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  1. Okay guys I have a question. I have been working on (more like dicking around really lol) a map of a bank/museum, and I have a couple of questions. Now in some of the pics I've circled the problem areas in red. Now my question is; why does the doom3 renderer do this to the faces?? The group is a single brush, so it should only have 2 tris showing for the entire face a-la quake 3 arena. Same thing for up on the balcony, there is a lot of tris being drawn for a single brush. In the last picture, you can see some tris showing up through other brushes. Am I doing something wrong??
  2. Also that's a pretty unfair stab since I am one of the only people who tries to put dates on things I do (see my journal). Only just now I moved the due date for the resizing from today (the day after you asked why I hadn't done anything) to one week ahead. Some issues of note; Maybe you could do a tutorial sometime on a 3D Max workflow that you come up with, because I would like to move to it. I'm used to 3DS Max more, and if you have already developed a workflow that works, and it's faster, then I know I'm not the only one here who would benifit from that. Also if we're going to move to a new rig, how does that fit in with the resizing I have to do? I think maybe I should use the existing models since that was what Spring based the sizes off on the resize chart he did. http://forums.thedarkmod.com/index.php?showt...amp;#entry79517 And then after that, we can convert them to the new rig, and just maintain the size of the previous models.
  3. Why not just create an 8-sided cone (Brush -> Cone...) and chop the top off with the clipper tool?
  4. This is really a complaint with all the radiant varieties. The vertex editing sucks. All I want to do is make an 8 sided brush, and make the top face smaller than the bottom one, so you basically have a cone that's 8 sided. Maybe I just don't know all the tools in radiant, but is there a way to select a face, and shrink/expand it?? In Max/Maya any 3D modelling program, this is pretty simple. Does anyone know how to do this?? Am I just missing something??
  5. Good point. He would probably just announce that he was writing a script to announce all his mod projects on forums, as soon as he could find a programmer to actually write it for him.
  6. Perhaps it's Kingers. He needs a script that can post on the forums so he can announce all his Uber-Cool Mod projects.
  7. That's because there are no models. Everything in the screenshots is brush work.
  8. Hi Komag Your welcome mate, it was designed to make a point, I thought you might like it. So what execly is involved in doing a contest then..? would I be able to do it for you on your behalf etc, or is it far more complicated than that..? btw. ever thought of putting a forum on your website..? a nice simple one, no gifs/images/smiles etc so as to keep your bandwidth down etc.. I did think of this, but I didnt think you would have the editor ready enough for this..? Yet more support 4 u komag http://www.ttlg.com/forums/showthread.php?t=109033
  9. 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.
  10. http://forums.thedarkmod.com/index.php?showtopic=4341 Before it was with a stapler. Officespace?
  11. 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
  12. 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.
  13. 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.
  14. 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.
  15. 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
  16. http://ttlg.com/forums/showthread.php?t=108785 Some free app to help make plants.
  17. 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.
  18. 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
  19. 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.
  20. 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
  21. 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)...)
  22. 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.
  23. 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.
  24. 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.
  25. 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.
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