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  1. 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).
  2. 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.
  3. 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

    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.

  4. 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.

    1. demagogue
    2. jaxa

      jaxa

      I've found it difficult to find where TDM is listed as #1 on Greenlight. This page ( https://steamcommunity.com/greenlight/ ) has no ranked listing. This one ( https://steamcommunity.com/sharedfiles/filedetails/?id=858048394 ) has no visible rank or stats page. Is it my script blocker?

  5. Hey, Every time I've try to use the Full Editor when PM'ing someone, and every single time I get an error. Whoever is in charge of the forum, is it possible that this could be fixed? Thanks Neon
  6. OK, I was able to finish the script. For it's usage, you need two things. The script (obiously ): ase_export_blend.py.txt This material file: blendtexture.mtr.txt The texture defined in the latter is textures/common/blend. It uses the caulk editor image as I didn't replaced that, but it does not behave like caulk. You only need it to apply the blending effect. It does not get exported and don't need to be shipped with your FMS that use those models. As explained earlier, blending textures consist out of two textures, where the first one is marked with VertexColor and the second one is marked with inverseVertexColor. It could be vice versa, too. But for reference let's assume it is like that. To apply the blending effect, you just need to texture the appropiate parts of the later model with your blending textures. Then create some brushes textured with the blend texture and place them in a way, that all vertices that should use the second texture are included in those brushes. Note that vertices are not neccessarely the same on patches as what you can select in DR. The amount of vertices a patch has, depends on the tesselation. Every corner point of a triangle is a vertex. Note also that the script takes the AABB, the axis-aligned bounding box into consideration for checking whether or not a vertex is inside those brushes. So don't rotate them. Once you are going to export your brushes/patches as a model, make sure that the blend-textured brushes are selected, too. I will post some examples in this thread so you can see how to use it. Enjoy!
  7. 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 :)

  8. 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.
  9. 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
    1. SeriousToni

      SeriousToni

      What? The mysterious saviour is back to make our Thief lives happier again after such a long absence? I can't believe it's true! Wow thanks so much!

    2. demagogue

      demagogue

      He's like our own Game of Thones mystery crow that leads us to secret treasures.

    3. SeriousToni

      SeriousToni

      Or to an old tree with lots of zombies around.. xD

  10. 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.
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