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  1. Yea, it seems models are going to be a problem. DR doesn't detect gltf or dae. It does detect obj, but crashes as soon as I click the model. I don't know if I can work with lwo or ase in Godot, but I don't even have plugins for that in blender. I've only made one model for TDM once, and it was back in Blender 2.79. As far as textures go, I suppose it's not much of a problem. I could work with tga. It's just that free textures are usually distributed in jpg or png, so working with .tga requires going through the trouble of converting each of them (base texture plus normal map, ao map, rough map, etc).
  2. Is the png issue your only problem? afaik DR suports lwo and ase. obj is supported by tdm, but afaik not by DR yet.
  3. I'm trying to get DR to work with my Godot projects, to replace TrenchBroom, but my first attempts haven't been fruitful. I need DR to see my project's textures, 3D models and entity definitions. I told DR where to find my game in the Game Setup window, but I'm having some issues. As far as entities go, I think I'm probably fine. I unpacked a few of TDM's .pk4 files and found the folder def with many .def files. I tried placing misc.def and tdm_base.def in there, to see if DR would load those entities after restarting, and it does but only if the game type is TDM. I'm probably fine with that, as it makes no difference, as far as I can tell. The Godot importer only cares about the contents of the .map file, which I know I can export in a few formats, so that should be fine (Q3 at least should work fine). However, DR is not seeing my project's textures. I don't know if DR can work with .png files, but I brought in some .tga files from TDM for testing and DR doesn't see them either. So something is missing, but I don't know what it is. I tried placing the textures in a textures folder at the project's root, but nothing happened. Although ideally I'd like to have the textures in root/assets/textures. I haven't tried to use 3D models at all yet, so I'm in complete darkness about that. I wonder what formats DR supports, though. I usually work with .obj, which bypasses Godot's import weirdness.
  4. Not to be a nag, but I was thinking about the columns problem. If you go to the view source tab in the wiki article: https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod&action=edit The raw table data is accessible directly: |- !align=left|{{TDM-FM|written|Written in Stone}} |Bikerdude, Amadeus, Dragofer |{{Forumlink|https://forums.thedarkmod.com/index.php?/topic/21265-written-in-stone-beta-210-only-20220128/}} |2022-01-28 |338 |Yes |Yes |CCC 22, Elixir |City Missions |Undead, Horror Themes |- Each pipe character represents one of the columns.
  5. Terrific! The beta test thread is up: https://forums.thedarkmod.com/index.php?/topic/22238-beta-testing-the-spider-and-the-finch/
  6. Welcome to the Dark Mod forums MarsManon! Thank you very much for the kind words about SLL, it's always nice to hear We all worked real hard on bringing Grayman's map to life and I'm glad you enjoyed it
  7. I was so enchanted by this FM, I had to sign up to the forums the same day I finished it to come thank the authors Genuinely, truly incredible work! I was so overwhelmed in places that I resorted to just shouting joy at my monitor two, three, maybe four entirely separate times while playing. Exploring, puzzling, finding something new, trying to use it, and finding it does a whole new, separate, wonderful thing! There aren't enough words inside me to describe the feeling. It was breathtaking. I don't have any specific feedback that hasn't come through this thread before Thanks so much for making this, for all the inspiration and ingenuity and effort it took. If I never play another level this good, in any other game, in my life, I'd be fine with that.
  8. There's a group of players who have meticulously tested and adjusted ghosting rules for The Dark Mod. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Why alienate an established group of dedicated players?
  9. OK I think I've got to the bottom of this. I've created this forum thread (with bug report): https://forums.thedarkmod.com/index.php?/topic/22221-bug-drowning-ai-in-shallow-water/ I can apply a workaround, although it won't be perfect and the bug itself needs fixing in the engine. There are a few other things that need fixing so will put an update together soonish.
  10. If any mappers have encountered weirdness with kill objectives not working with drowning AI, I think I've found out why. I don't think it would be a particularly difficult one to fix either. I've raised this bug report: https://bugs.thedarkmod.com/view.php?id=6323 Some context here: https://forums.thedarkmod.com/index.php?/topic/21837-fan-mission-the-lieutenant-2-high-expectations-by-frost_salamander-20230424/&do=findComment&comment=487316 I think this is a bug, but just raising here in case some people think otherwise.
  11. I dom't use it, i found it here with the filter set to OpenSource. the TOS and PP isn't excluding for an OpenSource app, if they use ads mean that they also need to pay an server for this online service. OpenSource is not synonymous with free either, perhaps after the beta phase it is no longer free, so perhaps you can take advantage of the fact that it is still free to create a series of textures that can be used or search another one in Futuretools. AI generated textures and assets, by definition, don't have any copyright, so you can use them as you want. https://www.futuretools.io/?pricing-model=free|open-source&tags-n5zn=gaming
  12. Hello TDM-ers. I am encountering an issue where textures seem to partially disappear. I tried searching the forums, but, I don't know what to search for. The missing textures are a worldspawn brush acting as a roof with {for now} flat iron texture. There are other worldspawn brushes right below to create an attic ceiling with roof framework board texture. These gaps appeared a few edits ago. I can't "undo" to get back before whatever edit did this. The gaps are only visible during play and are not visible during editing. Closing and reopening DR and TDM do not fix anything. Some of the brushes overlap in areas behind the play area but I have never seen an issue doing that. The attached image has the effect I am now seeing. Ideas on where to start debugging this? Very much appreciated. Clint
  13. Awesome! Post is up! https://forums.thedarkmod.com/index.php?/topic/22200-beta-testing-the-house-of-delisle/#comment-487365 Thanks!
  14. Complaint From Players The player must pick up candles before extinguishing them, and then the player must remember to drop the candle. The player must drag a body before shouldering it (picking it up), and the player must remember to frob again to stop dragging the body. The player finds this annoying or easy to make mistakes. For players who ghost, some of them have the goal of returning objects back to their original positions. With the current "pick up, use item, and drop" system, the item might not return easily or at all to its original position. For example, a candlestick might bounce off its holder. (See player quotes at the bottom.) Bug Tracker https://bugs.thedarkmod.com/view.php?id=6316 Problems to Solve How can the "pick up" step be eliminated so that the player can directly use or interact with the item where it is in the game world? How can so much key pressing and mouse clicking be eliminated when the player wants to directly use an item? How can candles be extinguished and lanterns toggled off/on without first picking them up? How can bodies be shouldered without first dragging them? Solution Design Goals Make TDM easier for new players while also improving it for longtime players. Reduce tedious steps for common frob interactions. Make it intuitive so that menu settings are unnecessary. Do not introduce bugs or break the game. Terms frob -- the frob button action happens instantly. hold frob -- the frob button is held for 200ms before the action happens. (This can be changed via cvar: 200ms by default.) Proposed Solution Note: Some issues have been struckthrough to show changes since the patch has been updated. Change how frobbing works for bodies, candles, and lanterns. For bodies: Frob to shoulder (pick up) a body. Second frob to drop shouldered body, while allowing frob on doors, switches, etc. Hold frob (key down) to start drag, continue to hold frob (key down) to drag body, and then release frob (key up) to stop dragging body. Also, a body can be dragged immediately by holding frob and moving the mouse. For candles/lanterns: Frob to extinguish candles and toggle off/on lanterns. Hold frob to pick it up, and then frob again to drop. Frob to pick it up, and then frob again to drop. Hold frob to extinguish candles and toggle off/on lanterns. For food: Frob to pick it up, and then frob again to drop. Hold frob to eat food. For other items: No change. New cvar "tdm_frobhold_delay", default:"200" The frob hold delay (in ms) before drag or extinguish. Set to 0 for TDM v2.11 (and prior) behavior. Solution Benefits Bodies: New players will have less to learn to get started moving knocked out guards. With TDM v2.11 and earlier, some players have played several missions before realizing that they could shoulder a body instead of dragging it long distances. Frob to shoulder body matches Thief, so longtime Thief players will find it familiar. Second frob drops a shouldered body. Players still have the ability to both shoulder and drag bodies. Compatible with the new auto-search bodies feature. Dragging feels more natural -- just grab, hold, and drop with a single button press. There is no longer the need to press the button twice. Also, it's no longer possible to walk away from a body while unintentionally dragging it. Set "tdm_frobhold_delay" cvar to delay of 0 to restore TDM v2.11 (and prior) behavior. Candles: New players will have less to learn to get started extinguishing candles. With TDM v2.11 and earlier, some players didn't know they could extinguish candles by picking them up and using them. Instead, they resorted to throwing them to extinguish them or hiding them. Hold frob to extinguish a candle feels like "pinching" it out. Once a candle is picked up, players still have the ability to manipulate and use them the same way they are used to in TDM v2.11 and earlier. For players who ghost and have the goal of putting objects back to their original positions, they'll have an easier time and not have to deal with candles popping off their holders when trying to place them back carefully. Set "tdm_frobhold_delay" cvar to delay of 0 to restore TDM v2.11 (and prior) behavior. Solution Issues Bodies: Frob does not drop a shouldered body, so that might be unexpected for new players. This is also different than Thief where a second frob will drop a body. "Use Inv. Item" or "Drop Inv. Item" drops the body. This is the same as TDM v2.11 and earlier. This is the price to pay for being able to frob (open/close) doors while shouldering a body. Patch was updated to drop body on second frob, while allowing frob on doors, switches, etc. Candles: Picking up a candle or lantern requires a slight delay, because the player must hold the frob button. The player might unintentionally extinguish a candle while moving it if they hold down frob. The player will need to learn that holding frob will extinguish the candle. The player can change the delay period via the "tdm_frobhold_delay" cvar. Also, when the cvar is set to a delay of 0, the behavior matches TDM v2.11 and earlier, meaning the player would have to first "Frob/Interact" to pick up the candle and then press "Use Inv. Item" to extinguish it. Some players might unintentionally extinguish a candle when they are trying to move it or pick it up. They need to make sure to hold frob to initiate moving the candle. When a candle is unlit, it will highlight but do nothing on frob. That might confuse players. However, the player will likely learn after extinguishing several candles that an unlit candle still highlights. It makes sense that an already-extinguished candle cannot be extinguished on frob. The official "Training Mission" might need to have its instructions updated to correctly guide the player through candle manipulation training. Updating the training mission to include the hold frob to extinguish would probably be helpful. Similar Solutions In Fallout 4, frob uses an item and long-press frob picks it up. Goldwell's mission, "Accountant 2: New In Town", has candles that extinguish on frob without the need of picking them up first. Snatcher's TDM Modpack includes a "Blow / Ignite" item that allows the player to blow out candles Wesp5's Unofficial Patch provides a way to directly extinguish movable candles by frobbing. Demonstration Videos Note: The last two videos don't quite demonstrate the latest patch anymore. But the gist is the same. This feature proposal is best experienced in game, but some demonstration videos are better than nothing. The following videos show either a clear improvement or that the player is not slowed down with the change in controls. For example, "long-press" sounds long, but it really isn't. Video: Body Shouldering and Dragging The purpose of this video is to show that frob to shoulder a body is fast and long-press frob to drag a body is fast enough and accurate. Video: Long-Press Frob to Pick Up Candle The purpose of this video is to show how the long-press frob to pick up a candle isn't really much slower than regular frob. Video: Frob to Extinguish The purpose of this video -- if a bit contrived -- is to show the efficiency and precision of this proposed feature. The task in the video was for the player to as quickly and accurately as possible extinguish candles and put them back in their original positions. On the left, TDM v2.11 is shown. The player has to highlight each candle, press "Frob/Interact" to pick up, press "Use Inv. Item" to extinguish, make sure the candle is back in place, and finally press "Frob/Interact" to drop the candle. The result shows mistakes and candles getting misplaced. On the right, the proposed feature is shown. The player frobs to extinguish the candles. The result shows no mistakes and candles are kept in their original positions. Special Thanks @Wellingtoncrab was instrumental in improving this feature during its early stages. We had many discussions covering varying scenarios, pros, and cons, and how it would affect the gameplay and player experience. Originally, I had a completely different solution that added a special "use modifier" keybinding. He suggested the frob to use and long-press frob to pick up mechanics. I coded it up, gave it a try, and found it to be too good. Without his feedback and patience, this feature wouldn't be as good as it is. Thank you, @Wellingtoncrab! And, of note, @Wellingtoncrab hasn't been able to try it in game yet, because I'm using Linux and can't compile a Windows build for him. So, if this feature isn't good, that's my fault. Code Patch I'll post the code patch in another post below this one so that folks who compile TDM themselves can give this proposal a try in game. And, if you do, I look forward to your feedback! Player Complaints TTLG (2023-01-10) Player 1: TDM Forums (2021-03-13) Player 2: Player 3: TDM Forums (2023-06-17) Player 4: TDM Discord (2021-05-18) Player 5: TDM Discord (2023-02-14) Player 6: Player 7: Player 8:
  15. Right. And if the pointer reaches a screen edge or corner and can't go any further, the view wouldn't be able to keep moving / turning and get stuck... you'd need to disengage then click again to grab it which would be very annoying. I'm well out of ideas. If only the "export GDK_BACKEND=x11" hack wasn't partial: It fixes it for the main views only leaving the model viewer broken, but for some reason activating the clipper to cut brushes breaks that as well and I need to restart DR every time after using it. Maybe we can see what the clipper does to trigger it and patch at least that bit out? One last thing comes to mind: Is there a build flag to force DR to compile without Wayland support? Maybe I can try that to force the whole software to be x11 exclusive which should resolve this, granted wxWidgets allows it.
  16. I created a simple test with 3 objects. A stackable arrowhead: "classname" "atdm:moveable_loot_ancient_arrowhead" "name" "atdm_moveable_loot_ancient_arrowhead_1" "origin" "64 104 -40" "rotation" "1 0 0 0 1 0 0 0 1" "inv_category" "Special" "inv_loot_type" "0" "inv_loot_value" "0" "inv_stackable" "1" A frobable bowl: "classname" "atdm:frobable_base" "name" "func_static_1" "origin" "112 104 -61.9901" "model" "models/darkmod/kitchen/bowl01.lwo" "rotation" "1 0 0 0 1 0 0 0 1" "target" "atdm_target_itemremove_1" And an itemremove target: "classname" "atdm:target_itemremove" "name" "atdm_target_itemremove_1" "origin" "120 104 -16" "ammo_count" "0" "ammo_type" "-" "drop_in_world" "0" "stackable_class" "Arrowhead" "stackable_count" "1" "unique_item" "-" When you frob the bowl, the arrowhead count in your inventory drops by 1. If you want to do additional processing when the bowl is frobbed, have it target a atdm:target_callscriptfunction, which can do whatever you like (including activating the atdm:target_itemremove).
  17. The *DOOM3* shaders are ARB2 ('cause of old GeForce support) carmack plan + arb2 - OpenGL / OpenGL: Advanced Coding - Khronos Forums
  18. I mean names you can display on screen for the general audience when holding an object. Refer to the screenshots I posted. ------------------------------------------------ I would say we should employ the language/translation system (#str_). I expect most entityDef names (plus model names) are quite descriptive already: atdm:moveable_bowl_large_pewter (bowl01_large.lwo) atdm:moveable_mug_wood_old (mug_wooden01.lwo) atdm:moveable_ball_spiked (spiked_ball.lwo) atdm:moveable_coffeetable (coffeetable1.lwo) atdm:moveable_rock_small01 (smallrock1.lwo) ... When in doubt just fire up DR and see the object in question. Thinking of skins we should avoid including names of materials or colors, in example instead of a "Red Apple", stick to "Apple". Instead of "Pine Chair", let's name it a "Chair". Many times it will be difficult to settle on a name therefore simpler/shorter will be better: up to mappers to spice things up. Now if you ask me, how do we approach existing missions? No idea, haven't thought of it. And bound items such as candles and candle-holders? I don't know, Candle? One case at a time, I guess.
  19. Seems to confirm: https://bugs.thedarkmod.com/view.php?id=5718 does it happen in the latest dev build: https://forums.thedarkmod.com/index.php?/topic/20824-public-access-to-development-versions/
  20. I just read@motorsep Discovered that you are able to create a brush, then select it and right click "create light". Now you have a light that ha the radius of the former brush. Just read it on discord and thought it may be of use for some people in the forums here too.
  21. well, I got it working on a simple test plane, subdivided and vertex painted in Blender. The shader I had was actually just fine (at least after removing the parm11 stuff). The problem was with the model's .ase file.
  22. If you already know this ignore it but if you don't, then know that if's in materials stages turn on and off those stages, so you need to make sure you are setting parm11 to a valid value above zero in a script somewhere. But if removing those, didn't solved the problem, then the problem could be the vertex colors itself, are you sure the model has the correct vertex color info on it? Afaik the engine only supports grayscale vertex colors in the RGB format no alpha. Also instead of blend diffusemap keyword try the blend add (gl_src_one gl_dst_one) not sure if this matters but the basic example for vertex colors in this link uses it. I haven't used vertex blending for a very long time so all of this is rusty on my mind unfortunately. Also not sure what you mean with ""lawn_vertex_blend" is the vertex-blended DDS image file exported from Blender and is also referenced in the .ase file." but a material name like yours "textures/darkmod/map_specific/lawn_vertex_blend" shouldn't be a link to a real texture, in reality that is just a virtual path to a fake folder that DarkRadient uses to display in the media section of the editor. You can have a material with just a single word on its name and it will show in the media tab, just not inside a folder but in the global space. it is like this: virtual path/material name { material code } or material name { material code }
  23. I'm not having much success with vertex blending a cobblestone path with grass. I've applied it to an .ase model imported from Blender. I followed this tutorial: https://wiki.thedarkmod.com/index.php?title=DrVertexBlend_(tutorial)#Vertex_Painting_Each_Object In DR, my custom material file does show up in the material editor and it seems to be getting applied to the model but incorrectly - it's just a uniform green. In game, the model is greyscale - I think it's getting textured with my vertex-painting, instead of the grass and cobblestone. Here's the mtr file. Have I overlooked anything? textures/darkmod/map_specific/lawn_vertex_blend { surftype15 description "grass" qer_editorimage textures/darkmod/nature/grass/short_dry_grass_dark_ed.jpg { blend diffusemap map textures/darkmod/nature/grass/short_dry_grass_dark vertexColor } { blend bumpmap map textures/darkmod/nature/grass/short_dry_grass_local vertexColor } { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white rgb 0.40 * parm11 vertexColor } { if ( parm11 > 0 ) blend add map textures/darkmod/nature/grass/short_dry_grass_dark rgb 0.15 * parm11 vertexColor } { blend diffusemap map textures/darkmod/stone/cobblestones/cobblestones02_square_dark inverseVertexColor } { blend specularmap map textures/darkmod/stone/cobblestones/cobblestones02_square_dark_s inverseVertexColor } { blend bumpmap map textures/darkmod/stone/cobblestones/cobblestones02_square_dark_local inverseVertexColor } { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white rgb 0.40 * parm11 inverseVertexColor } { if ( parm11 > 0 ) blend add map textures/darkmod/stone/cobblestones/cobblestones02_square_dark rgb 0.15 * parm11 inverseVertexColor } } "lawn_vertex_blend" is the vertex-blended DDS image file exported from Blender and is also referenced in the .ase file.
  24. I just found this thread on ttlg listing Immersive Sims: https://www.ttlg.com/forums/showthread.php?t=151176
  25. Recently revisiting the forums after a longer period of time I wanted to check the unread content. I don't know if I am doing this wrong since.. ever... but on mobile (visiting the unread content page on my smartphone) you have to click on that tiny speech bubble to go to the most recent post in a thread. If you don't click correctly you'll hit the headline and end up at post 1 in the beginning of the thread. It's terrible on mobile, since not only the speech bubble is really small and was to miss. But also the thread headline is just millimeters away from it so you go right to the first post that was ever made instead of the most recent ones. Am I doing it wrong? I just want to go through u read content a d the to the newest post from that topic.
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