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  1. To assign the rotation point of a func_static made into an atdm:mover_door I go into vertex mode, select the axis of rotation (the only selectable vertex) and move it to the right spot. When I export that same func_static as .ase, import the .ase and make it an atdm:mover_door everything works, except the axis of rotation isn't selectable. When exporting as .ase I check the option 'Center objects at 0,0,0 origin', and the axis of rotation is now centered at exact center of the model. If I leave this option unchecked (default) the axis of rotation is centered at 0,0,0 of the DR grid - so when I put the cursor at a point of the grid and 'create model', that's where the axis of rotation is created while the model itself is offset accordingly. In neither case is this center, or axis of rotation, selectable or moveable independently of the model. eta: A kludge is to extend the door to be exported as .ase with a nodraw brush so the center of the combo is at the axis location desired. This works but is an abominable kludge which only gets worse since for double doors kludged versions of both L and R are required. Likewise for every other axis adjustment that needs to be made.
  2. Maybe you can do something with the animated grass demo: Topic https://forums.thedarkmod.com/index.php?/topic/12985-animated-grass-test-map/ Video: https://www.youtube.com/watch?v=LRCzWOeYxd0
  3. So giving it none of those tags, but making the AI invisible, silent, non-solid, and on a team neutral to everyone would not work? Oh well, it was a horrible inelegant idea anyway.
  4. 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.
  5. Sign out of TDM forums, close browser, re-open later, "Huh...I'm still signed in?"

    1. Show previous comments  1 more
    2. Bikerdude

      Bikerdude

      Its a cookie thats keeping you logged in.

    3. Sotha

      Sotha

      Another visitor! Stay a while; stay forever!

    4. Tarhiel

      Tarhiel

      We´re like a Shalebridge Cradle: what comes in must never leave :)

  6. Afternoon I have tried making the following model moveable - - models/darkmod/decorative/statues/gargoyle_fetus_pose.ase If I use the atdm:moveable_custom_item enity I get a collision related crash/error on map load, I then tried the old trick of using a different entity that has the origin in the same location and is roughly the same size. I dont understand why Im getting the collision error, as the model as a collision mesh. - atdm:moveable_pot_small but then I have the issue where the item dosent frob highlite. Any idea's would be welcome.
  7. Have you looked in this topic? https://forums.thedarkmod.com/index.php?/topic/21549-fan-mission-in-plain-sight-by-frost_salamander-20220807
  8. well it seems to be a problem for many amd users i see from skimming unity forums, everything from outright crashes to awfull framerates ouch . one user found that running unity in a window made it run flawlessly while fullscreen made it run like alan wake2 on a 1050 gtx
  9. Is it known that the ase exporter does not always get the textures right when exporting DR models into ase? It seems to occur rather randomly.
  10. Evening Can one of you modeling guys tell me how to import .ASE models into 3DS max please? Saturnine (yes, that legend...) has offered to redo the caves in my Cathedral mission. many thanks.
  11. Google translated: https://rutracker-org.translate.goog/forum/viewtopic.php?t=6419292&_x_tr_sl=ru&_x_tr_tl=en&_x_tr_hl=nl&_x_tr_pto=wapp === There are lots of topics about black screens during the main menu. https://forums.thedarkmod.com/index.php?/search/&q=Black screen&type=forums_topic&nodes=58&search_and_or=and
  12. DarkRadiant does not care about engines at all, it only cares about file formats. Whether you can use DR with your Godot-based game will therefore depend on whether your game's assets are arranged in the same way as TDM. More specifically: Your game will need to read map data from the Doom 3 .map format. If it does not, there will be no way to save your map from DarkRadiant in a form that your game can access. Export to OBJ is available but if all you want to do is produce OBJ models then DarkRadiant isn't the right tool for the job (you should use a proper 3D modelling app like Blender/Max/Maya/LightWave etc). Your game assets will need a tree of .def files defining important entities to be placed in your map, including certain "fixed" entity types which are used directly by DarkRadiant itself. There will need to be a light entity defining light volumes, a func_static entity defining a static model, an info_player_start entity to define the starting position, a speaker entity to define sound sources, and probably several others. If these entity types are not defined, then built-in features like "Create light" and "Place player start here" will not work correctly. Your game will need a tree of .mtr files defining material shaders, referring to image paths which will be resolved to either uncompressed .tga files in a textures/ hierarchy, or compressed DDS files in a dds/ hierarchy. If these material shaders are not defined, no materials will appear in DarkRadiant. DR does not make any attempt to load "raw" image file hierarchies which are not referred to by material shaders. Your game will need to define a hierarchy of 3D models in ASE or LWO format. No other formats will show up in the model selector. These models can be stored directly on disk (there is no "model shader" tree required like with materials).
  13. On the wiki, I'm working on a set of pages with the title-preface and broad theme "The Parts and Whole". This looks at the hows and whys of map objects being formed into collections. The hub of this is The Parts and Whole: Overview Within the hub, so far, the section "Techniques that Affect DR Only" is built out with comparison tables and child pages. This covers these techniques: Hide/Show, Region, Layer, Filter, Group, Selection Set. I'd appreciate any eyeballs on the work so far. Please suggest or edit-in improvements. In particular, are there links to videos or other wiki or forum pages that you think most apt and should be added, e.g., to the "See Also" section? "The Parts and Whole" effort is mostly intended for newbies and so is not afraid to state the obvious at times. In some cases, it covers ground also handled by the necessarily-concise DarkRadiant User Guide, but with more depth and context. In other cases, the info was only found buried in forums. Because I'm trying to cover a fair amount of ground, the pages are text-only. Some of the child pages could benefit from screenshots some day.
  14. Been banging my head against the wall on this, Im trying to edit the D3 cave model that I used in St Albans Cathedral. What I have learned today - how to remove and merge vertices. how to extrude a bunch of selected vertices. Whats whats doing my head in is - moving the model around and zooming in and out is complete unintuative compared to DR. How the hell to a texture paint the cave model, I would like to be able to apply the texture in the same way as you can apply colour via vertext painting.
  15. Thanks for the replies, gonna try those spoiler Tags again now for my short review (oh well it inserted one above my text now and I can't seem to delete it on mobile - this text editor is strange)
  16. Just finished this mission and wow I gotta say in great honor to Grayman and of course the rest of the team picking it up, this was something I've never seen before in any other TDM mission, especially visually wise. I am so happy that grayson gave green light for other experienced mappers to finish his last mission. And what came out of this is really something special. I'll put my review in spoiler tags since I'm now referring to critical mission details. Edit - How do I put spoiler text here on mobile?? [spoiler] test [/spoiler][SPOILER] test [/SPOILER] [spoiler[spoiler [sfah
  17. The Black Parade is coming! http://www.ttlg.com/forums/showthread.php?t=146501 Woo-hoo!

    1. Show previous comments  8 more
    2. demagogue

      demagogue

      I suppose making a campaign as an individual and building for Thief Gold go hand & hand. You need to be pretty obsessed to do either. XD

    3. Epifire

      Epifire

      I'm just very happy to see how much work still goes on with the original Thief games. Good mods = long life after release!

    4. lowenz
  18. Yeah it would be cool to see some more detailed statistics and it’s a shame they aren’t really captured. Since we are talking about fan mission platforms, where players also make the content for the game, I feel like the best thing we’ve got is you can look at the number of content releases for the games. Keep in mind the graph counts campaigns as single missions - so for example NHAT and TBP both count as 1 mission. A good year for TDM has has approaching maybe 50% - mostly we’re 25-30%. https://www.ttlg.com/forums/showthread.php?t=152494 You could also look at the number of ratings thief missions get on https://www.thiefguild.com/ vs TDM ones, but that is pretty iffy in that you could chalk that up to more awareness of the site in the thief community than TDM Out of curiosity is there a reason a thief player can’t be a new player? I kind of think a player is a player and new players would be ones who are playing the dark mod who weren't? Is there disagreement the base of players most likely to pick up the game are fans of the thief games? They are certainly the most fruitful place to find feedback on the game beyond the sphere of this forum that I have seen. When we were trying to finish up SLL there was a lot of discussion on the forums about how long it had been since there was a release for the game. I am thankful that the stats show at least some stability over the years in terms of releases for TDM, but the trend for all of the games is decline. Not doing anything is a valid response if that’s what the devs want to do - it is not possible to provide evidence that any effort will slow that inertia. As a player and content maker I would just prefer trying to find feedback where it is offered from players who were willing to try the game but ultimately could not engage with it and see if there is anything that can be done within reason to ease them into the game. The game has a lot to offer imo. All those players are potential contributors - contributions in turn attract players - it’d be nice to see the cycle go on as long as it can.
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