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Showing results for '/tags/forums/brush/'.
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Instancer entities could be distributed by seed entities if nothing stops that from working. They are ultimately different things the way I envision them though: Seed requires a brush and is used to scatter copies of an entity in random positions, versus combining structured components with support for both entities and brushes.
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So, what are you working on right now?
MirceaKitsune replied to Springheel's topic in TDM Editors Guild
I only remember one that was full daytime and had sunlight: Very old roughly 10 years ago, the action took place somewhere in a network of barns I think. I remember I didn't enjoy it as much since it wasn't too detailed: This was well before building modules and more existed, the brush work was rough but the result was unique in its way. But yes mine may end up using time advancement with 2 or 3 or 4 modes, I've considered making it rain / snow in one. The setup is ridiculously simple too: I didn't even use a script just a few triggers, sun lights and ambience can be toggled like normal lamps while the skybox cubemap can be converted to func_static and use the "hide" spawnarg to be targeted the same way; Kinda surprised no one's done it yet given how easy it is with just a couple of entities, only limitation is you don't want the player to see the sky when the skybox switches so the triggering objective must be indoor. Parallel lights are very performance intensive sadly: Between one sun light covering the whole map versus 10 lamps and torches visible at a time, the former is more than 30 FPS slower than the later! I got a lot of FPS back by using the LOD models of building modules as well as noshadows on every module after a low distance; You now see shadows snapping a lot as you navigate but it's consistently close to 90 FPS now so I'll take it. -
Fan Mission: Down by the Riverside, by Dragofer (2016/09/25)
Dragofer replied to Dragofer's topic in Fan Missions
Thanks for the heads up. Combining the two FMs into the same archive is troublesome because they will try to share assets that are different between Tales of the Riverside and Down by the Riverside and will therefore break each other. I've changed the download link to one that I know should work. The book has a few hidden objectives attached to it that get completed when you reach certain pages. In any case, it's probably better addressed in the tech support forums and will need a copy of your savegame to trace back to what's causing the crash. -
Wishlist For Darkradiant
motorsep replied to sparhawk's topic in DarkRadiant Feedback and Development
FEATURE REQUESTS: 1. Array tool - to duplicate selected model or entity or brush via UI on XYZ with spacing parameters (kinda like Blender's array modifier). 2. One-click surface/material copy to either face or entire brush. Currently I have to setup one face by using Surface dialog and then copy/paste it (using hotkeys combo) to desired faces (for which I still have to deselect selected face and then select new one). Very very tedious process. It would be a lot smoother of copied surface parms (material, tiling, etc.) could be applied in one click in 3D view. 3. Ability to set tiling on the entire brush numerically. Currently numerical entry fields are grayed out in the Surface UI when whole brush is selected Thanks beforehand -
Could someone explain the cause of this problem, and suggest the best solution? Here I have a path with a slight bend: The curved part of the wall is a mesh, with a simple set of Caulked brushes behind it. You can see that the triangles looks unpleasant. Long thin triangles don't seem like a good thing. Here's a DarkRadiant screenshot with the func_statics turned off, and the brushes selected: All the vertices are snapped to the grid (I think I had to go down to 1 to get the path texture lined up nicely at the corner). If I turn the pathway brushes into func_statics (with Caulk underneath to seal), the in game result is much nicer: It works, and the AI have no trouble walking over it, but is there a better solution? I can live with this for one part of the map, but if it occurs elsewhere I'd prefer a more elegant solution.
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Following on from nbohr1more's comment - I found that figure after several days work & testing on the very large city map, when the map hit 33k it would instantly crash to desktop with malloc errors. had to get it down to 15k before it would stop crashing. As Goldwell pointed out I have created other large maps that have gotten close to 33k but they were fine, so as Obs pointed out the conclusion is that the engine is splitting brushes at compile time exponentially increasing the number of brushes.
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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!"
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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.
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How old is everyone? Go vote in the Poll: http://forums.thedarkmod.com/topic/19946-how-old-are-you-anonymous-poll/
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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.
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Thanks! Does it account for the player's FOV to ensure the object is truly being seen, or is it only take a fixed angle and you need to set a good limit yourself? Was also wondering if it only works for point entities or also brushes, so to check if a room is being seen you can have a trigger_look brush covering it.
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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
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http://forums.thedarkmod.com/topic/19886-fm-marsh-of-rahena-beta-testing Anyone want to betatest a horror fm?
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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?
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Thanks. Was thinking that even if open room / portal detection isn't a function in the scripting system yet, I could at least compute if an area is within the player's view cone. But even that's a bit complex since you must account for camera position + rotation + fov to tell if any point of a brush entity (filling the room) is being intersected.
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Thanks. Sounds like what I want isn't easy to achieve at this moment. It's not a huge issue: I'll just stick to doing it to static AI only, as long as they don't patrol teleporting to and from an invisible room won't be an issue. There's another question I was eager to ask; Looking at the script wiki this doesn't seem to be implemented sadly, but it feels like something logical to open a bug for if not. Is there a script function to detect if an info_location is open, so the script can know if the player is looking into a particular room through any open portals? Or can you check if a particular portal is open? Can you at least define a brush or entity that triggers something once it's seen or no longer being seen? The ability would greatly help my idea of making rooms that change in strange ways when the player isn't looking: The way I'm planning to do it is using trigger_multiple brushes that change stuff when the player reaches a position from which they can't see the room changing. However this doesn't support changing by turning around to look away from an open door, then seeing the changes once turning around again and looking through the opening: That could be used to do some really tripping things, like hallways (dis)appearing as the player sits in one spot and turns around without seeing the walls pop in or out of existence
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Must create brush! 'Must create brush! Must create ...
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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.
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Hi, I'm messing around with patches to see what can be done with them, and I have a couple of questions. None are critical issues, as a matter of fact, I doubt I'd notice them or cared if I were playing someone else's map, but as I'm learning, knowing what can't be done is sometimes as important as what can be done. Here's the thing: is it possible to bevel a surface not parallel to one of the orthogonal axes, in other words, a slanted bevel? To be more specific: I'm having problems with snapping it to the grid; it doesn't want to. I mean, I have done the bevel, and it looks nice from a distance, but the slanted surface refuses to snap to the grid, which causes a visible, although small, seam (or at least I assume that's the reason.) And projecting the texture is also a bit of pain. Let's see if I can attach a picture... OK... [a few/lots of minutes later] messing around with it one side now looks much better (almost imperceptible seam, tbh,) but the other side still looks off. I still can't snap to the grid the four corners (interestingly, it's the main brush, the frustum, the one that refuses, not the bevel, which is perfectly snapped). I can snap three of the four corners, but there is always one that shifts on its own will, even when using the smallest grid. See the next two pictures, where I have the main brush and the patch selected; the dots overlap except that one. And if I snap that one, another will shift (clockwise? I think.) I mean, that's like... what, 1/3 of 1/8 of a Doom Unit? 1mm? Not game-breaking, really, and nothing that can't be hidden with some trim or just in shadows, but I wonder if there's a technique for this or what I did wrong. [Hmmm, after some thinking, I wonder if my issue was creating the original cube on grid X and then cutting the triangular corner for the bevel on a different grid size so the corners were weirdly placed... I'd have to test that out] And speaking of seams, is it possible to make a smooth texture transition from the surface of a cylinder (or ring or whatever) to its cap? See the third picture, which is the rounded base of a column. If it's not (or it takes a lot of effort or editing), then it's no big deal, as there are more important things to worry about. But if there's a quick & easy way (natural projection hasn't worked for me in this instance), it would be good to know. Thanks!
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Ok, so our shaders already support vertex deform, it just wasn't used yet. This is a good start! Though the surfaces seem to disappear if they move too far away from the source, is that something that can be avoided? Can you make a video of that demo showing the two deform types mixed? I think neither looks realistic on its own, but combined they might look better. We need grass to look like it's wavering, the bottom fixed and the top more flexible. Also what does it look like on a cloth banner? Obviously use a patch instead of a brush so it has enough vertices to deform, bend it a little if necessary to give it enough initial geometry since I remember patches would self-optimize.
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I still feel that brushes should be mostly reserved for simplified collision, monsterclip and map sealing \ caulk due to the inherent performance liabilities of making complex BSP designs. However... I would love to see some wild texture bake across a large \ complex brush design that puts vertex blended transitions to shame. Downside is that the texture size would be pretty large which would cause it to look pretty nasty for low-end players who use image_downSize for performance.
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I've been involved in the TDM community now since before we had a game, since way back when we were arguing over lock picking methods lol Finally, I'm finished with Briarwood Manor - my first Fan Mission for The Dark Mod. I've been hatching this for a year so I'm wrapped it's finally done. Briarwood Manor Crowind - made the Briefing for the mission: This is the HD version. Briarwood Manor is a old manor house built and added on to over the years which gives it it's design. The family part is the original home, and two other parts were added on later. Inspiration came from an image in the TDM Editors Inspiration thread. Available through in-game downloader. - available also in the link below. Update Version 1.93 - Fixed a few issues that surfaced, and added a sign to the Armory because people were missing it and thinking the mission was very thin on resources. Remaining Issue: - DO NOT BE SEEN BY THE STEWARD AT ALL! Update Version 1.91 - Removed an erroneous LARGE file that had accidently been in the mission blow the mission size up dramatically other assorted bugs fixed that were pointed out by the Community. Thank you Also replaced the missing script file that controlled the Drop Key which I accidently deleted. LOL Update Version 1.9 - Fixed a bug caused by roof projecting into the sleeping maids room upstairs. Update Version 1.81 - Fixed a bug caused by a faulty newspaper readable that I couldn't fix, so I converted it to a static model that is no longer frobbable. Update Version 1.8 - Fixed a problem with a patch that somehow got misaligned in the previous version of the level creating a ceiling shadow. Update Version 1.7 - Fixed some brush splitting, and a problem with the stairs. Also fixed a readable problem, and a few other minor problems. Added little more detail around the woodshed. Update Version 1.6 - Fixed problem with Crowleys Diary, and a screwed up shadow in the old well. Update: Version 1.5 - Resolved the problems with the Steward and the Dropkey. They should never be a problem again. Unless you decide to hit him, then you are going to break him from his route lol. Fix an sound issue, and fixed a problem where the player could get into places he shouldn't until the right time. lol Improved the performance for the garden area. It should be playable for low end PC's now. If you get stutter issues, drop your video settings, especially the LOD setting. With LOD set to Very Low, Fog will be gone, and detail will be dropped a lot at a distance. The higher you raise your LOD the more you get. ie at LOW LOD Fog comes back. Experiment so you get a setting your PC is happy with. You can use the console command com_showfps 1 to see what FPS you are getting. 30 and above are acceptable. Enjoy. Update: Version 1.4 - Resolved (partially the drop key issue - save before you go into Stewards room, fixed many other minor problems picked up by Abusimplea. Added a new room, made the map a bit more open, solved some of the difficulty issues people had. The map should now be ghostable. I hope. Should be added to the in game downloader within a day or so depending. https://drive.google.com/file/d/1I_-ZJDGUtK7P4-b5zsGsEcYAH0vYdgnw/view?usp=sharing If you download from this link, top right arrow pointing down, is how you download it. Click it. A few things to note: 1+ Hour of gameplay - Easy Difficulty is intended for new players. Hard/Expert for most of the TDM Community. This is a challenging map for new players. Use your tools Features a custom intro (above) and a few custom sounds, and some voice acting. Warning: This mission is not for low end PC's. The house is fine, but the garden will make lower end PC's grind. The map has been made sensitive to LOD settings. So if it's grinding you're PC drop you're LOD settings for it, then you can return them to normal once you've finished. On my Medium PC gtx 760 with Normal LOD I get 30 to 60 fps in the garden. I upgraded to GTX 1070 and get pretty good 60 fps in the garden. Briefing Video made by Crowind and I can't thank him enough. He did an amazing job of this. I was so lucky to have him do this. Cast: Voice Actors (Intro) : 1St Merchant: Crowind, 2nd Merchant: Mykel19XX Corbin: Goldwell Voice Actors (Mission): Corbin played by Goldwell, Morgan Crowley played by V-Man, Giles MacCadie (Steward) played by myself Thank you to my Beta Testers: Cambridge Spy, OldJim, V-Man, Jaxa, duzenko and Bikerdude. Cambridge Spy and OldJim did most of the hard grind in finding problems, so thank you both so much. If you are stuck or need help, fastest way to reach me is message me on my youtube channel (link bottom of this post). Use the resources you were given and you should have no problems. Otherwise post spoiler free in this thread. TIP: Don't be seen by the Steward, or he might glitch out. Credits: Crowind put my briefing text into a more thiefy style for Goldwell to voice. He also helped with refining the trailer for the mission. Bikerdude (did the coal door for me and let me use his moonbeam method) and sorted the performance side of things out and thereby taught me how to do performance., grayman for providing a script to handle the drop key (Abuseinplea for fixing it from bouncing) and grayman for solving some conversation problems. EHR+ or showing me how to do the double secret door and Fidcal for his Fidcal's A-Z tutorial for Dark Radiant. Without this starting point I would not have started. Changes 1.2 to 1.93 - Added a second way to get into the building - Dining Room and Parlour doors now pickable, to make it bit less linear - Electric Light in Lobby dropped it's luminosity from 240 to 220 Little bit darker. - Door on the landing (catwalk) is now unlocked - Spider no longer walks down to the ladder, or clips into the floor. - Opened up the level more so you can choose more how you want to tackle it; except for family rooms (top of stairs) - Fixed a graphical bug with the back stairs caused by TDM upgrading to 2.06 - Added some plants around bottom of garden wall alongside cart. I don't like seeing planes meeting. lol - Made some changes to the fog in the garden. - Fixed a problem with the newspaper that was allowing the no frobbing bug to occur. Enjoy Neon PS: Why does TAB key no longer tab? It drops to the bottom of the page. I have to say I hate this editor.
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Turns out long material names will be cut short on export... Anyway, I made a simple staircase generator in Blender's "geometry nodes": darkmod_stair_tool_v1.00.blend It's probably best to stick to multiples of 4 (step count) for nice round values of the diameter. set values apply the modifier separate as objects by loose parts export stairs as "brush", side walls as "shell", top and bottom as "walls" Here in the video side walls were exported with "walls" option, that's why they look like this.
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I tried it and it's much nicer to work with this version of the addon and Blender 4.3 than it was a decade ago with the old ones. At first I thought it won't work at all, because the .zip file couldn't get registered in Blender. But I installed just the .py file and it worked. Then I had to find out which settings will work. Flags needs to be set to "Quake 2". It adds "0 0 0" at the end of every line, who knows what for. Without it, it won't load into Darkradiant. Object types / Mesh set to "Brush" when exporting full brushes. Each polyhedron needs to be a separate object in Blender. When exporting flat faces, then the faces can be connected and part of the same object. In that case set either "Shell" or "Walls" — that will extrude them automatically. It's best to snap everything to grid in Blender and leave Grid set to 0. When you use higher values, the addon will try to snap brushes to grid which can cause misalignment on complex geometry. Put the name of the Darkmod material in the material slot: EDIT: One more thing I noticed is that there is a tab in Object Properties where user can specify type of geometry for each object individually. This setting will override global export setting. This way one can export multiple objects at once, each as a different type. From the exporter's page:
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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!
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Wishlist For Darkradiant
Dragofer replied to sparhawk's topic in DarkRadiant Feedback and Development
I was wondering how feasible it would be to tweak the way brush texture alignments are handled for diagonal brushes. In the screen below I'm trying to make a diagonal brush by shifting the top 4 vertices horizontally. The top half shows the current behaviour, where the texture basically stays vertical. The bottom half shows what would be preferrable. Currently, as far as I'm aware, the desired look in the bottom half can be achieved by: Using brush-shaped patches, which is probably the most time-efficient method that's also precise. Rotating the brush. If the vertices must be snapped to grid without changing the dimensions of the brush, one can copy the brush, rotate it and use the MMB to paste the texture over to the original brush. Open the surface inspector, select 1 face at a time and rotate the texture until it looks right (i.e. by setting the rotation increment to 1 and then holding down one of the arrow keys), then adjust the vertical alignment. Definitely a wishlist kind of thing and can be disregarded if it requires drastic changes to the brush texturing algorithm. But some kind of "texture lock" that lets the texture follow the angle of the brush face would be nice.