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  1. You're using DXT1 for the normal map - is Doom 3 even supposed to support this? I thought it only supported RxGB, or 256-colour compression (whatever that is) - at least this is what the Cvar suggests.
  2. I'm fairly sure Doom 3 reads the texture names from the post-BSP processed map, not the original .map. This is because is needs the texture info per-triangle (in the .proc) not per-brush (in the .map). I'll check how these textures look on my rig when I get home.
  3. Komag

    Pushing

    I always play Doom 3 with player shadow on! It's so much more immersive to me to see my shadow move along the opposite wall from the light, or things like that. It's one of the strengths of TDS to me
  4. Ah, heh, I didn't realize that. Did you say it's able to load the texture in game? Also, where do you have Doom 3 installed? Does the path have any spaces or capital letters in it?
  5. Heh... anyway, the reason Photoshop isn't able to read it may be because Doom 3 requires an odd compression method that isn't often used: DXT5 with RxGB twizzling, non-adaptive channel weighting of red=0 and green/blue = 0.5. If you can't save DDS files in that format, there's a good chance you may not be able to read them either. The reason I had thought it was your copy of D3 earlier, was because I had been experiencing similar problems to you, but discovered it was because I was using high-quality texture mode, which prevents D3 from loading DDS files as normalmaps.
  6. If you look for some tutorials you can learn the basics in a few hours. It is really hard to learn when you just want to experiement with it, without looking at a manual. Fomr the big apps you can usually do a lot just by clicking around. Not so with Blender. On the other hand, the interface is asboluelty streamlined to support the workflow. If you learn the keys you must use you can do a lot of stuff in a short time once you are used to it. I saw on the blender forums that there are now also video tutorials available. This might be helpfull. Search on D3World for "blender tutorials" and you can find them easily, there is a direct link to these.
  7. New Horizon

    Pushing

    The Thief model will be ingame eventually, as we have to swap out the doom marine model that is currently in its place. The model is used for reflections and although it looks strange if you use it with a first person setup, player shadow. We're not going to put a lot of time into supporting player shadow, and it's turned off by default...but you can still try it out if you wish.
  8. No, I'm not using the high res repository - this is from plain ol' normal CVS sync. And I run Doom with fairly modest settings, as I only have a 1.4GHz machine. The problems listed above - you're not seeing them? I'll put up comparison shots if you need them. I'm saying that I believe that error(s) are in the material or perhaps files were switched. If I look at the brick you put up from me, it looks the same in cam or render mode. But if I look at the new wood, it is very blurry in cam, and good in render mode. This is not the media browser texture, but the actual texture on brushes - it doesn't look this way for any other texture I've put up, and so I believe there is an error. Plus it lights wrong in render mode (shown in image above). Plus, the image used was not my up-to-date submit, so it has tiling problems. So what do you want to do? I'll handle the textures themselves if you're on other things, but I'm thinking there might also be material errors.
  9. Ah, my understanding was that a grid-size of 8 meant that each grid square was 8 doom units long... Heh, 16 units sounds reasonable now that I know what you mean. BTW, I've added the specularmap for the cobblestone, and made two versions of the material: one that uses the specular map and one that doesn't. I've added the two stonefan textures as stone/floor/fan_001_dirt and stone/floor/fan_001_grass. I was going to make a third texture that could vertex blend between the two, but I don't have any surfaces to test it on, and I was having trouble with InverseVertexColor acting exactly the same as VertexColor. I guess that'll have to wait for later. I've decided to use the same normalmap for the two, since I could not tell the difference between them when inside the game. (admittedly, it's possible if looking at the normalmaps in GIMP, but when actually used with diffusemaps I didn't notice any difference)
  10. Does Doom 3 not load a DDS file in High or Ultra even if there is no TGA image? This could present a problem if DDS is going to be used as the primary format for textures.
  11. No, that is not my intended scale! We seem to have a different understanding of what constitutes 1 Doom Unit. The way I learned it from various tutorials always refers to 1 Unit in the default Grid size of 8 (see screenshot). This also corresponds to the default units of 3DS Max, so I never questioned it. Hope we've got that cleared up! Kind Regards gleeful
  12. I sincerely apologize for checking a third time, but I don't remember seeing you scale down marble so much in any of your screenshots. Here's a screenshot of what that scale looks like: (the little cube is 16x16x16 doom units, and the marble texturing has been fit to it) Is this your intended scale? (admittedly it works pretty well as tiles ) I promise not to ask again, and abide by what you say for the scale. Anyway, the reason I'm asking is for setting the default scale.
  13. Well, I always go "by eye" when fitting a texture, but yes in case of the marble-textures 16x16 Doom Units is right.
  14. Sorry about not adding any textures in a couple of days... I've been trying to work out why I've been having problems converting normalmaps to DDS files. Anyway, I have it figured out, so I'll be adding more textures. After trying to get a specular for Sneaksie Dave's wood looking right, I see what you mean. In any case, I'll take another look at what the texture looks like with a specular map. I may add two versions of the texture - one with a specular and one without. By scale, I mean: when you texture a brush with your material, in the texture surface editor what number do you multiply the texture's scale by to get it to be the right size? (e.g. if you use 2, it halves the dimensions of your texture) Or, what size brush would you use "fit" on? (I'm guessing you didn't really mean 16x16 doom units, since that's a 1.5 foot square, and those textures seem much too large to be repeated every foot)
  15. I notice that model is not tripled yet, which doubles the poly count. I think the mitten hands look fine, even on the original doom models. 300 polys is still 600 per model Vs 180 per model for the mitten hands.
  16. No, but you do need the 1.3 patch for Doom.
  17. You can get Doom 3 for under £10 on eBay BTW, do we need Resurrection of Evil?
  18. Doom 3 is pretty cheap these days, I would pick up a copy. The game really isn't as bad as you think.
  19. You can always download GtkRadiant which is free. But I'm not 100% sure if it looks for a copy of Doom 3 being installed either.
  20. If you want to run TDM then you have to buy Doom 3, yes. But I guess you knew the answer anyway.
  21. Is there any way you can get D3ed free off the net? Or do I have to actually buy the rubbish game that is Doom3? I have a long empty summer so I'm gunna learn how to map I reckon. Hammer was easy enough, shame it was so buggy and crippled my one map save... Mind you won't it be hard to do something Thiefy with D3ed, being Doom and all? Are there any appropriate resources?
  22. Sweet. Yeah, the doom 3 zombies are fine...some new, more disgusting skins and they should be great. I'll add some 'thiefish' zombie voices to my list for this map as well.
  23. We are primarily using Lightwave (and I use Blender), but that shouldn't reall be a problem. Max is supported natively by the Doom engine IMO.
  24. There are two solutions for that: - double sided material (does Doom engine supports that...?) - double polygons with inverted normals - that will work for sure.
  25. If _s stands for specular, then what stands for "selfillumination"? I don't see any particular reason for changing this although I'm still new to D3 standards so I can quickly learn new suffixes. But it might be annoying for many other Doom 3 mappers, texturers and model makers who are used to D3 suffixes and would like to create for Dark Mod some maps in the future... If you find it's necessary to change than it should be announced in the public section before release, I think...
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