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  1. Exactly Aslo, Tim, are you adding material types (wood etc) to model materials too? (such as a wooden bench has a wood material) or just for brush textures? IMO we should do it for all textures. If it's too much work for you I can do half of it
  2. Heya Dark Modders! I saw mention of our game in this thread: http://forums.thedarkmod.com/index.php?showtopic=7045 and I wanted to give you an update, so I hope you won't see this message as too spammy. NOMBZ: Night of a Million Billion Zombies! has been released! Please come by http://www.nombz.com and check out the new demo, info, and media! We've made lots of improvements since the pre-release demo, including better performance and best of all, MORE ZOMBIES! Hope you enjoy the zombie apocalypse!
  3. I was flipping over Nisstagm's contributor thread here: http://forums.thedarkmod.com/index.php?showtopic=5450. Nisstagm himself seems to have disappeared, but he left a few FBX files on our FTP: carry1.fbx, carry2.fbx, holding.fbx, interact.fbx, reachout.fbx, scrub.fbx, scuff.fbx and sleepy.fbx What are FBX files? I gather these are not yet ready for use in-game? Can somebody check out these animations, whether their quality is ok or if they are useable? What is necessary to get them in-game?
  4. Right on, I'll give it another try. Haven't been to the polycount forums for awhile so probably missed the announcement.
  5. Today finally I got the first book of the Feynman lectures. I have books on the backlog of about 1000 Euro, but unfrotunately I cvan't afford to buy them all at once. Well, that Feynamn books looks quite good. What I consider the coolest part about it is, that I looked into the relativistic math and I'm pretty sure that I should be able to understand it. 20 years ago, when I looked in such a textbook, I didn't understand a single word, because I was lacking the math skills, but now the situation is quite different. Not that I'm as good in math as I want it to be, but for now it should suffice. I also ordered a book about math for engineers to brush up the more advanced topics, as I already got a bit rusty on that. At least now I have something to study. The popular science books, become a bit unsatisfying already.
  6. phide

    "etc" or "ect"?

    That's proper for Oxford-worshiping, pencil-in-sleeve-pocket American English as well, but not necessarily required for informal situations (such as these extremely informal forums). To be 'ULTRA PROPER', one might even consider writing out a number such as 523. Crazy, crazy! Now, any individual caught having confused 'loose' and 'lose' should be labeled a dunce for all eternity. That's just plain deplorable.
  7. Next weekend I'm going to film more reference footage, is there some list of anims we will want, not just urgent ones but future ones? I already looked at this thread for ideas. http://forums.thedarkmod.com/index.php?showtopic=5342 I've made up quite a list myself. The focus is on female reference this time, as I've got one of my female friends to act this stuff out but she gave me some good ideas for the male characters too, which I'll get someone to act out as well. I have a table of characters, and animations for each. CHARACTERS Female Guard Female Guard with sword out Noblewoman Nobleman Upperclass female servant Upperclass male servant Common female (peasant, servant, civilian) Female holding torch Big matronly servant woman ANIMS FOR EACH (some will be redundant, there will be overlap.) Walk Search Run Cower Take damage Death Look under Give up search Startled Flee Look around search Point alert Frustration Bored Knock out Greet GENERAL ANIMS (some generic, some specific to characters, also just notes. Eg the apron one is an idea for the big servant woman "idle" anim) Carrying tray (servants) Hold skirt and walk up steps (females) Flirt (female upper class servant greet male, no lesser than guard though) Conversations Shrug Drunk idle Drunk walk Blind weapon swinging Restless sleeping Kneel down and examine Kneel down and examine, holding a torch Writing at desk Admiring something Take Bored Shiver Cast spell Fluff out dust from apron (big servant woman) Fix hair (noblewoman, upperclass female servant) Bluster eg. "Don't you know who I am??" (nobleman cower)
  8. We've gone through and cleaned out a lot of old members and beta-mappers. If you haven't posted for five or six months, your status has likely been reverted to regular member, and you will only be able to see the public forums. If anyone was caught in this sweep and thinks they should still be a member, just PM me or another admin.
  9. !!!!!!!!!!!! I'll try that! The pillar wall type thing next to the wall touches the wall and is a patch. @Orb: There's a lot of crap that i made custom for it, including textures models etc so the download would be ~100mb which means it'd take years to upload. I'll try changing that patch to a brush and see how that turns out.
  10. Whoa, have'nt been in this thread for a while. Anyways, I always make a lot of my brush work into a func_static and it did actually increase my fps when there was a lot of brushes - from around 24 to 28 or so (the map was badly optimized, in spots 5 lights hit a surface). In regards to making maps in a modelling app - I only make things like arches, fences, gates, and pillars in it as patch meshes don't look as good when making a rounded pillar base. But otherwise all of my walls are brushes and patches. @Orb: Gimme sec I'll go take a screenie of a bsp hole that is currently driving me crazy and it is aligned to grid.
  11. I check it out. But I'm not looking for yet another popular book, even though I still like to read them. Hmm ... The last books that I read about math and physics were pretty exciting. But my wife also thinks that this is boring and dry stuff. I can see her eyes going glazy by just mentioning math on an extreme high level already. I definitely take a look at it. If you are interested in such stuff, then you can take a look at Brian Green (don't know the english title of the latest book). This was really excellent, and it was the first time, that I managed to understand some aspects of relativity, which I always found abstract and didn't understand. Funny thing is, that working on the darkmod helped me as well, because it forced me to brush up my math, and the understanding I gained from this book is a direct consequence of this. Which one was it? LOL. I can imagine that. I was reading a book from Roger Penrose many years ago "The emperors new mind" and there was a lot of math in it that was over my head. Still, even without understanding the math, his arguments didn't convince me. It was about trying to find an explanation of consciousness by using quantum mechanical effects. Ah. From your description I thought so, so this is not exactly what I'm looking for. The problem is that the equations alone will not help me anyway. I guess I can find the equations quite easily also on the internet, so I'm looking for something that can lead me to an understanding of such equations.
  12. Yeah. That's what I heard as well. Fortunately I have collegue who has graduated in particle physics, and even worked in scientific research for some time, before he turned to programming. Now he is working under me and I'm kind of his boss, even though he has the much better education. Crazy world. That's what I want. I have some background in math, but not that much. Of course we learned differentiation, integration, functions and all that stuff, but it was a long time ago, so I have to brush it up. I'm not afraid of that though. Quite on the contrary I want to understand it. Hmm... Of course I want to understand it. I just read a book from Brian Green, which was recommended in the latest issue of Scientific American (the german edition) and it was quite good. Of course it contained no math, but the author was explaining a lot and he piqued my interest (again). Actually I read some books which were higher level, but this was 20 years ago, and I want to get up to date, and maybe a little farther. Farther in relation to what I understood last time, not in relation to current physics.
  13. Ohh hell yeaaah. The PC is Unstoppable so far this year. Assasin's Creed, Condemned 2: Bloodshot, and Mass Effect will get ported the proper way to the PC. :rubs hands in anticipation: http://forums.gametrailers.com/showthread....d=1#post8082546 http://biz.yahoo.com/bw/080212/20080212005536.html?.v=1 Thank you ports. Now I have no need for a console.
  14. There appears to be a lot of hate toward Bioware right now because they have not fixed the issues and are working on a PC version. Ouch . http://masseffect.bioware.com/forums/viewf....html?forum=125
  15. drumple

    Doomed

    the texture window is showing textures in use, since you have not applied any to your brushwork there will be none shown yet, you need to select the texture you want to use from the materials window.. select the brush/face you want to texture and browse the material window and you can see where the textures are. after you picked/applied one it will be shown in the textures window, and you can use the texture window after that to apply the texture to any further brushwork since it will be there. in gtk/qeradiant the texture window always had the textures/materials there... its been changed for doomed.
  16. Here's the info for modifying animation speed: Try using this to create walk cycles for D3 monsters http://forums.thedarkmod.com/index.php?showt...&hl=setrate
  17. Crispy came across a very talented modeler on the indiegames forums, who goes by the name of Tricko. Since we're in pretty good shape as far as characters go, he suggest Tricko apply as an object modeler. I agree with this as well. Here is some of his modeling work. http://www.wazgrafix.com/
  18. Followup: one way to fix the failure to run (this is on the dev/deployment side): -main article: http://llbit.se/?p=19 -thread with the specifics on how (specifically, the fourth post): http://forums.microsoft.com/MSDN/ShowPost....65&SiteID=1
  19. That caught me. So, if I set a brush or brushes to be func_statics, are they treated as models or patches, that is, they don't complicate the BSP tree? Or am I misunderstanding? Does it have any other effect, good or bad? You've got me wondering if I can get more FPS by simply making battlements into func_statics.
  20. Please do. As I said in my follow-up to the earlier comment, everthing should always be aligned to the grid. Otherwise you get floating point errors which result in sparklies (which I guess could be seen as very small BSP holes). No problem. I've never seen one in ordinary mapping, although as I mentioned I did get something like that when using the vertex editing tool to make a brush into a weird shape. Maybe yours is a similar situation.
  21. GOD is punishing the Giants huh. OK, now you've gone too far, please leave the forums immediately
  22. We've already used some concave cms successfully. I'm pretty sure we posted that exact quote in another thread. http://forums.thedarkmod.com/index.php?s=&am...st&p=137162
  23. They did this in Thief 1. In Thief 2 they carved out one huge honkin' space and built the entire City within that. Not saying you should do that in DoomEd--definitely not saying that--just pointing out how they did it in Dromed 2. In my own project my City has rooftop action and ground action. You have NO idea how hard that is to plan out until you actually attempt it. Rooftops that are fun to be on make for dull buildings on the ground (due to the need to restrict the line of sight mostly, but other reasons too). Interesting attractive buildings on the ground make rooftop action a lot less fun. Basically the best rooftops are on top of tall square buildings with wide flat roofs surrounded by even taller square buildings. VERY boring from the ground. I can't do the tunnel thing but settled for a City divided into rather large cubical segments with creative passageways from one to the next. I have to draw each one on paper (GRAPH paper I found out to my dismay) and pretty much spend days planning it out before I even begin to place a brush. Then usually I have to trash it and start all over from scratch.
  24. ambient and projected lights are achieved by selecting a texture in the drop down list or making your own. You have to be careful with ambient lights though, because they ruin the normal and specular maps. If you are using them, use them on a very dark setting, almost black in fact, is enough just to raise the shadows from 0,0,0. THat vis portaling is all very simple when applied to a couple of connecting rooms, but how the hell do you use it for a whole outdoor level, because the portals have to be sealed off right up to the sky brush, and it's a lot more complex geometry than a flat ceiling in a room, and anyway, if the portal goes up tto high, you'll be able to see it from almost anywhere anyway, so it'sll be open, and then there's all the static meshes which I guess the renderer will look straght through anyway, so the portals will be open behind them.
  25. It merges coplanar adjacent surfaces with the same texture at compile time. This means that if you were to split up a floor brush into several brushes, it would not honour your splits when compiling to triangles, but would aim to produce the fewest tris in any case.
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