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  1. 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!
  2. Here's my first FM. A small and easy mission, inspired by Thief's Den and The Bakery Job, where you must find and steal a cook's recipe book in order to save a friend from going out of business. Download (version 4): Mediafire (sk_cooks.pk4) TDM Website's Mission Page The in-game mission downloader Thanks to: The people who helped me get this far, both in the forums and on Discord. The beta testers: MirceaKitsune, Mat99, Baal, wesp5, Cambridge Spy, jaxa, grodenglaive, Acolytesix ( Per the author in the beta testing thread. ) Skaruts has given permission to the TDM Team to add Subtitles or Localization Strings to this mission. (No EFX Reverb.) If anyone from the Community or TDM team wishes to create these we will gladly test them and update the mission database.
  3. Still spreading the word about TDM on forums to new peops... Funny to see people say "Awesome, I loved playing Thief back in the day!"

    1. Show previous comments  2 more
    2. kano

      kano

      Yes it was in a discussion where someone was saying how unhappy they are with the way game companies grant themselves permission to do whatever they like to your PC and personal info today. I pointed out that giving up games completely is an unnecessarily overkill solution when there are free games like TDM to play.

    3. Epifire

      Epifire

      Honestly the mod/Indie genre is still really booming right now. And they aint got no reason to do shady invasive privacy bs.

    4. Petike the Taffer

      Petike the Taffer

      What Epifire said. :-)

  4. I'm happy to present my first FM, The Spider and the Finch. There may be a spider, but no ghosts or undead. It should run a couple hours. It's now available on the Missions page or the in-game downloader. Many thanks to the beta testers Acolytesix, Cambridge Spy, datiswous, madtaffer, Shadow, and wesp5 for helping me improve and making the mission to the best of my abilities. This would not be have been possible without Fidcal's excellent DarkRadiant tutorial. Thanks also to the many people who answered my questions in the TDM forums. Cheers! 2023-12-13 Mission updated to version 3. Fixed a bug where the optional loot option objective was not actually optional. Updated the animations for Astrid Added a hallway door so the guards are less likely to be aggroed en masse. 2024-05-31 Mission updated to version 4. Adjusted tower guards Added voices for conversations Improvements to objectives 2024-07-12 Updated to version 5. added dialog subtitles small bug fix
  5. Plot: Act 1: Player is a sneaky ratman or ratwomen breaking free from pagan slavers, finding all members of their enslaved family, freeing them one by one and bringing em home. Act 2: Builders raid the rat village kill some ratpeople and steal an artifact of immense religious importance. Player gets tasked to recover the artifact and follows the builders to their outpost. Player somehow gets hold of the artifact and brings it back to the ratpeople village. It is decided that the infinite growth of the human settlements endangers the rat people as a whole and that something has to be done against that. But knowledge about the enemy is scarce and player is one of the very few, who can speak "human" (actually pagan, but close enough). So player gets send to infiltrate the next city with a tinkerer (maintains the player's gear) and a granny which happens to be the only one available who can read and write human (she is supposed to teach player that skill). Player makes camp somewhere reasonably safe outside next non-pagan human settlement and does some reconnaissance and resource gathering missions. As new villagers seem to mainly come from an actual city, that city becomes the new exploration target. The three ratpeople travel to the city, make camp somewhere safe outside, find a way in, find a safe place in the sewers and make camp there. More reconnaissance and resource gathering missions happen. It becomes more and more obvious, that resistance would be futile. The humans are just too many. The three ratpeople travel back to their village and report to the council of the united ratpeople tribes. The decision is to mount a covert resistance with the intent to delay the human expansions until some more sustainable solution is found. Act 3: Player has most experience in human-controlled area, so it is them who gets to do business in the big port city where all the support from the human's mainland arrives. From the sewer base, reconnaissance, sabotage and support missions to strengthen the local gangs (which are hostile to each other) are done. This is the longest act. Shittons of different missions are done by the player. The city becomes more and more chaotic. Sometimes the player sets stuff on fire. Sometimes they steal extremely valuable items, sometiems they frame officials - or assassinate them... Places get heavier guarded and look more and more desolate. Gang contacts yield opportunities for missions too. Message arrives from home that a solution might have been found. Player is to find out of the whereabouts of an ancient artifact and recover it. Player discovers in missions that the artifact has been brought to a keep in the human's homeland. So player needs to somehow travel to the human homeland with one of humans' big ships. Player is in a huge port city in humans' homeland. Finds a new hideout in the sewers (seriously the only place humans don't like to lurk around) and does reconnaissance missions to find out where the keep is. At that occasion, some opportunity sabotage and assassinations can be executed too. Player finds out where teh keep is and travels there. Player finds a way into the keep, finds out where the artifact is, finds out how to get through the mundane and magical safety and security measures and steals the artifact. The artifact immediately takes ownership of the player and commands them to collect the other artifacts of its set. Player travels to other places and does missions to retrieve the artifacts. Player immediately knows where the artifacts are which aren't protected but also has to do missions to find out where the protected ones are kept. The artifacts are reunited, player does the ritual to combine them and the entity within them demands a new worthy body and a kingdom to rule over. Player finds out where the humans' king is and gets closer and closer, finally touching the king with the artifact. The artifact disintegrates, its former tenant moves inside the king, the possession of player ends and player immediately kills the king (there is a reason why that entity could have been captured in the first place) and the entity is gone (probably just died like a normal person) - but so are the artifacts. Player travels back to port city, finds a ship headed towards home, sets sail - and arrives at port city it rat peoples' homeland. the city is more or less like it was when player left - just a bit more run down. Player travels back to their rat people village and reports. Act 4: Missing other options, the rat council decides to continue the covert resistance against the city dwelling humans. The pagans have "joined" the resistance mainly by raiding weaker frontier villages. But they also raid more in general now. So the player is sent to investigate, why... But that is content for the first DLC. Gameplay: Semi-open maps (maybe even a whole village as "open world" but no actual open-world-sized open world). Mechanics that interact with eachother waiting to be exploited by players in (un)anticipated ways. Real shadows, real sounds, some parcour (plus sliding down ladders/pipes/ropes, hanging down ledges and procedural free climbing). The blackjack, the rat's claws, the rat's teeth, the broadhead (but none of the other arrow types). No mines or grenades in most missions (just an unlimited supply of stones for distraction). No potions (maybe holy water to throw on the ground or directly at undead), healing by eating (very slow regeneration). Lockpicks with various designs (the minigame is the same but you don't have to choose the pick or change it in the middle and for some locks a purely cosmetic tension wrench is used for immersion's sake too). Missions are selected from the main menu, from a menu when using an exfiltration point, from a menu that pops up when frobbing a map in one of the hideouts or camps - or by talking with other people. Where game world consistency allows for it, missions are playable in any order. Once-completed missions can be replayed at any time. You can save whenever you want like in TDM and there are autosaves triggered on mission start/completion, map change and at mission-specified events. Tech & development: Unreal Engine 5, SpeedTree, prerendered AI-generated voices (they are good enough now), game mechanics from TDM plus a bit more procedural parcour, better physics and a dialog system. The stim system is rad and has to be in there too. Missions are mostly like small-to-medium-sized TDM maps. Assets are made in Blender, maps are made in Unreal. If something is needed that is missing in unreal or Blender, a plugin for Unreal or Blender is created... As it is impossible to fund such a niche game completely in advance, the game is developed as early access with modding as first-class citizen from the start and all plugins are released as FOSS as they are made (hoping to establish a Bethesda-style long-tail business due to people still buying the game ten years after creation because they want to play the mods).
  6. 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
  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. The steps for non MD5 models are relatively simple: create a model and make sure it is all in a single layer (when exporting) be mindful of the scale diference between the 3d tool and the game, one way to see the scale needed, is to create a cube in DR export has obj and import in blender. make sure the model is made of triangles no quads (you can work in quads then triangulate at export) uvmap the model and make sure the uv's fall within the 0/1 window and don't overlap create a diffuse texture (colors only no shading) create a normal map create a specular map (you can put color on it) create or edit a .mtr material file and define your model material there. make sure the material name, for the model surfaces, in blender, is the name of the material you have created inside the .mtr file if you want to create, a shadow mesh or a collision mesh make sure the surfaces/models lay in the same layer as the main model (they overlap it) apply to each model the invisible "texture/common/collision" or "texture/common/shadow" material names depending on the model function you want (for collision models if making a physics enabled model a 'movable' in idtech 4 parlance, make sure the collision proxy has no more than 16 faces) export as a single .ASE or .LWO hope I didn't forget anything.
  9. After completing nearly every TDM mission, I'm finally working on one of my own. It won't be terribly long, but something manageable for my first fm. It starts out in a small wooded area, then ends up at a modest manor. Things are going pretty well so far. The environment and basic architecture are done, it just needs to be prettied up. After fixing many leaks, I also have all the Visportals working now. Challenges: I managed to successfully export an asset from Blender and texture it for tdm. I think this is the most difficult thing I've ever done. DarkRadiant didn't like the file generated from the Blender ASE exporter I'm using. I was able to correct the output by comparing the file to one from another fm and also figured out how to get the textures in there. It took me a couple days, but at least now I know the process. Currently adding furniture and AI.
  10. 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
  11. Since due to the nature of this forum, file/image sharing is used quite frequently, I thought to present some alternatives to the widely used Gdrive, which I don't like so much, especially since the last TOS change. File Sharing To share large files there are several options that also do not require registration. The first is File Hosting Online, which supports files up to 25 Gb, encrypted and also includes a Virus Scan that ensures safe use Another good option is Gofile, free to use, privacy focused and unlimited Bandwith. No refistry needed. While the files are accesed or downloaded at least one time a week, they are never deleted, otherwise inactive files are deleted after 10 days. If you prefer to use P2P, that means to share files directly from PC to other, without a hoster in the middle, there are also very good options, which permits to share files and folders without limites of type and size. The most easy to use is O&O File Direct, a small Desktop app (sadly only Windows), very easy to use 1 Open the app and drag the files/folders you like to share in its window 2 Optional adjust the days and amount of permited downloads and if you want a password 3 Share the link which apears in the app Done The only limits are, that the receptor only can download your files, when your PC is online, on the other hand this permits that you can stop the download in any moment, going offline or shutting down the PC. The other limit is, that the files to share can't be in a protected folder. Her are an Example with a list of Search Enines (Html file 423,56 Kb). While I am online, you can download it https://file.direct/f/pmjVFnjfkjFTKTt5 Videos One of the best options is Streamable (need a free account, inactive videos are deleted after 90 days in the free version) Alternatively you can use Streamja, a simple Video sharer with good privacy, free account optional (nick, mail) Images Ok, there are a lot of Image sharer, most used the known Imgur, because of this I add only one which offers some advantages over Imgur. ImgBox (free account) is a reliable platform to share and host images like Imgur, but it make it very easy to upload and post dozend of images simultaneous, selecting all the images you want and drag them on the window, offering coresponding bulk codes from the selected images to post them with one click for forums (BBcode), Html and others, fullsize or thumbnails. More since Imgur used since some time the hated webm formats for gif images, hardly accepted in most forums.
  12. 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. EDIT 2024.11.15: New version can be found in this thread.
  13. Is there an LWO exporter that works with Blender 3.4.1 ? I use some rogue ASE exporter and while it seems to work fine on small low poly models, it seems that it doesn't export properly larger higher poly models
  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. DarkRadiant 3.9.0 is ready for download. What's new: Feature: Add "Show definition" button for the "inherit" spawnarg Improvement: Preserve patch tesselation fixed subdivisions when creating caps Improvement: Add Filters for Location Entities and Player Start Improvement: Support saving entity key/value pairs containing double quotes Improvement: Allow a way to easily see all properties of attached entities Fixed: "Show definition" doesn't work for inherited properties Fixed: Incorrect mouse movement in 3D / 2D views on Plasma Wayland Fixed: Objective Description flumoxed by double-quotes Fixed: Spinboxes in Background Image panel don't work correctly Fixed: Skins defined on modelDefs are ignored Fixed: Crash on activating lighting mode in the Model Chooser Fixed: Can't undo deletion of atdm_conversation_info entity via conversation editor Fixed: 2D views revert to original ortho layout each time running DR. Fixed: WX assertion failure when docking windows on top of the Properties panel on Linux Fixed: Empty rotation when cloning an entity using editor_rotatable and an angle key Fixed: Three-way merge produces duplicate primitives when a func_static is moved Fixed: Renderer crash during three-way map merge Internal: Replace libxml2 with pugixml Internal: Update wxWidgets to 3.2.4 Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.9.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep creating Fan Missions! 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. Keep on mapping!
  16. We didn't make the holidays (such a busy time of year) so here's a New Year's gift, an unusual little mission. Window of Opportunity Recover an item for a regretful trader out in a wilderness setting, and discover more! Available within the in-game mission downloader or: Download: http://www.thedarkmo...ndetails/?id=79 Alternative: https://drive.google...WTMzQXZtMVFBSG8 Some unorthodox gameplay on regular/ghost difficulties. (Arachnophobes might prefer short mode...) Please expect to need your lantern in regular and ghost modes! Short ("easy") mode is a smaller map, so if you are looking for areas others reference below, or 100% of the loot, you'll need to play on another mode. I wanted to create my first mission before I became influenced by too many others' ideas, and limited myself to what has been done before. As such, this mission is not set in a city/town, and has some features that are likely to be provocative. There's a section some really like, which others don't, either way I kept it short to not last too long. That being said, I hope you do find it fun! :-) Special thanks to those who provided valuable testing and feedback: Goldwell, Kyyrma, plotzzz, 161803398874989, PPoe & Bikerdude (who also contributed a sound). (Please remember spoiler tags to not expose things meant to be discovered by playing.) Like so: [spoiler]secrets[/spoiler] If you are having trouble finding the main objective, here's what to pay attention to in the mission for hints: There is a spot it's possible to get stuck on the ground in the corner by the cliff/rockfall where there's a rope laying on the ground, please take care if you poke around there!
  17. Also, related to font improvement, I've just released "ExportFontToDoom3All256", a reconstruction of an earlier but now lost tool variant. This is described and available in the wiki article ExportFontToDoom3 I tested that tool using one of the TDM FM fonts, Andrew Script, for which a TTF file is available. I generated a fresh set of bitmaps (newly including any available Latin-1 characters). I also mucked about with FontForge, to reconfigure that TTF to be ordered like the TDM custom codepage. However, Andrew Script is missing a fair number of Latin-1 glyphs, so it would take some work to make it good (whether by editing in FontForge or post-export as bitmaps). I'm putting that aside for now, since the jury is out on whether Western language support in FMs and their fonts will become viable (see Western language support in 2024?). Instead, I plan to turn my font-improvement-for-2.13 attention to Stone 24pt, which (because its used in HUD captions) is more clearly worthwhile to work on. Looks like I'll have to convert the Stone DDS to TGA as a prerequisite to bitmap editing.
  18. Beta 11 Fix finished-on state auto-update was unreliable Slighty improve scanner title/author detect Tags are now named some whatever regular-version-looking thing to force GitHub to put the newest at the top
    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.

  19. i am so euphoric to see new FMs keep coming out and I am keen to try it out in my leisure time, then suddenly my PC is spouting a couple of S.M.A.R.T errors...

    tbf i cannot afford myself to miss my network emulator image file&progress, important ebooks, hyper-v checkpoint & hyper-v export and the precious thief & TDM gamesaves. Don't fall yourself into & lay your hands on crappy SSD

     

    1. Show previous comments  4 more
    2. The Black Arrow

      The Black Arrow

      -SNAP- somehow the forum double posted the same message, I think we are in The Twilight Zone of the Internet.

    3. taffernicus

      taffernicus

      @The Black Arrow woah i remember the time when SSD was in its infancy. This took me back to late 2011 to 2013 when the capacity of ssd was extremely small (with the smallest one ranging from 40 to 60Gb) and utterly expensive. It costed an arm and a leg to buy SSD with the capacity of 120GB and above. You would often see big brands like Intel (intel 3xx and 5xx), OCZ and corsair fighting SSD market dominance. On that day, most people on tech forums advised you to put the OS on SSD and leave the HDD as the second storage because there was a notion that ssd is not good for long term data storage. Despite a series of ads showing that ssd makes your system faster, at that time I wasn't interested in upgrading to ssd because win7, 8.1 and early version of windows 10 could run fine on spinning disk. It was not until windows 10 1809/1903 that i felt it had become unusable on spinning disk.

    4. taffernicus

      taffernicus

      anyway thank you for the suggestions. i feel like i have to swallow a bitter truth that SSD sometimes doesn't give you a hint in advance when it's on the way out as opposed to HDD. I've seen the worst with HDD : click of death, rough scratching sound and etc. My anecdote is that even though I didn't see anything suspicious about the s.ma.r.t status through the crystaldiskinfo and hdtune software, the end result is that I still get severe errors suddenly.

      I think i have neglected SSD maintenance guide. Yep this is purely my own fault. First, I should reevaluate running multiple hyper-v VMs on SSD. I guess the heavy I/O of the VMs could put a strain to SSD wear leveling. Second, i should closely monitor SSD operating temperature , the third is i should do due dilligence when it comes to buying a good SSD and the last is the importance of having UPS(not because my area often has power outages & power brownout but because the electronics in my house often experience short circuits and tripping the circuit breaker)

  20. I am in need of an ASE exporter for Blender. I tried KatsBits ASE export, but it's so old that modern Blender versions don't even list the addon after it's installed. Someone made a thread about an ASE importer recently, but no exporter. I can export to lwo for the time being, but still prefer ase for own reasons.
  21. This appears to be the function which calculates the texture values for Q3 export: https://gitlab.com/orbweaver/DarkRadiant/-/blob/master/radiantcore/map/format/Quake3Utils.h?ref_type=heads#L56 It's largely based on legacy GtkRadiant code and means absolutely nothing to me.
  22. Oh, some implementations might work a little differently from what I remember the term megatexture referring to. From what I used to know, it meant turning the entire level into a single model or set that uses a single enormous texture. While the concept may have its upsides, there are two major issues that negate any benefit in my view: The first is system resources, you don't benefit from any reuse as every pixel is unique, the only way to do it at scale is with a gigantic image thus a huge performance drop in pretty much every department. The second issue is that level design becomes far harder and more specialized... while here in TDM we only need to draw a bunch of brushes and place some modules to make a level, an engine based on megatextures would require level designers to sculpt and paint the entire world in software like Blender which is far more difficult and we likely wouldn't have even half of the FM creators we do today, even for those that know how to do it imagine the task of manually painting every brick on every home and so on.
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