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  1. To save you the trouble of looking for it, the link to the full text of Abelard's memoir is here: http://www.fordham.edu/halsall/basis/abelard-histcal.html Aside from being helpful, I just enjoy the surreal aspect of linking to a 12-century tract as a way to "contribute" to a thread on the evolution of the eye. Gotta love these forums.
  2. http://forums.thedarkmod.com/index.php?showtopic=4341 Before it was with a stapler. Officespace?
  3. Hi Komag The word is spreading about the contest on ttlg. http://www.ttlg.com/forums/showthread.php?t=108995 So far 64 people have voted to say they think komag should keep doing what he does best :-) And the following threads in the ttlg mission section, classic :-) http://www.ttlg.com/forums/showthread.php?t=109045, 109046, 109037, 109033 , etc biker
  4. Well, you'd get access to all the internal forums, so you would have a much better idea of what's going on and what models we need. Not to mention access to the mod itself. It would make it easier for me to assign projects for you as well. Looks great for the high-poly version. I don't know if you're familiar with the workflow for D3, but first you make a high-poly version which is used to create a normal-map, then you make a low-poly version (for something like this, probably 500 or less). The normal-map supplies all the details. Don't worry too much about making great textures for the model, I can always go over and improve them later.
  5. Well there's a balance there - you don't really want to model every single leaf on every tree by hand. But you should be able to make nice pretty forest clearings or waterfalls, by say, using a brush to "paint" onto the landscape what types of trees will go where.
  6. Just one thing though, can he assure that he won't disappear without a trace like he did back then? He was'nt on the forums for almost half a year. Not being an ass, it's just annoying seeing people join and then disappear.
  7. Yeah he posted about applying a while back on the public forums, good to see he finally applied I remember those shots and they were quite good imo, he has my vote
  8. http://ttlg.com/forums/showthread.php?t=108785 Some free app to help make plants.
  9. See here for update on next due date http://forums.thedarkmod.com/index.php?showtopic=4285 I made some progress, I'm making a set up so that they can all be the right size according to the chart Spring made. Also I'm trying to streamline the workflow so it's easier to export models. Currently, you have to manually edit the MD5mesh files to point the each material to the correct entries in the mtr file (time consuming...), but I think I can set it up so this happens automatically on export.
  10. Alright I'm going to make re-sizing the next thing I do. It's in my schedule. Check my todo list for update. http://forums.thedarkmod.com/index.php?showtopic=4285
  11. I just browsed Doom3world and there I found this sad news: http://sapphirescar.marsmodule.com/forums/...opic.php?t=1652 Well, the link is to the SS forum, but I found it on D3world first, in case you are wondering. Saphire Scar announced that they will stop production on their mod, which means that yet another one of the big mods is down.
  12. Ok, so far we have the following tasks that need to be done, before we can start doing any new animations. Domarius has volunteered to do everything that anyone else doesn't sign up for, but with only one person working on these we won't be done until a year from now. Any other volunteers? 1. Current models need to have heads separated. http://forums.thedarkmod.com/index.php?showtopic=4331 assigned to: Domarius. 2. Current models need to have hands replaced with low-poly hands. http://forums.thedarkmod.com/index.php?showtopic=4330 assigned to: nobody 3. Models need to be resized. http://forums.thedarkmod.com/index.php?showt...=4222&st=25 assigned to: Domarius 4. Weapons need to be removed from models. http://forums.thedarkmod.com/index.php?showtopic=4332 assigned to: nobody 5. Robed characters need feet added. http://forums.thedarkmod.com/index.php?showtopic=4333 assigned to: nobody 6. AI models need to be split into submeshes for armour detection. http://forums.thedarkmod.com/index.php?showtopic=4335 assigned to: nobody
  13. I'm having some problems too, everytime I want to Post or Preview in the Private Forums, a message occurs. Edit: forget it, it's resolved now (the server or the server does not like the term "g plus plus" (the compiler name with the actual plus characters)...)
  14. Thanks, that is committed now. I thought something was wrong when editing the origin key after creating the entity didn't seem to do anything -- now it moves the brush as expected.
  15. It did not work at first, the plane coordinates did not change after the creation of the entity (it got moved after re-opening the map file in DarkRadiant). I could track the problem down and solve it by changing this (in map:cpp:1767) Brush* brush = Node_getBrush(path.top()); if (brush != 0) { // We have a brush, apply the transformation brush->transform(_transMat); } to Brush* brush = Node_getBrush(path.top()); if (brush != 0) { // We have a brush, apply the transformation brush->transform(_transMat); brush->freezeTransform(); } Now the brush coordinates get saved as well and the brushes stay in place. I will do some more testing and report if I find something more.
  16. I usually prefer things to be selected and moved as a unit, but there are times when I wished I could have edited the brushes of an entity without having to convert to worldspawn and back, losing spawnargs along the way. It'd be great if there was an option to turn on the independant brush code.
  17. OK, I'll have to add the code to transform the brush coordinates into entity space as well -- it shouldn't be too difficult, although it is obviously more complex than using a hardcoded value. Would you prefer the whole entity to be selected and moved as a single unit? This is what DoomEdit does, but I noticed in DarkRadiant the brushes are still selected and moved independently which I find a bit annoying.
  18. Played around with this a bit more, in DoomEdit. It seems that when brushes are reparented in DoomEdit (i.e. made into child brushes of a func_static or similar), their coordinates are changed from absolute world coordinates to relative coordinates in "entity space", based on the position of the entity's "origin" key. To solve this, DarkRadiant will need to do two things when reparenting brushes: 1. Calculate the "origin" key and set it on the new entity 2. Transform all of the brushes' coordinates to be relative to this new origin. I imagine this is a simple as subtracting the origin vector from each 3D coordinate. Given the relative coordinates, it is probably unimportant where the actual origin is placed, although the centre of the bounding box seems a logical choice (and also the easiest to compute). There is of course scope for a hack here -- just set the origin to "0 0 0", then no relative coordinates are necessary (because the func_static's origin will be the same as the world origin). I imagine this would be confusing to mappers however. EDIT: Actually, is this really that much of a hack? Do mappers actually need an origin key for brush-based entities, or is this just something to keep the game happy?
  19. I remember coming across glossmaps on the doom3world forums & they got it working I think . I need to follow up on that to see if they actually did get it working. I was wondering if speculars could be other than grey scale I'll experiment with those.
  20. What we need to do is find a balance between what's good for mappers and what's good for modelers. If the trim was built into the material, then the mapper wouldn't have to worry about trim details except for corners & stuff. The downside is if the mapper wants to change the trim. We could add a separate gen_trim category. For modelers, they can already mix & match materials. For example, they can have a wooden bucket with metal trim with the existing gen_texture design. The downside of that is using only part of a 512x512 texture & if that texture is not used anywhere else in the map then that texture is fully loaded but not fully used. Yeah, that's a tough question. Another thing a mapper could do is cover the trim with a brush or something & add material that would complement the main material.
  21. There seems to be another issue connected with the above one. If you create your brush-based entities in DarkRadiant and open up the map in DoomEdit it totally screws up your brush positions. It seems that the missing origin key is added by DoomEdit automatically on saving and the coordinates are not corrected accordingly. This is kind of annoying, as all our func_liquids got scattered all over the map and we had to reposition all of them.
  22. Well basically, having worked in companies before, I'm naturally mindful about saying anything about the project - because you're essentially speaking on behalf of the team, which you may not be in a best position to do. To be on the safe side, I don't consider myself that way at all, and leave it to NewHorizon. Never had a need to speak publically on the forums about it. Only to people I know personally. It shouldn't be too hard to realise you're speaking publically and use the "-like" and "inspired" suffixes.
  23. That's right, a freak accident. No he wasn't poking it, just swimming near it. You see people on TV caressing the things, having schools of them swim around them and brush over them, and all sorts of stuff. The only explanation they have is maybe with both he and the cameraman around the stingray, it felt threatened, and lashed out randomly. Making him only the 4th person to die by a stingray in the last 60 years.
  24. I'm experiencing some issues while creating readable entities with DarkRadiant. The problem is: when I create an entity out of my two brushes (the parchment and the entitygui) the "origin" key is not created by DarkRadiant. DoomEdit however does create the key (its value should be at the geometric center of the two brushes). As a result, I'm unable to read the parchment, it never appears on the screen after frobbing (the screen fades out and in very quickly, as it is supposed to do). I suspect that the missing origin value is assumed to be "0 0 0" and the readable appears somewhere out of my field of view. As a consequence the readable_face_tolerance value is kicking me out of reading mode. This problem only seems to occur when creating entities out of brushes, as lights and other entities that can be created without a brush selected (I tested with atdm:loot_vase) get their origin value set correctly. I'm using the latest compile from SVN (but the problem appears in version 0.5.3 as well). Perhaps this is a known issue, but I thought I'd post it here. I can post the differences of the two map files (from DarkRadiant and DoomEdit), if it is helpful.
  25. I don't think that any laywers are lurking here right now (well I probably wouldn't know it if he is smart). But in worst case it might happen that the forums have to be opened for them, so you shouldn't assume that this is a safe haven where you can say whatever you want. If the intentions of the mod have to be proven in court, a judge might easily order that the forum has to be made accessible.
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