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  1. I can't seem to reproduce this. Selected a brush, opened surface inspector, changed the vertical and horizontal stretch options to zero, and it makes the surface look like crap but it doesn't freeze.
  2. When I'm trying to stretch the texture across a brush then accidentally get to 0.00000, DR freezes. This happens when using Vertical or Horizontal stretch using the Surface Inspector.
  3. I put together some info about gen_textures/models here: http://forums.thedarkmod.com/index.php?showtopic=4480 I ended up putting the handrails into the architectural folder. I might rearrange the others eventually & perhaps add them to a def file with appropriate defaults. Once I get the AI stuff fairly ironed out I'd like to expand the content. Maybe put an advanced editor texture tutorial together too.
  4. The stones are high poly 3d models in 3dsmax8, the mortar is made up of 3 overlayed alpha channeled textures creating the illusion of blending between the stones and mortar, if you look closely at the closup shot you should see what i mean, problem is; I cant get the 'projection modifier' to project alpha channels, it seems to only render geometry, which is fine if im only using it to render normal maps but rendering alphas for the diffuse would be a great advantage. There's got to be a way to render alpha channels using the 'projection modifier'. If anyones got any ideas I'd realy like to hear them, ill have a look around and post a few questions on modeling specific forums. I havent played around much with paralax mapping, Ive seen the results in Oblivion though and think they look great, are we using paralax mapping for the dark mod?
  5. If you want to get a feeling what working for TDM is about, you should take a look at the game Doom 3 itself and try to do some Level Editing, Modeling, Texturing or whatever you're talented in, this really depends. There are a lot of Tutorials on www.doom3world.org, its Forums and also on DarkWiki. Generally speaking, it's never too late to do the first step, as I myself started modding in July this year. It's just a matter of interest and dedication, so I can really encourage everyone who is interested to try.
  6. Komag

    Bbc Robin Hood

    (This was posted on the Eidos Thief forums, which are pretty dead though) After seeing the first four episodes of the new Robin Hood BBC series, so far here's my view: I sort of like it. It's cheesy and silly and melodramatic and dorky, but still kinda cool and fun at the same time. I was hoping for awesome, grand, epic, gritty, and got none of that, but what I did get is okay enough. So while I'm certainly quite disappointed, it's not that bad and I would say worth watching. I don't know anything about authentic costumes or helmets or anything. I like the outfits as far as I can see. I like the Sheriff and Guy of Gisbon far more than Robin or John or anyone else. Marion's too fat, but oh well, she's still sort of good looking. I suppose a medieval noble woman couldn't be all thin and cute like Keira Knightly, so that was too much to wish for. Robin has a weird baby face. And he completely reminds me of 6 year old Haley Joel Osment!
  7. I think in most forums you could go in and state that poo comes out of butts and someone would reply by calling you a name as the complete basis of their argument. Any response of rationalization on your part would be met with repeat insults. Its very frustrating to try and co-exist with certain types of individuals. Personally I loved TDS but fully admit it had its flaws (thinking about what it COULD have been is hard). I can't stand environments where people can't discuss their differences without hostility.
  8. There is also something like this: http://ipbfree.com/index1.php? This forums uses it: http://z11.invisionfree.com/obsessionstudios/index.php?
  9. Eh. phpBB is passable, but I don't really like it. I prefer SMF. These forums beat both though.
  10. I'm having a problem with the edge move tool (E with a brush selected) In Doom this tool works on the basis that individual edges will be moved at a time, unless multiple are selected. This doesn't seem to work in radiant though, unless the edges are already not parallel in the viewport. Both edges will end up moving, essentially making it a face move tool. Am I missing something here? I use edge move extensively in Doomedit, due to the messed up nature of vertex move, so it would be good to get Doomedits functionality working. Mike
  11. I wasn't aware of that functionality, it is goodthat the code is there though. It would be better to have dedicated Texture Pan and Texture Rotate tools like in T3Ed. OK, I am quite happy to have RMB as a held modifier rather than a toggle, as I dislike modal interfaces in general. Sounds reasonable. I noticed that Select Touching leaves the selection brush, but I think this is intentional because normally you would use Select Touching on an already-existing map brush, rather than a new "selection brush". Select Complete Tall should be possible, I also think that Select Partial Tall should be available as a toolbar button in the DoomEdit style for consistency (as well as the shift-drag). I agree, it should always be possible to cancel a mouse operation. I will add this to the list. I don't think this is a well-defined operation. Rotation is specified as an angle, how would you lock this to the grid? Do you mean having a separate rotation "grid", i.e. in 15 degree increments? I think the PropertyEditor pane (the bit at the bottom) can certainly be made a bit smaller, there are no Property Editors which use more than a single line of widgets. I guess there could also be a preference option to turn off the Property Editors for users who only wanted to use the text entry boxes. No idea, all my models show up fine. If the model is on CVS I can have a look when I get home.
  12. Just getting a chance to take a look at the new DR now. What I've seen so far is slick! I wanna jot down my feedback while it's in my head: 1. I just found out that it's possible to pan textures by doing the following: -Create a brush, select the brush, select one face (so, a double selection?) -Then, in the isometric view, on the side where the selected face is, click and drag parallel to the side. However, it is quite hard to do this with any precision, because the brush is very easily resized if you move in any other direction. Am I doing this wrong, is there an easy way to lock the size and/or move the texture only? If not, one would definitely be welcome, this is cool. 2. I think the mouselook mode has been proven obsolete with your new movement functionality (ctrl-mouse, and ctrl-shift-mouse). Huge improvement. It feels perfectly natural to use RMB as a held button only for movement mode, instead of a mode toggle. I keep finding myself doing that by default, and it works great (until you release RMB of course). In other words, ctrl-RMB-mousemove would pan and turn the view. Ctrl-shift-RMB-mousemove would zoom the view. 3. This is probably just personal preference, but I believe the ctrl-shift cam zooming is backwards. The reason I say this: Ctrl-mousemove Right moves your eye to the right. Ctrl-mousemove Up moves your eye up. However, Ctrl-Shift-mousemove forward moves your eye back, and vice versa. It doesn't agree with the first two. If this is preferred, perhaps it could be an option (like one of those "invert mouse" settings games have)? 4. Select touching might have a problem - it leaves the selection brush behind. (I'm not sure if it's supposed to do that, I never use that one). At this point there's no select complete tall (my beloved - perfect for selecting items or items within a room but not the floor and ceiling), as far as I can see (I think I probably mentioned that somewhere in this thread though). Select partial tall (shift drag) and select inside seem to work well. More later, wanna get back to it. Edit: Oh! One suggestion I forgot to mention. This might be difficult, I don't know, but it would be neat if, as with Blender, pressing ESC before releasing the mouse (for example in a move) cancels/undoes the action. Just a thought. Edit2: Is there a way to lock rotation to the grid? Edit3: See attached image. I might suggest some spacing changes on the current entity inspector (unless of course it's needed for something I'm not seeing). I've made a variety of entities and it seems none of them require all of the space that's below the field list. In the attached image, I'd lean toward removing the empty space above the X Y Z boxes, and even shrinking the Apply button vertically. That space could instead display more of the properties list. Just a suggestion; again I don't know if that sizing has a specific reason. Edit4: Any idea why the bell I made still doesn't show in the model browser? It's in the props/misc folder. I don't believe it's just being an ASE that's the problem, because other ASE's show fine. It has no vertices or info either. Hm. The dice I made doesn't show either, but the long banner does, so it's not just my models that DR doesn't like.
  13. The easy way to break a forum visiting habit is to remove it from your bookmarks, and remove the cookies. That way, every timeyou want to post there you have to go to type in the url of TTLG main page, browse to the thief forums and login.
  14. Greebo, you wrote the inventory, right? Can you take a look there: http://forums.thedarkmod.com/index.php?showtopic=4781 Thanks!
  15. I don't see the benefit in a scale modifer myself -- you wouldn't normally want to scale something in three dimensions, you would just drag to resize in whichever view you were using, and do the third dimension separately if required. I think we should scrap the Scale modifer but fix the Translate modifier to do as SneaksieDave suggested - to allow brush translation by dragging no matter whether you clicked inside or outside the brush.
  16. This came through on the GTKRadiant devel mailing list: Just posting here for reference.
  17. Version 0.7.0 of DarkRadiant is now available at SourceForge: http://sourceforge.net/project/showfiles.php?group_id=161727 Features * New Media Browser for browsing and loading textures. Screenshot * Entity Inspector interface improved in response to user feedback, displays a flat list of set options rather than hiding them under categories (categories are still available through the context-menu Add Property option). Screenshot * Completely new Filter system based on matching rules, allowing filters to be created that hide specific textures, entities and objects * User-customisable colour schemes * New left-hand vertical toolbar contains "edit" options, to avoid excessive length of the main toolbar (a problem for lower-resolution displays) * Toolbar toggle to display all light volumes, as in DoomEdit * Export to OBJ functionality added (via brush export plugin). * "Select Inside" and "Select Touching" functionality added (Edit menu and toolbar) Bugfixes * Fixed crash when loading maps with keyvalues set on the worldspawn (askave can now be loaded). * Fixed incorrect polycounts for LWO models in Model Selector info panel.
  18. Well, that certainly was fast. Feel like doing some hats? http://forums.thedarkmod.com/index.php?showtopic=4686
  19. A completely different question: does the "scale" operator work for anyone else here? Create a brush, toggle the "scale" mode on the toolbar, and try to drag a brush. What happens for you? For me, the brush get's stretched ad infinitum, and just a thin line remains. Can anyone reproduce this? First I thought I have screwed some of the vector operations, but this seems to be a problem with Radiant in general.
  20. So, what's up with these uninformed noodleheads popping up at ttlg? Actually it seems to be a general trend at any forum. TDS vs. TDM debates seem to irritate the mods: http://www.ttlg.com/forums/showthread.php?t=109487 This one was closed by David which was a shame because I was actually enjoying it So I'll start yet another thread about misinformation about the dark mod & thief:deadly shadows Some people were vehemently disagreeing about something or other (the playershadow in d3 for example). The argument consisted of being able to turn the player shadow on. One guy says he never saw it after playing the game three times. Who would want to play d3 three times? Replayability seems nonexistant especially when things started to get predictable very quickly . . . Anyway, just playing the game 3 times doesn't make an expert on the game. I think people need to play it & poke around with config files or mod it in order to make the person more educated. Even then it doesn't make a person an expert. Another thing that came up in that thread is the animations of TDS vs. the classics. I think I was the only person who made/tweaked any new animations since the editor came out for TDS. I have an up close & personal experience with TDS animations & even though they used motion capture that doesn't mean they used it well. TDS animations, to me, seemed like a wheel with a buldge. They were not smoothed out & that shows up in the player animations. str8g8 would probably be the expert on T1 & T2 animations but they seemed very smooth compared to TDS. There shouldn't have been a comparison. Art direction was another thing. TDS just isn't as immersive as the first two. I'll leave that idea there since I probably posted a million pet peaves about this elsewhere. Technology issues. D3 is moddable. TDS wasn't designed with moddability in mind. I was too frustrated with TDS modding in order to continue modding for it. That's why I joined the dark mod
  21. Here is a link to the thread that has my 'modified inspector window' patch. It gives you a minimise button on the entity inspector. It also incorporates Spars fix for the .bak file problem. You're game must be patched to 1.3 for this to work. http://forums.thedarkmod.com/index.php?showtopic=3086
  22. Working on a comprehensive model list. I'll post it elsewhere when I'm done. Player Equipment blackjack (exists in md5mesh form) shortbow (exists in md5mesh form?) shortsword (exists in md5mesh form) spyglass http://www.stanleylondon.com/tele16-7.jpg mine flashbomb http://www.mindplaces.com/save/flashbomb.jpg lantern http://img.photobucket.com/albums/v140/god...sh/lantern1.jpg http://www.nautical-mart.com/pcat-gifs/pro...oil-lamp-01.jpg compass moss patch vine patch (?) ======================================== ==================== Weapons battle-axe http://grendelscave.net/armory/i/ax628g/ax628g-02.jpg dagger http://www.aurorahistoryboutique.com/products/C000513_L.jpg mage staff http://www.mindplaces.com/darkmod/mage1colour.jpg quiver (exists in md5mesh form?) holy hammer Longbow (don't model the string) http://www.yorkarchers.co.uk/b-longbow.jpg ======================================== ==================== Door_Related door handles http://www.mascotmetal.com/pcat-gifs/produ...ll/lh1002-s.jpg http://img.alibaba.com/photo/11389091/Blac...Door_Handle.jpg http://www.bergersonwindow.com/Hardware%20...d%20windows.jpg http://www.shophandicraft.com/black-antiqu...e-animation.gif simple key (several versions) http://www.blackstage.co.uk/images/keys_images/ex2.jpg http://images.acclaimimages.com/_gallery/_...707-1835_SM.jpg door-knocker http://www.paintquality.com.au/press/press...r%20OS17078.jpg http://www.gallopandrivers.co.uk/Door_Knockers_Pic_5.jpg ======================================== ==================== Nature small leafy trees (several) small bare trees (several) http://img.photobucket.com/albums/v408/Dem...aretreedawn.jpg http://www.chicagosnapshot.com/cs/archives...04_deadtree.jpg small flowers (for gardens or pots) http://imagesource.art.com/images/-/Garden...-C10095166.jpeg weeds small bushes http://files1.turbosquid.com/Preview/Conte...999deeLarge.jpg small sticks rocks raven (simple animation--head has a joint and can turn) http://www.jimhayes.com/photo/raven.jpg rat (simple animations--scamper, walk) http://www.breedingcentresharjah.com/image...rown%20rats.jpg ======================================== ==================== props/containers treasure chests (with moveable lid) http://www.elvenforge.com/images/chest_pirate2.jpg http://istmo.com/oneofone/chest.jpg http://www.selectivedesign.com/antiquechest.gif http://www.washboardabs.net/thief/models/i...s/seachest1.jpg jewellery box (with moveable lid) http://www.indiahandicraftstore.com/images/HCWC0028BXWBR.jpg chest lock/latch ======================================== ==================== props/decorative pots of soil (plants are separate model) http://www.procalpots.com/images/deco_pots.jpg clay pots http://www.prairierootsphoto.ca/primages/g...Sedona-Pots.jpg empty vases http://www.sushiware.com/vases10.jpg small statuettes/busts http://www.phil.uni-erlangen.de/~p1altar/p...an/hadrian7.JPG http://www.hellenic-art.com/auctions/leonidas.jpg wolfskin rug http://www.teriproducts.com/gallery/mounted_animals/08.jpg props/decorative/wall coat of arms http://www.swordsandarmor.com/images/Shiel...With_Swords.GIF decorative masks http://www.thebritishmuseum.ac.uk/world/br...eval_r01_c5.jpg ======================================== ====== props/dungeon hangman's noose http://upload.wikimedia.org/wikipedia/comm...gmans-noose.jpg gallows http://z.about.com/d/gocalifornia/1/0/s/I/...-gallows-at.jpg ======================================== ====== props/musical harp http://www.digischool.nl/mu/leerlingen/mt/...aatjes/harp.gif ======================================== ====== props/decorative/oversized statues http://hi.zpok.hu/maxigas/pick/painting/ga...-notre_dame.jpg http://www.rclsoftware.org.uk/thief/roof-climbing/bank-2.jpg fountain http://www.stonephenix.com/pic/stonefountain/garden.jpg ======================================== ==================== props/loot holy relics http://www.apostolateforholyrelics.com/ahr...s/relic2920.jpg http://www.musee-lapidaire.org/statuette-d-osiris---a231.jpg ======================================== ==================== props/kitchen apple ale flagon http://www.every1.plus.com/pix/Youngs%20flagon%2002.jpg leg of lamb http://img.alibaba.com/photo/50487898/Lamb_Leg.jpg ======================================== ==================== props/furniture privacy screen http://www.backyardcity.com/images/SSP/Pri...en-Burgundy.jpg props/furniture/seating simple stool http://www.galleryc.net/images/chinese32.jpg http://timberridgefurniture.com/images/gr-milking-stool.jpg throne http://www.creativemen.com/downloads/MiscF...Throne%2001.jpg church pew http://www.coxsarchitectural.co.uk/church-...-church-pew.jpg wooden bench http://www.peterhook.com/images/nussbaum_bank.jpg props/furniture/beds bedroll (open and closed) http://www.cowboycamp.net/images/033.jpg ======================================== ==================== lights/extinguishable oil lantern http://www.countryporch.com/lamps/images/d...an-oil-lamp.jpg ======================================== ====== props/misc hunting horn http://www.pugsguns.com/content/pictures/horn.jpg ink and quill http://www1.istockphoto.com/file_thumbview...in_ink_well.jpg ======================================== ====== props/wearables hats/hoods http://www.globaleffects.com/C_pages/Renta...hcHat514_hi.jpg http://www.medievaldesign.com/cappelli/cappellolanabig.jpg http://www.medievaldesign.com/cappelli/felthatsbigg.jpg http://www.medievaldesign.com/cappelli/baghatbig.jpg http://www.medievaldesign.com/cappelli/pointedhat.jpg helmets http://erif.org/3dmodels/images/helmet_roundtop.png http://mywebpages.comcast.net/calderon/image343.gif http://forums.thedarkmod.com/index.php?showtopic=1014 pony-tail http://www.makingfriends.com/images/ponybe...tail_holder.jpg mohawk http://www.tomwhitestudio.com/images/Leapi...n_bronze_lg.jpg hanging tunic (as if on a clothesline) http://www.dyespot.com/ph_hanging.jpg hanging cloak (like the reference, but obviously a cloak, not a shirt) http://www.umich.edu/~bcalab/pics/coatrack.jpg large pendants (without necklace part) http://chaudhary.thoughtbot.com/dev/images...STAMP1089914712 http://www.by-the-sword.com/acatalog/images/200644.jpg shaman head-dress (with antlers instead of buffalo horns) http://www.debevec.org/Research/LS2/headdress-first.jpg http://www.whitebuffalotruckee.com/Product...A-HD-Buff-G.jpg bracelet http://www.anniesherman.com/bracelets/br164.jpg http://www.craftycelts.com/bracelets/images/spiral.jpg Pauldrons (shoulder armour--to be attached to AI) http://www.albion-swords.com/images/armor/.../pauldrons2.jpg http://www.armchairempire.com/images/Revie...y-shadows-2.jpg
  23. No, the colour of the dashed brush/patch selection lines is already customisable, I referred to the camera view (render view), where all objects are being half-transparently overdrawn with a red colour when selected. BTW, you can change the dashed line to a solid line via the preferences, so the selection highlighting is fully adjustable at the moment.
  24. I'm still looking for the red overlay of selected brushes in the camera window, but instead I found the colours for patch and brush vertices. These are on SVN now. I also had to increase the row count in the scheme editor, since it was getting really big. BTW: I recently built DR in release mode for angua, and now scons defaults to release mode when hitting Ctrl-B in Eclipse (this is kept till I clean the targets or force scons to build in debug mode). When compiling in release mode my build times have decreased dramatically (5 sec. for the exe link), as you have experienced it before, so maybe the build mode is the reason for the ultra fast linking.
  25. Ok, I've replaced some more hardcoded colours, including the colours of... ...the small x,y,z axis indicator ...the workzone lines ...the camera icon ...the brush size info ...and the light volumes. At the moment the "selected brush" feature requires a DarkRadiant restart for the changes to take effect, I couldn't find out where this colour is set, perhaps I stumble on it in the future. I had to implemented an override of the light volume colour (which is originally defined in misc.def), so that one is able to choose the colour via the scheme editor. Additionally, the function colourschemes() is now available in GlobalRadiant(), although it's unused at the moment.
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