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  1. Alpha channel has nothing to do with smoothing, and will just waste space in your image file. For smoothing problems, I would check that all of the face normals are pointing in the correct direction in your chosen modelling app, and make sure you choose the correct smoothing options on export (if any). For example with the Blender->LWO export script, you can choose full smoothing, no smoothing, or smoothing based on the material Autosmooth settings.
  2. Hello,i playing Patently Dangerous mission and everything was ok but suddenly i have really long saving and loading times.And when i load second time i got this error: loaded collision model models/darkmod/decorative/wall/antlers.lwo loaded collision model models/darkmod/decorative/wall/shields/shield_and_swords02.lwo loaded collision model models/darkmod/nature/boletus_big.lwo loaded collision model models/darkmod/nature/boletus_tall.lwo loaded collision model models/darkmod/readables/book_open1_tiny.lwo loaded collision model models/darkmod/dungeon/chain_straight_small.lwo loaded collision model models/darkmod/decorative/wall/wooden_plaque_empty.lwo loaded collision model models/darkmod/furniture/seating/church_pew.lwo loaded collision model models/darkmod/decorative/statues/bust_01_male.ase loaded collision model models/darkmod/decorative/orchid.lwo loaded collision model models/darkmod/furniture/grandfather_clock.lwo loaded collision model models/darkmod/containers/openable/chest_wood.ase loaded collision model models/darkmod/containers/openable/chest_wood_lid.ase loaded collision model models/darkmod/door_related/handle_curved_rotate.ase loaded collision model models/darkmod/containers/bucket.lwo loaded collision model models/darkmod/misc/wood_pallette.lwo loaded collision model models/darkmod/tools/household/brush.lwo loaded collision model models/darkmod/tools/household/wash_bin.ase loaded collision model models/darkmod/tools/household/wash_board.ase loaded collision model models/darkmod/decorative/vases/emptypot.lwo loaded collision model models/darkmod/tools/household/broomstick.ase loaded collision model models/darkmod/kitchen/cauldron_small.lwo loaded collision model models/darkmod/kitchen/mug_wooden01.lwo loaded collision model models/darkmod/architecture/windows/bwindow01.lwo loaded collision model models/darkmod/junk/wbottle01_broken_top.lwo loaded collision model models/darkmod/junk/wbottle01_broken.lwo loaded collision model models/darkmod/hangers/coatrack.ase loaded collision model models/darkmod/containers/barrell_med.lwo loaded collision model models/darkmod/junk/horse_dung.lwo loaded collision model models/darkmod/architecture/trim/castlefivewalltrim.lwo loaded collision model models/darkmod/architecture/trim/castlefourwalltrim.lwo loaded collision model models/darkmod/architecture/trim/castlewalltrim.lwo loaded collision model models/darkmod/kitchen/food/fish_bluefish.lwo loaded collision model models/darkmod/door_related/lockbox_02.ase loaded collision model models/darkmod/loot/coins/coinsa.lwo loaded collision model models/darkmod/loot/coins/coinsb.lwo loaded collision model models/darkmod/decorative/wall/shields/snswallmount.lwo loaded collision model models/darkmod/mechanical/switches/switch_translate_backplate.ase loaded collision model models/darkmod/wearables/headgear/nobleman_hat_l.lwo loaded collision model models/darkmod/misc/rope_coil01.lwo loaded collision model models/darkmod/lights/non-extinguishable/grill_light.lwo loaded collision model models/darkmod/lights/non-extinguishable/simple_square1_hanging.lwo loaded collision model models/darkmod/door_related/handle_curved_rotate_2.ase loaded collision model models/darkmod/architecture/building_facades/tudor_inn01_small.lwo loaded collision model models/darkmod/architecture/balconies/bay_window01.lwo loaded collision model models/darkmod/architecture/buildings/jutting_out_room01.lwo loaded collision model models/darkmod/architecture/awnings_roofs/awning_cloth_hanging01.lwo loaded collision model models/darkmod/architecture/arches/round_01.lwo loaded collision model models/darkmod/architecture/doors/warehouse_front_doorframe.lwo loaded collision model models/darkmod/architecture/doors/door128x56_2hinge.lwo loaded collision model models/darkmod/architecture/doorframes/door_frame_wood_128x112.ase loaded collision model models/darkmod/architecture/windows/round_stone01_small.lwo loaded collision model models/darkmod/nature/trees/tree_dm.lwo loaded collision model models/darkmod/nature/ivy_part01a.lwo loaded collision model models/darkmod/nature/weed_dandelion01.lwo loaded collision model models/darkmod/nature/weed_dandelion01_lowpoly.lwo loaded collision model models/darkmod/junk/cartwheel.lwo loaded collision model models/darkmod/door_related/knocker_ornate_neptune.ase loaded collision model models/darkmod/nature/boletus_small.lwo loaded collision model models/darkmod/nature/ivy_part07.lwo loaded collision model models/darkmod/nature/ivy_part08.lwo loaded collision model models/darkmod/nature/ivy_part06.lwo loaded collision model models/darkmod/junk/plank_long.lwo loaded collision model models/darkmod/lights/non-extinguishable/electric_wall_fancy_up.lwo loaded collision model models/darkmod/decorative/rug_round_small.lwo loaded collision model models/darkmod/wearables/headgear/proguard_helmet_wearable.lwo -------------------------------------- ----- idRenderModelManagerLocal::EndLevelLoad ----- 0 models purged from previous level, 535 models kept. --------------------------------------------------- ----- idImageManager::EndLevelLoad ----- WARNING: Couldn't load image: textures/common/qer_mirror WARNING: Couldn't load image: - 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/lantern_oil_hand02 WARNING: Couldn't load image: extinguishable/lamp_desk_01 WARNING: Couldn't load image: extinguishable/electric_wall_fancy WARNING: Couldn't load image: textures/common/shadow_bak WARNING: Couldn't load image: models/md5/chars/thief/thief1_local WARNING: Couldn't load image: extinguishable/hanging_lantern WARNING: Couldn't load image: extinguishable/grill_light WARNING: Couldn't load image: extinguishable/electric_wall_fancy_up 0 purged from previous 230 kept from previous 1284 new loaded all images loaded in 47.7 seconds ---------------------------------------- ----- idSoundCache::EndLevelLoad ----- 148631k referenced 3821k purged ---------------------------------------- sound: missing efxs/patently_dangerous.efx ----------------------------------- 93280 msec to load patently_dangerous idRenderWorld::GenerateAllInteractions, msec = 17, staticAllocCount = 0. interactionTable size: 837004 bytes 7975 interaction take 893200 bytes ------------- Warnings --------------- during patently_dangerous... WARNING: Couldn't load image: - WARNING: Couldn't load image: extinguishable/electric_wall_fancy WARNING: Couldn't load image: extinguishable/electric_wall_fancy_up WARNING: Couldn't load image: extinguishable/grill_light WARNING: Couldn't load image: extinguishable/hanging_lantern WARNING: Couldn't load image: extinguishable/lamp_desk_01 WARNING: Couldn't load image: extinguishable/lantern_oil_hand02 WARNING: Couldn't load image: extinguishable/round_lantern_sitting WARNING: Couldn't load image: extinguishable/round_lantern_unattached WARNING: Couldn't load image: extinguishable/streetlamps/roundstreetlamp WARNING: Couldn't load image: extinguishable/streetlamps/roundstreetlamp_02 WARNING: Couldn't load image: models/md5/chars/thief/thief1_local WARNING: Couldn't load image: textures/common/qer_mirror WARNING: Couldn't load image: textures/common/shadow_bak WARNING: Couldn't load sound 'sound/voices/builders/builder2/ai_states/builder2_toalert2h_4.ogg' using default WARNING: Couldn't load sound 'sound/voices/builders/builder2/battle_general/builder2_flee_1.wav' using default WARNING: Couldn't load sound 'sound/voices/builders/builder2/builde2_greeting_1.wav' using default WARNING: Couldn't load sound 'sound/voices/builders/builder2/builde2_greeting_2.wav' using default WARNING: Couldn't load sound 'sound/voices/builders/builder2/builde2_greeting_3.wav' using default WARNING: Couldn't load sound 'sound/voices/builders/builder2/find_states/builder2_find_dead_1.wav' using default WARNING: Couldn't load sound 'sound/voices/builders/builder2/find_states/builder2_find_unconcious.wav' using default WARNING: Couldn't load sound 'sound/voices/builders/builder2/find_states/builder2_notice_suspicious_1.wav' using default WARNING: Couldn't load sound 'tdm_ai_builder2_combat_archer.wav' using default 23 warnings The ambient 'snd_damuddy' for location 'Damuddys_house' is now playing. I see a friend, I'm going to warn them that enemies have been seen. I see a friend, I'm going to warn them that enemies have been seen. I see a friend, I'm going to warn them that enemies have been seen. I see a friend, I'm going to warn them that enemies have been seen. I see a friend, I'm going to warn them that enemies have been seen. I see a friend, I'm going to warn them that enemies have been seen. Player:AI_PAIN set to true Player:AI_PAIN set to true --------- Game Map Shutdown ---------- WARNING: Door atdm_mover_door_sliding_1 is not within a valid AAS area WARNING: Door atdm_door_104x56_2hinge_19 is not within a valid AAS area WARNING: Door func_static_233 is not within a valid AAS area WARNING: Door atdm_door_104x56_2hinge_21 is not within a valid AAS area WARNING: Door atdm_mover_door_4 is not within a valid AAS area WARNING: Door atdm_mover_door_5 is not within a valid AAS area WARNING: Door secretdoor is not within a valid AAS area WARNING: Door atdm_mover_door_6 is not within a valid AAS area WARNING: Door atdm_door_104x56_2hinge_23 is not within a valid AAS area WARNING: Door atdm_mover_door_sliding_6 is not within a valid AAS area WARNING: Door atdm_mover_door_sliding_7 is not within a valid AAS area WARNING: idClipModel::FreeTraceModel: tried to free uncached trace model -------------------------------------- reloading guis/mainmenu.gui. reloading guis/restart.gui. reloading guis/msg.gui. reloading guis/takeNotes.gui. reloading guis/intro.gui. reloading guis/map/patently_dangerous.gui. reloading guis/tdm_hud.gui. reloading guis/pda.gui. reloading guis/cursor.gui. reloading guis/readables/books/book_print_stone_world.gui. reloading guis/playertools/spyglass.gui. reloading guis/readables/sheets/sheet_paper_hand_popsies_world.gui. reloading guis/readables/sheets/sheet_paper_hand_ellianerelle_world.gui. reloading guis/readables/sheets/sheet_paper_calig_mac_humaine_world.gui. reloading guis/readables/sheets/sheet_paper_hand_ellianerelle_world.gui. reloading guis/readables/books/book_hand_andrew_script_world.gui. reloading guis/readables/sheets/sheet_paper_calig_carolingia_world.gui. reloading guis/readables/sheets/sheet_paper_calig_summertime_world.gui. reloading guis/readables/sheets/sheet_paper_calig_mac_humaine_world.gui. reloading guis/readables/books/book_print_stone_world.gui. reloading guis/readables/sheets/sheet_paper_calig_camberic_world.gui. reloading guis/readables/books/book_hand_andrew_script_world.gui. reloading guis/readables/sheets/sheet_paper_calig_mac_humaine_world.gui. reloading guis/patent_map.gui. reloading guis/readables/sheets/sheet_paper_hand_andrew_script_world.gui. reloading guis/parchment_stone_print_pd_world.gui. reloading guis/playertools/spyglass.gui. reloading guis/scoreboard.gui. reloading guis/spectate.gui. reloading guis/chat.gui. reloading guis/mpmain.gui. reloading guis/mpmsgmode.gui. --------- Map Initialization --------- Map: patently_dangerous idRenderWorldLocal::InitFromMap: retaining existing map ------- Game Map Init SaveGame ------- Compiled 'E:\Doom 3\Patently_dangerous\maps\patently_dangerous.script': 1.5 ms ---------- Compile stats ---------- Memory usage: Strings: 43, 5168 bytes Statements: 21618, 432360 bytes Functions: 1189, 122884 bytes Variables: 85344 bytes Mem used: 1132296 bytes Static data: 2277552 bytes Allocated: 2808644 bytes Thread size: 7068 bytes map bounds are (3761.0, 2445.0, 906.0) max clip sector is (117.5, 152.8, 113.3) 7 KB passage memory used to build PVS 3 msec to calculate PVS 62 areas 160 portals 11 areas visible on average 496 bytes PVS data [Load AAS] loading maps/patently_dangerous.aas48 [Load AAS] loading maps/patently_dangerous.aas96 Keeping maps/patently_dangerous.aas32 [Load AAS] loading maps/patently_dangerous.aas100 [Load AAS] loading maps/patently_dangerous.aas_rat 0 0 1680 1050 Regenerated world, staticAllocCount = 0. --------- Game Map Shutdown ---------- -------------------------------------- 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 262144 Oh,and i got sometimes visual c++ runtime library error.I tried reinstalling this but i still got this errors.Pls help!
    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.

  3. So it turns out Blender has no concept of a "two sided face", but during rendering it assumes everything is two-sided by default unless the "Backface Culling" option is set in the Material properties. It seems therefore that the only way to handle these duplicated faces during import is to discard them, and if the user really wanted to export with duplicated geometry in this way, an option would be needed in the export script. However, I think that there is actually no need for such duplicated faces in the LWO files, because (like Blender) "twosided" is a property of the material shader, not the geometry. Provided the hedge materials contain the twosided material keyword where necessary, the models could be exported without duplicate faces and this might give some performance benefit.
  4. The best place to look would probably be creative commons online repositories, especially 3D scanned models from museums (which however require some processing to get down to a reasonable tri count for a game). Otherwise, Goldwell has a bear rug. A different approach could be to pose the werebeast in Blender and export it as a model.
  5. You can find here an animation rig in Blender for the male NPC. If one wants to make animations for TDM in Blender this will be very helpfull. EDIT 2014.05.28: I also made a female version of the rig. It's a bit different than male version. See this post for details. EDIT 2014.08.02: I did a small change to male rig. Link has been updated. Also added some new animations.
  6. An 11-year-old Blender tutorial is probably so outdated that it would be unhelpful, given how rapidly Blender develops. For example, Blender gained the Cycles renderer in 2011 which allows you to bake normal maps entirely within the software, and there have been massive improvements to the sculpting tools in the last decade. You could probably achieve the result of this tutorial in Blender 2.93 without using any other software.
  7. 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?
  8. Hi I believe that serveral TDM modelers activly use Blender to produce models? Nemyax, one of our fine modelers became very frustrated with having to revert to previous versions of Blender in order to export MD5 models as there appeared to be no working MD5 exporter for the new versions of Blender. So he wrote his own! We have already used it to get fully working MD5 monsters into Arx and wondered if this would be of any interest to TDM Blender users. As we are all big fans of TDM we hope this will be of bennefit to someone here and all IDTech modders / modelers. Download, feed back / discussion etc is available on the Kats Bits forum. http://www.katsbits.com/smforum/index.php?topic=404.0 Regards
  9. Hmm, yes I see it now. Actually it doesn't actually change it, but it just looks slightly different in the editor. So if you resize, then export, then import, you see the same end time, but it is different from the srt. Very weird, I never noticed it. But I can understand this is an issue. Btw, although Kdenlive has built-in speech to text and I was initially excited about it, I now use Whisper for that, which is MUCH better at it.
  10. Well there is also godot which is both a game engine/editor not sure how good there mapping tools are compared to blender though.
  11. quite a load of programs which can be used but yeah blender is probably the most complete free software package available for game development. Not that it is bad but atleast in the older versions there was allways problems running it on older gfx cards not sure if that has changed ?.
  12. 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.

       

  13. Bad that this isn't free soft >$100 https://www.posersoftware.com Daz3D, basic app free https://www.daz3d.com Blender is the only valid FOSS alternative, maybe complemetary with Makehuman or MB-Lab, also FOSS https://mb-lab-community.github.io/MB-Lab.github.io/ http://www.makehumancommunity.org/content/downloads.html
  14. I know DR can export into OBJ, but I recall it exports brushes as split planes. Is it possible to add option to export brushes as convex manifold meshes (so that level in OBJ ends up being made of multitextured cubes/parallelepipeds) ? Is it also possible to export patches as meshes (or as patches, if OBJ supports them) ? Is it possible to export lights, entities, etc. as dummy/empty objects (or cubes of a small size) with specific name conventions ? (it would be easier to find them in 3D app) Thanks!
  15. The *DOOM3* shaders are ARB2 ('cause of old GeForce support) carmack plan + arb2 - OpenGL / OpenGL: Advanced Coding - Khronos Forums
  16. Hello Guys! I´am currently thinking to start a big Fan-mission project. But I have big troubles importing models into the dark radiant. The models of the buildings will be created in an professional architecture programm called archi cad. After the models are created they will be exported as *.obj or *.3ds files and imported to blender 2.63. I`ve read some basic tutorials "how to create models" in the wiki and on other homepages. I basically can export models as *.ase files with an exporter without troubles, but i only get one ase file. I´ve put it into the darkmod/models folder and it shows up in the editor as model, but without the correct texture. Now i have some basic questions: #do i need also a material file? #where i exactly have to put the texture files? In which folder ( c:\games\doom3\darkmod\textures isnt right i think) #do i need textures with *.tga format or is *.jpg also possible? #i only can find an exporter scirpt for *.ase for blender v.2.56, does anyone working with current version of blender? If yes which script/version do you use? sincerley J
  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. id Studio did a poor job in defining its categorization of variable nomenclature, so in subsequent documentation and discussions there are divergent views (or just slop). In my series, I had to choose something, and went with what I thought would be clearest for the GUI programmer: Properties, which are either Registers (like true variables) Non-registers (like tags) User Variables (also true variables) I see that your view is more along these lines (which perhaps reflects C++ internals?): Flags (like my non-registers) Properties, which are either Built-in (like my registers) Custom (like user Variables) Also, elsewhere, you refer to "registers" as temporaries. I am willing to consider that there could be temporary registers during expression evaluation, but by my interpretation those would be in addition to named property registers. I'm not sure where to go next with this particular aspect, but at least can state it.
  19. Instead of that try this to see if it works, it does on my end skins/bathroom/Tube01a_waterclean { model "models/mapobjects/washroom/bathtub_oldA.lwo" "textures/common/nodraw" "textures/water_source/Water_clear" } change the stuff for your own model/materials of course
  20. It doesn't seem to matter what I name the materials. I can remove the path names and call them something more sensible like this: // heir.mtr eyeball { diffusemap textures/darkmod/heir/eyeball_blue //.... } eyeball_brown { diffusemap textures/darkmod/heir/eyeball_brown //..... } And then refer to the materials under those names in the skin file: // heir.skin skin eyeball_brown { model models/darkmod/heir/eyeball.lwo eyeball eyeball_brown } but it still refuses to substitute the second material for the first. I can select the skin, but that has no effect. The original material works fine, with the texture showing up correctly. I'm obviously overlooking something but not sure what.
  21. I'm having a bit of trouble getting skins to work. I've got the following in my skins file: skin eyeball_brown { model "models/darkmod/heir/eyeball.lwo" "models/darkmod/props/textures/eyeball_blue" "models/darkmod/props/textures/eyeball_brown" } This skin shows up in the skin selector but it does not replace the former texture with the latter. All the files are where they're supposed to be. What am I doing wrong?
  22. Just reporting this seems to work fine in Linux via wine in terminal, except you have to specify the export file, otherwise the file is not made.
  23. Right above you we have an example of AI-created/remastered textures. There's AI models being worked on for creating 3D models from text prompts, photographs, etc. That could be relevant to TDM since if it can be made in Blender, it can be imported into the game. Imagine using AI to create a gigantic cathedral, or even a city. Over a decade ago, Tels was working on Swift Mazes, a demo for procedurally generating TDM maps. I don't know how you would go about making an AI version of that concept, but anything's possible.
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