is not within a valid AAS area WARNING: Door door_96x48x3hinge_34 is not within a valid AAS area WARNING: Door door_96x48x3hinge_35 is not within a valid AAS area WARNING: Door door_96x48x3hinge_37 is not within a valid AAS area WARNING: Door door_96x48x3hinge_38 is not within a valid AAS area WARNING: Door door_96x48x3hinge_39 is not within a valid AAS area WARNING: Door door_96x48x3hinge_40 is not within a valid AAS area WARNING: Door atdm_mover_door_38 is not within a valid AAS area WARNING: Door atdm_mover_door_39 is not within a valid AAS area WARNING: Door atdm_mover_door_41 is not within a valid AAS area WARNING: Door door_96x48x3hinge_42 is not within a valid AAS area WARNING: Door atdm_mover_door_40 is not within a valid AAS area WARNING: Door door_96x48x3hinge_41 is not within a valid AAS area WARNING: Door door_96x48x3hinge_43 is not within a valid AAS area WARNING: Door door_96x48x3hinge_46 is not within a valid AAS area WARNING: Door door_96x48x3hinge_47 is not within a valid AAS area WARNING: Door door_96x48x3hinge_48 is not within a valid AAS area WARNING: Door door_96x48x3hinge_49 is not within a valid AAS area WARNING: Door door_96x48x3hinge_50 is not within a valid AAS area WARNING: Door door_96x48x3hinge_45 is not within a valid AAS area WARNING: Door door_96x48x3hinge_52 is not within a valid AAS area WARNING: Door door_96x48x3hinge_55 is not within a valid AAS area WARNING: Door door_96x48x3hinge_56 is not within a valid AAS area WARNING: Door door_96x48x3hinge_54 is not within a valid AAS area WARNING: Door VaultDoor4 is not within a valid AAS area WARNING: Door VaultDoor6 is not within a valid AAS area WARNING: Door VaultDoor7 is not within a valid AAS area WARNING: Door VaultDoor8 is not within a valid AAS area WARNING: Door VaultDoor9 is not within a valid AAS area WARNING: Door VaultDoor10 is not within a valid AAS area WARNING: Door VaultDoor11 is not within a valid AAS area WARNING: Door VaultDoor12 is not within a valid AAS area WARNING: Door crypt_door_1 is not within a valid AAS area WARNING: Door crypt_door_2 is not within a valid AAS area WARNING: Door secret_sarcophagus_door is not within a valid AAS area WARNING: Door door_96x48x3hinge_58 is not within a valid AAS area WARNING: Door FootlockerLid_10 is not within a valid AAS area WARNING: Door FootlockerLid_11 is not within a valid AAS area WARNING: Door FootlockerLid_5 is not within a valid AAS area WARNING: Door FootlockerLid_4 is not within a valid AAS area WARNING: Door MetalChestLid_2 is not within a valid AAS area WARNING: Door MetalChestLid_4 is not within a valid AAS area WARNING: Door atdm_mover_door_10 is not within a valid AAS area WARNING: Door door_house3 is not within a valid AAS area -------------------------------------- Shutting down sound hardware idRenderSystem::Shutdown() Shutting down OpenGL subsystem ...wglMakeCurrent( NULL, NULL ): success ...deleting GL context: success ...releasing DC: success ...destroying window ...shutting down QGL ...unloading OpenGL DLL ------------ Game Shutdown ----------- --------- Game Map Shutdown ---------- -------------------------------------- Shutdown event system -------------------------------------- malloc failure for 3145781 I set in DoomConfig.cfg: seta image_downSizeBumpLimit "512" seta image_downSizeBump "1" And it loaded fine. There were some bugs concerning AI behaviour. This guy doesn't need chair to sit:
  12. DarkRadiant 3.5.0 is ready for download. What's new: Feature: More customisable layout, all windows and panes can be dragged and arranged Layouts like Embedded, Regular and Splitpane are superseded and have been removed Tweak: The LayerControlPanel's tooltip popup is now less annoying Tweak: Clarify distinction between Shadow render mode and other render modes Fixed: Show/hide Light Volumes for combined entities inconsistent Fixed: Currently applied particleDef not selected in Particle Selector Fixed: Layer visibility checkbox not reacting to double-clicks Fixed: Cannot toggle visibility of layers in Linux Fixed: Drag-and-dropping layers is not working in Linux Feature: Customisable Layout (click to see the videos) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.5.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. 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. The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  13. It wasn't a "sacrifice", it was a deliberate decision. People wanted the game to be as close as possible to the original, including pixelated graphics. If you ask me, the former version based on the Unity engine looked and felt better. But, hey... I guess I'm not the right person to judge that, as I never played the original, and always found that the art style of System Shock 2 is much better anyway. This also illustrates the issue with community funded games: Too many cooks spoil the broth. In game design, you need freedom, not thousands of people who want you to do this and this and that. Just take a look at the Steam forums and see how all those wimps complain again about everything. Hopeless.
  14. Hey everyone. hope your new year is off to a good start. lately I've been taking a break from mapping and trying to learn some Blender... nothing complicated, simple stuff like bottles, boxes, etc. I followed a tutorial on youtube and made this. I put one of the wine bottle textures on it. then I tried to import it into TDM. surprisingly the scale was just right. Only problem is that I don't actually know how to apply a texture to it. Am I supposed to export it as an .ase or .lwo? If I export it as .ase I can then open the file in wordpad and try to mess around with the following definitions which I assume have something to do with the texture *MAP_NAME "...." *BITMAP "\\base\..." I'm not sure what these control though. Are they supposed to point to a texture file in the darkmod folder?
  15. https://www.ttlg.com/forums/showthread.php?t=152224 There is a new mapping contest over on TTLG for the Thief: Deadly Shadows 20th Anniversary and the organizers were kind enough to include The Dark Mod along with all of the Thief games as an options for making a mission to submit as an entry. The deadline is a year from yesterday and the rules are pretty open. I recommend going to the original thread for the details but I will summarize here: Rules: - The mission(s) can be for Thief 1, Thief 2, Deadly Shadows or The Dark Mod. - Collaborations are allowed. - Contestants can use any custom resource they want, though TDM cannot use the Deadly Shadows resource pack. - Contestants can submit more than one mission. - Contestants can enter anonymously. - The mission(s) can be of any size. Using prefabs is allowed but the idea is this is a new mission and starting from an abandoned map or importing large areas from other maps is not allowed. Naturally this is on the honor system as we have no way of validating. Mission themes and contents: There is no requirement from a theme or story viewpoint, however contestants might consider that many players may expect or prefer missions to be celebratory of Thief: Deadly Shadows in this respect: castles, manors, museums, ruins inhabited by Pagans and the like, with a balance of magic versus technology. This is entirely up to the authors, though, to follow or not - it is just mentioned here as an FYI and, while individual voters may of course choose to vote higher or lower based on this on their own, it will not be a criteria used explicitly in voting or scoring. Deadline: May 25th, 2024 at 23:59 Pacific Time. See the TTLG thread for details on submissions and the voting process. Provided I can make the deadline I hope to participate. It would be nice to see the entire community do something together, and expressing our complicated relationship with this divisive game seems as good a pretext as any.
  16. @stgatilov, you said, RE string comparisons: I'm unclear if you are referring just to changes you made in 2.11. I think equality testing of two strings (one of which is "text") was working and is a good and expected capability, and should be supported. Including against an empty string. I noticed in your bug activities that you did remove some comparisons with ... == "". I see you also removed string concatenation with "\". No problem, but does that mean multiline macros are no longer a thing? (If so, I'll need to change some examples) BTW, the series so far hasn't really tried to cover the 2.11 changes, since I figured it's a work in progress. But since you did a great deal of GUI work in July, perhaps it's stable enough to try to consider it. I see the logs listed in bugtracker, but don't have access to the private forum threads mentioned there: https://forums.thedarkmod.com/index.php?/topic/20526-gui-refactoring/&do=findComment&comment=477179 https://forums.thedarkmod.com/index.php?/topic/21535-order-of-evaluation-in-expressions-materials-and-gui/ (Nor do I have SVN currently set up on my newer machine, for changelogs from there.) Any place else I should look?
  17. What I understood is that the idea of TDM was born from that it was unclear if T3 would get a level editor at the time. Source: https://web.archive.org/web/20050218173856/http://evilavatar.com/forums/showthread.php?t=268
  18. This one is really essential: https://www.ttlg.com/forums/showthread.php?t=138607 Should work fine with the GOG version.
  19. Cannot see the distiller ingame...models/darkmod/laboratory/distiller.ase

    1. Sotha

      Sotha

      tech support section and a post to report bug so it is not missed/forgotten?

    2. Bikerdude

      Bikerdude

      +1 on what sotha said.

    3. DeTeEff

      DeTeEff

      Thread made...

  20. Cannot see the distiller ingame...odels/darkmod/laboratory/distiller.ase

  21. The problem with a "theme" system (I think) is that it's forcing the assets into categories they may not fit well into or that don't make sense; or I mean it's forcing the mapper to think in terms of discrete "categories" at all, when that may not be most effective. Whereas a tagging system doesn't impose any "system"... Tags are completely open-ended, and could be at any level of scale or heirarchy -- you could have: bathroom-furniture, made-of-wood, Victorian, X-author's set, good for triggers, items for a bookshelf, architectural, magic, etc, etc... as tags, but not all of those categories make sense as discrete themes with other co-themes at the same level. I guess this is a longwinded say tagging more intuitively lets you target what you want without imposing a structure you have to wedge it into ... just a totally open field of tags from any walk of life. Edit: This is not to say tags should be arbitrarily specific. There should be tags of general categories too of course; even these will be the backbone of the system. But the whole point is tagging allows multiple layers, so you can use the general category tags to start your search, then ween it down with increasingly specific tag sets, whatever is best for the asset set. Some asset sets, or especially combinations, will categorize differently than others, and tagging is ok with that. Edit2: The image I have in my mind anyway is like a photo-collection tagged collection. There's an opening page with a tag cloud with the most common basic tags (general category) the largest in size and minor ones smaller, which you click on and then you get a browser with that set of textures. Then on the left hand bar will be all the tag-combinations within that set (other tags textures in the set are carrying; then in parentheses maybe the number of AND-textures it'd filter down to / OR-new textures they'd bring in), the major tags again larger or highlighted somehow, which if you click one of those new tags, it'd filter the browser to show the AND set. And maybe there's also an option so you could have an OR set and get both (or even select a new OR set from the full tag cloud), which adds new textures into the browser window, and also new sets of tags in the left-bar (the new tags carried by one or more textures in the new set). Also there's a place you could back out of a tag to cut that subset out. So you could open up & winnow down the set as you desire. It ends up a kind of way to browse through the whole collection by navigating through tag AND/OR combinations. Also there's a search bar where you could type in a tag at any time also.
    1. nbohr1more

      nbohr1more

      I've got a little drool thing going on now... Sperry is one of those authors.

    2. Bikerdude

      Bikerdude

      Exactly..!! He is the one who inspired the Like's of Melan and Skacky!

  22. Making relatively low poly meshes in DR and exporting them into ASE/LWO models is fine, as Dragofer explains. Making fine detailed meshes with brushes and patches and copying them around repeatedly without ever exporting them as models is going to cause problems. If they are exported to models the geometry only needs to be stored once. If they are copied around, every single copy has its own set of brushes and patches, which is probably the reason Geegee has ended up with a .proc file four times the size of The Painters Wife. Fortunately, if this is the cause of the problem it should be easy to fix. Just find the duplicated models, and replace them with a single LWO or ASE func_static (exported from DR if this is how you want to make it), then make sure the original brushes and patches are deleted. You can then duplicate the func_static as much as you like without increasing the size of the map file.
  23. .map 61.5M .proc 200M brushes 22362 patches 16507 (<- a you were saying...) entities 9357 # of patches is no doubt because in most cases I just copy/pasted the non-.ase func_static concoctions. So I'll do as you suggest and replace all of them with the corresponding .ase models and see how that works out. And as you said, models render better with fewer glitches. Following on @Geep reply I tried compressionator v4.1. I had the thing installed but forgot what it was! v4.1 is quite easy to use to batch convert .tga->.dds, but it adds a string of capital letters to the end of the original names and no way to change that behavior, and also capitalizes .DDS. I used a batch renamer (metamorphose) to get the names I wanted. However, the newly compressed .dds (DXT1) in the env folder couldn't be found or read by TDM, and sad to say but it makes quite a difference losing all those fake window reflections. A loss of vitality. Perhaps like .dds textures, .dds env files need to be in another directory?
×
×
  • Create New...