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  1. We have a Frequently Asked Questions article on our wiki, addressing a lot of common problems: http://wiki.thedarkmod.com/index.php?title=FAQ
  2. hi there... 1st of all nice remake of the original game but its less interesting if everything is missing ingame. i cant see the bushes treetops ivys or every other things ingame in normal play. if i hit quickload when i died im able to see them before the loading screen comes but not ingame... else it looks like this: http://img237.imageshack.us/img237/2020/istze.png but the missing things flicker from times to times... thats annoying and just the walls look better than the old game nothing more ^^ so everthing looks a little bit poor, even the tablecloth is missing... so plz help me, what can i do? btw im having an ati... greetz Mc
  3. I'm still working through the tutorial, and I've run into another problem. I'm creating a stim and response, and the way I understand it, I have to create a small brush and change its classname to func_static. The problem is that its classname is worldspawn and it refuses to change! On further inspection, I've realised that all of my brushes are worldspawn, and they all have the arg shop_skip 1. I also wanted to create a location trigger as well, and that brush only has the args classname: worldspawn and shop_skip: 1. They just refuse to be anything else! What's going on?
  4. Hey All, I've been viewing the boards as a guest for quite some time now and I hate for this to be my first post, but it is what it is. I'm a huge fan of the thief fanchaise and I'm tickled to see this group investing their lives into a mod that resembles the feel/formula that made the orginal Thief such a masterful game. Anyhow I want to say thank you to everyone who has contributed to this mod's development. Its a great achievement and a jewel to the Thief Community; keep up the fantastic work! Now onto the subject of my post. I didn't see an offical technical problem thread so I figured I'd start one in the hopes that it would consolidate such issues for future troubleshooting for the users and be a means of tracking them for the mod developers. I've just recently installed the TDM: St. Lucia Mod/Map =D. The problem is I'm suffering from some issues. Background about my Rig & Doom3 w/o St. Lucia. - Rig - Make / Model: Custom OS: Vista Ultimate - 64bit - (SP1) CPU: Quad Core Q9550 Graphics Card: ATI Radeon HD 4870 X2 - (Drivers: Catalyst 8.10) RAM: G.Skill DDR2-800 - (8gig) Motherboard: Asus Rampage Formula - (Chipset: Intel X48) SoundCard: Asus Supreme FXII - (PCI-x card shipped w/ mobo) Monitor: Dual Monitors **Hardware Drivers Updated: 1 month ago. Doom 3 Specifications: Doom 3: Version - 1.3.1.1304 *verified using console* -Able to run Doom3 w/o any problems. St Lucia Video Settings: Screen Size: 1600x1200 Aspect Ratio: 4:3 V-sync: No Antialiasing - Off Ambient Rendering - Standard When I loaded St. Lucia, all the menus / load screens worked well. As soon as I entered the level all the ground / terrain & most building textures were Black. I could see vegetation, static mesh objects like wagons / barrels / pallets / boxes, and the sky box appeared error free. I could also see 2 different building textures, a cross hatched wood type texture and a wood grain texture, the rest of the building textures were black. I would have taken a screenshot of it, but I don't know how =D. I tried adjusting the gamma but it had no affect on the ground / terrain textures. Then after I tried to exit the game for the first time, it crashed and left a light grey screen and I had to hard reset my computer because it was completely locked. There was no error message that I could relay to you either. Since then I have not been able to repeat this crash. I hope this is enough detail to start with. I'd be more than happy to provide more details. I'm just out of ideas and would need a bit more direction. On the topic of screen resolution, are there any plans of supporting widescreen such as the 16:10 / 16:9 resolutions in the future?
  5. Hello there i seem to have a problem that didn't occure yet. I checked the faq and forum posts but couldn't find anything like my problem. So here is a description: Sometimes all the light vanishes and i don't mean the black texture bug. I can still see everything, but there is no light, i still see the the flames of, for example torches, but otherwise it is just like in a dark shadow. I also notices that the AIs just act like there was no light, they don't see me, even when i am standing right in front of them. Also the lightgem stays dark, no matter how close i am to a lightsource, only exception is when i use the lantern, then the lightgem brightens up, but still no visible light. This bug doesn't occure always, but seems to be linked to the opening of certain doors. Apart from that i had some crashes and freeze ups, but i have it is nothing serious. Doom 3 runs just fine on my system, but i only have an onboard graphic chip, so maybe thats the problem? After i have now described my problem i just have to praise the developers of this mod, it is great, real good gameplay. Despite my ignorance of modding i am aware how much effort was put into this project, so i want to say thanks for this entertaining mod. ps: if my english seems a bit weird, sorry, didn't get much oppertunity to practise it lately ^^
  6. I've followed the tutorial on the wiki on how to do water, but when I compile it with dmap I get the error 'node without a volume', on entering the water the player doesn't float or have a breath bar and sinks like a stone, theres also no sound of swimming, or walking through the water in the shallow section. doom 3 is patched to 1304 and upto date, there are no leaks it is a func_water, and liquid_water
  7. Hey, I'm new to the darkradiant editor and to doom 3 editor. I am accustomed T3ED, at least i was. Anyway I have a bunch of questions all pertaining to getting a ASE model out of 3DS Max and into the dark radiant editor for a mission. However first one simple question and then to the Model problem. I have been putting my models in the tdm_models01.pk4 by using 7z and then updating the archive. What I would like to know is if there is a way to have just a folder with all of the folder structure of the .pk4 somewhere in either darkmod or darkradiant root and not a .pk4 file so i can add and remove models or search the folder with windows search (bascically to just not have to open the zip and putting the file in and then rezipping the archive every time i want to change somthing) (and of course allowing the editor to see the folder)? Now for the modeling question. When I read the tutorials on model creation, It seems that it is not clear to me on where the model goes and where the texture goes. Model Question: Do I always put a model in the Doom 3\darkmod\tdm_models01.pk4 and then in the .pk4 say models\darkmod\ and then the type of model such as models\darkmod\Junk? Texture: Do I always put the texture for the model in Doom 3\darkmod\tdm_models02.pk4 and then in the .pk4 say \models\darkmod\props\. And then another thing i don't get is what to say in the ASE file, for example: ASE - *BITMAP "I dont know what to put here" - when it says - *BITMAP "//base/sign1" in one of premade ASE models that come with the package, I don't know what this means, I can only guess //base means the dark mod root folder, I don't really know. So what i don't know is if i have a model in Doom 3\darkmod\tdm_models01.pk4 - models\darkmod\junk where do i put the texture and what do i put in the ASE *BITMAP "Here" to point it to that texture? I hope you can help. Thank You.
  8. I've encountered some problem with displaying NURBS func_splinemover. Spline is moved from the origin, although in game it works fine, I mean the bird does the same route, as before the issue appeared, so the engine sees it properly. on the first pic you can see that seagull and func_splinemover's origin are at the same spot, but the spline is offset. First (and last) vertex should be where the origin is. And another aspect of this issue - when I drag vertices, they move twice as much as a mouse pointer. See pic. 2 and 3: I don't know whether it's relevant or not but spline's origin coordinates have fraction numbers (1736.68 369.855 1056.89).
  9. The dark mod has come along way. with dark radiant released and many Thief FM makers out there along with the hype about this mod in the thief community maybe You guys should add in some new parts of the forums. For editor Discusion, and just general mapping. along with coding and stuff. so there is help here for the mappers that are at work learning and using the D3 editor. just a thought it would be a good move to create a really good base of DM editors for the release. it would help us solve the problems we are having and get better as we talk about it and learn the editor. also maybe a FM concepts forum to. to talk about ideas for good maps and for ppl to req mappers and coders for DM projects... i think its the right move. it would also bring a lot of new people interested in the mod's comunity on a daily bases. maybe we can steel some of the fm makers from the first two thiefs haha. hopefully. theres alot of amazing FM's out there for the first 2.
  10. Hi guys I know this is not an help board, but since this has to do with with Greebo's MayaImportx86.dll I hope you don't mind. We are trying to use the dll for maya8.5 he released in this thread: http://www.doom3world.org/phpbb2/viewtopic.php?f=3&t=21492 The problem is that we get the error "Maya not installed in Registry" even if we applied the .reg fix included. Other info: - Maya 8.5 - Vista 64 bit - maya install path is correctly set in the environment variables - the key "HKEY_LOCAL_MACHINE\SOFTWARE\Alias|Wavefront\Maya" was correctly added to the registry. I wonder if someone here had the same problem. I hope Greebo can give us some hints. Pls
  11. When I installed the game, I installed doom 3 to the C:\games\doom3 directory, but I never actually started it with the doom3.exe . I installed the mod and I've only used the tdmlauncher.exe to run it. So my question is, does Doom 3 make any changes when you run it as doom 3 to the installation that might be screwing up other people when they try and run the mod?
  12. Hi, Even though I've done this once, on another computer months ago, having problems now - was something changed on the WIKI page? Windows users You'll need to install the Doom 3 patch 1.3.1 and copy the DevIL.dll (shipped with Darkmod) library to your C:\Windows\system32 folder otherwise D3 will crash. I downloaded DOOM3 I can play Doom I do not find the DevIL.dll anywhere. At first I thought it came with the patch, but that is not the case - I even did a search on it, nothing was found. I do not see it in files associated with the doom.exe which came from the game In order to install The Dark Mod, you need to have the v1.3.1 patch for Doom 3 installed. See the download section below for links. Make sure that the install path for Doom 3: does not contain any blanks (e.g. C:/doom3 is ok, C:/Program files/Doom3 is not) is in all lowercase (e.g. /usr/local/lib/doom3 is ok, /home/username/MyDoom is not) Once downloaded do I "run" the patch? when I do, a window opens up and at the bottom after some lines are written I get an error. Where is the blank that is mentioned? Does this mean Doom3 cannot be put in "Program Files" as "Program Files" is the "blank" between C:/ and Doom3? I have Doom3 in a folder called Doomgame in C:/ Install on Windows Download the DarkMod package, see below. What is the package? is it the patch? There is nothing else at "see below". except for link for Linux runners, and their patch. I never got the command/shortcut to lucia to work. Just linked to the game through doom3 main screen - I beleive I have to do all of the above successfully before I download dark radiant... Thanks!!!!!!!!!!
  13. I will upgrade the DarkMod forums this Friday to the newest IPB version. This will hopefully help us stop the spammers from signing up so we can get rid of the manual authentication process. The forums will be unavailable for some time, and the skin might not look normal after the upgrade. Just a heads up. Cheers, ~m2
  14. Hello, At first, i want to say that th I read the Faq as much as possible, but my english knowledge are not the very best;) So I am working currently with the dark mod editor, and it is really good, i like it very much, because the normal editor including is not so good i think, but now to my questions, I hope someone can answer it to me I have problems to see Enities especially model objects in the editor, and that is very bad, because if you don`t see the model you placing in the map you can`t place it wright, or which angle it is, or if it is standing in the air, with the GtK radiant or in the d3 editor i can see the models, but in the Dark mod editor i didn`t see it, i don`t know why, i didn`t see it in the grid or even when i render it? Someone can help me with that please? And than i have another question, can i save my working windows in the editor, i mean the grid constellation, how it is placed, because every time i start my computer new and start the dark radiant the placement (windows) are not standing on the same place as before, or the aren`t anywhere, so some one can help me with that? It would be really nice if someone could help me: ) Thanks !
  15. I'm embarrassed to confess this, but I am positively stuck on "Thief's Den." I've played through all the Looking Glass/Eidos episodes more than once. Is anyone else having problems playing through "Thief's Den?" Is there a walk thru? There appear to be spoilers in the awesome "A to Z beginners tutorial by Fidcal". A walk thru would help me troubleshoot if there's some problem--such as a door failing to interact. For that matter, wouldn't a good excercise for an aspiring mission editor be a simple in-game text Tutorial or walk-thru? I'd love to tackle this if I could learn to finish the mission! Back to my original question. Am I the only one not able to play through a (seemingly) correct install of "Thief's Den?"
  16. Hey guys, guess who again . Indeed I am having more trouble. Just tonight I got some professional textures that look AMAZING into dark radiant. I followed all the steps for getting the texture and it shows up just fine. But...when I compile the map I get a flash of red saying can't find the texture and in game that section is completely black! It looks so pretty in the editor! Is there some step I missed? All 3 files, displacment, spec, and the ed image are in textures folder along with materials folder pointing correctly to them(It shows in the editor with lighting just fine.) so why can't the editor find it? Here is the cool image of the texture in action in radiant.
  17. Hey guys. The forums have been successfully upgraded, although it took longer than I thought due to some extensive mysql queries that had to be run. This version of IPB is the newest, and it includes changes, new features and more. Please have a look around! IMPORTANT: Since a lot of the client-script files have been updated it is mandatory to empty your cached files from this forum. You can either empty your browser cache if you want to (check the settings), or you can do a hard refresh (this is usually done by holding the Ctrl-button while you hit 'Refresh'). Yes, the skin is currently toe default IPB skin, but this will be changed ASAP. It takes some time to update the changes in the original darkmod-skin, so please be patient. If you spot anything out of order (e.g. bugs) or you have suggestions or general feedback, please use this thread. Because of a new CAPTCHA (Completely Automatic Public Turing Test to Tell Computers and Humans Apart) system introduced in this version, I have now disabled the manual validation process of new members. Cheers, ~m2
  18. Can i ask? May DarkRadian0.9.8 (stable) work in Vista? Сигнатура проблемы: Имя события проблемы: APPCRASH Имя приложения: DarkRadiant.exe Версия приложения: 0.0.0.0 Штамп времени приложения: 48d2bfdb Имя модуля с ошибкой: libgtk-win32-2.0-0.dll Версия модуля с ошибкой: 2.10.8.0 Штамп времени модуля с ошибкой: 45ae06bc Код исключения: c0000005 Смещение исключения: 00228ce5 Версия ОС: 6.0.6000.2.0.0.768.3 Код языка: 1049 Дополнительные сведения 1: 4988 Дополнительные сведения 2: e6363743e5caede107726dbf42ceb8d5 Дополнительные сведения 3: cb21 Дополнительные сведения 4: d4689c1b167eb11dc525e9ac57f35f4b It is critical for me.
  19. I've just discovered that the materials for the ivy pieces mikebart made were set up wrong (by me). I tried to use one, and noticed that it had z-fighting with the wall upon which it was placed. Okay, no prob, I am quite sure there is a one line fix for this, as I've seen all of greebo and angua's decals. I look it up, and sure enough: decal_macro. I add that line, and the ivy pops out of the wall, no longer z-fighting. Yay! However, now the ivy is black (yes, just like yesterday with windows (still not completely resolved, and part of the reason I took this up; wanted to try decal frames) a long line of trying things is beginning). I try a bunch of stuff and then it occurs to me: aren't all of the grime decals black? Shit, I think, maybe decal_macro only allows for black/filter type of decals. Then I remember blood, and look it up in D3, and they have it working; blood decals on top, and with color. So I'm back to being confused. I change the ivy from diffusemap to filter to add (add works, but it becomes unlit/fullbright -- no good). Other than these things I've tried, the material definition is identical to the ones working for id blood. It isn't the specular. It isn't the normalmap. It isn't the frob stages. I don't know what the hell it is. Any idea what I'm missing? I'm now plowing back into the unfriendly world of gl_ones and gl_one_minus_src_colors. I don't know if I'm just not understanding their use correctly or what, but that wasn't worked out yesterday either, so the very same wheels are spinning. If it requires the same fix rebb demonstrated with the window frame yesterday, why don't the id blood textures need the same? To throw even more confusion into the mix, I looked at one other type of decal we have, spiderwebs. The webs, to my extreme confusion, work without either a translucent keyword or an alpha channel, at all! (?) Despite that success though, they still have a problem in that they are fullbright, even in total darkness, so they'll need fixing as well. So basically, we have implementation and consistency issues, some decals work while others don't under the same rules, some have problems needing fixing, and everything's set up differently. I guess the question is, what is the correct way to do this, because it appears we don't yet know. Works without z-fighting: textures/darkmod/decals/dirt/dripping_slime03 { qer_editorimage textures/darkmod/decals/dirt/dripping_slime03 DECAL_MACRO noShadows noimpact nonsolid { blend filter map textures/darkmod/decals/dirt/dripping_slime03 } } Works without z-fighting, but uses a different blend; should it have color?: textures/darkmod/decals/dirt/dripping_slime05 { qer_editorimage textures/darkmod/decals/dirt/dripping_slime05 DECAL_MACRO noShadows noimpact nonsolid { blend gl_zero,gl_one_minus_src_color map textures/darkmod/decals/dirt/dripping_slime05 colored } } Works, no z-fighting, and in color (id software): textures/decals/blood_drip1 { qer_editorimage textures/decals/blood_drip1 translucent decal_macro { blend filter map textures/decals/blood_drip1 translate 1,time*-0.1 } { blend filter map textures/decals/blood_drip1a translate 1,time*-0.02 } } Works without z-fighting, but is fullbright: textures/darkmod/decals/webs/spiderweb_corner1 { DECAL_MACRO twosided noshadows nonsolid noimpact qer_editorimage textures/darkmod/decals/webs/spiderweb_corner1 { blend add map textures/darkmod/decals/webs/spiderweb_corner1 } } Does not work (choose between black, or z-fighting): textures/darkmod/decals/vegetation/ivy_mixed_pieces { DECAL_MACRO qer_editorimage textures/darkmod/decals/vegetation/ivy_mixed_pieces_ed { blend [filter, or (gl_zero, gl_one_minus_src_color), or (still trying things)...] map textures/darkmod/decals/vegetation/ivy_mixed_pieces alphaTest 0.1 } } Edit: image added for the heck of it
  20. Just downloaded dark radiant 0.8.1. Installation was succesful with no error messages but try opening the editoe only results in an alert windows saying "This application has failed to start because MSVCR71.dll was not found" Well, I tried to reinstall and redownload it from different mirrors, however the result remains same! God if its again Vista's fault I am gonna shoot Bill Gates... This OS reminds me of XP the first years... Nothing was working on it at those times... Anyhow I just wonder how can a man spend 8 billion dollars, spend 6 years of development and still there are tons of problems to be fixed! Cant imagine the beta version... honestly...
  21. This runs at over 50 FPS on my rig at 1920x1200 everything on max. This is just a test map I've been working on to get some practice with making terrain out of patches. As you can see their is a shit load of polys being rendered and at over 50 fps.
  22. Alright, the forum has successfully been upgraded to IPB version 2.2.2. If you have any comments, bug reports, suggestion or general feedback, post it here. IMPORTANT: Since a lot of the client-script files have been updated it is mandatory to empty your cached files from this forum. You can either empty your browser cache if you want to (check the settings), or you can do a hard refresh (this is usually done by holding the Ctrl-button while you hit 'Refresh'). Cheers, ~m2
  23. The key models have some problems: * they need re-orienting so that all key models face the same way. Currently some of them are rotated, meaning if you add a key-entity, you need to rotate them around different axes, which is quite cumbersome. In addition, selecting two keys and rotating them around the same axis is impossible (so you can't f.i. rotate all they keys and the board on the wall at the same time): * Two collision models are missing. Also, the collision models for the keys with the ring do not have a hole, meaning you cannot put these keys on a "pin" without D3 complaining about them being stuck "in solid". (I am not sure if such a collision model is possible, tho)
  24. That title should about cover it. I haven't used S/R much before now (I've been really quite afraid of it, I admit! (in a good way)), but I used the no frob zone development in progress as an excuse to give it a go. I've got a chest set up with goodies inside, which uses a no frob zone (at this time it seems to be working well) - http://208.49.149.118/thedarkmod/temp/srtest.rar To be absolutely sure I couldn't frob the goodies out with the lid closed, I wanted to frob like a maniac. Of course, I can't do this, because the lid is rather easy to get in the way. So I wanted to make a button which disables the frobability of the lid (yes, there's an easier way to test this: just make the lid non frobable and use a button to open/close the chest - that works fine. But that's now irrelevant to what I'm asking here). So I held my breath, closed my eyes, and jumped into the world of S/R. One thing I tried works great: turning a regular button into a S/R button. I made a button, gave it a Frob response of Trigger on the chest_lid. And just like that it works, this isn't so hard afterall. But the next thing, I just cannot get to work. 1. problem: New button, with a Frob Response of Set Spawnarg of frobable to 0 (note that I also tried it with quotes, but that appeared to break the button) on chest_lid. I don't know if I'm interpreting something wrong, or there's possibly a bug, but this doesn't seem to work. Everything is spelled correctly, the targets are set up the same as the previous button, which works fine. I became concerned - can spawnargs only be set at time of spawn? To not have the very powerful ability of changing keypairs on ents with S/R would be most unfortunate. Beyond that, I aimed to set up a third button, with which to actually toggle the frobable value on the lid on and off. I assumed this would work, provided I could get button#2 to work. However, it currently doesn't seem possible: 2. suggestion/request: A way to deactivate and reactivate stims and responses on an object (including self) by index, rather than type, because more than one instance of a given type can exist. With the new, third button, I built a Frob Response of Set Spawnarg of frobable to 0 on chest_lid (as before). I then duplicated that response, and modified the new version to set frobable to 1. I then tried to employ two more Response Effects (on each Response) to toggle the activity of both of the Frob responses. To illustrate: -Frob 1 fires, which disables frobability of the lid. Its second and third Response Effects then disable itself, after enabling Frob 2 (initially disabled). -Next time, Frob 2 fires, which enables frobability of the lid. Its second and third Response Effects then disable itself, after enabling Frob 1. So basically, a simple internal toggle within the functionality of the S/R button. The problem is I couldn't find any way to distinguish Frob 1 from Frob 2, in the Activate and Deactivate Response Effects. The only option is to choose them by type (e.g., Frob), and not by index number (1 = Frob, 2 also = Frob). If it's possible, this would be a powerful addition. 3. problem: a possible issue I just noticed in preparing this post. The user is apparently not shown internal indexes. For example, I just set up an Activate Response for Frob (shown as #1 in the UI list to the user) and the S/R editor shows, "Activate the response with ID 0..." Not a big problem, but if the user reads "1" while internally it's actually "0", it will likely cause some confusion for users. If it cannot (or should not) be forced to use 1 as the base, then I don't think there's any problem with showing the user lists starting with 0. 4. problem: Finally, I then changed the values by hand (I believe I got them right; activate 1, deactivate 0... activate 0, deactivate 1). When I then tried to open the entity in the S/R editor again, DR crashed. So for now, all activate/deactivate Response Effects in the map linked above point only to entry 0 (1 on the display, a Frob). I cannot confirm whether or not the by-hand editing actually works in TDM (beyond the DR crash) because of the functional problems in #1 and #2. Defect entries will be created if you want 'em.
  25. Firstly, making a moveable in the editor from the moveable base entity works but the model doesn't show in the editor. I'm trying to make a collision model for decorative/statues/statuette_priest_torso.lwo. Its origin is at the centre of its base so I did likewise with the brush template entity's origin. A rough outline is a vertical flattened block, 24 high, 20 wide, and 10 deep but the result in-game is always 'turned on its back' (apparently as I can only guess using seta g_showCollisionModels 1 it looks that way.) so it looks about 24 x 20 by 10 high. I've done a pyramid shape successfully before for a candlestick. Another cabinet I wanted to be able to push to one side I finished up walking through it but I didn't think to check what its cm looked like - might be a similar problem. Maybe the cm has to have a square plan view? Below is the current statuette cm. Perhaps it can be manually changed? CM "1.00" 0 collisionModel "models/darkmod/decorative/statues/statuette_priest_torso.lwo" { vertices { /* numVertices = */ 8 /* 0 */ ( 10 -4 24 ) /* 1 */ ( -10 -4 24 ) /* 2 */ ( -10 6 24 ) /* 3 */ ( 10 6 24 ) /* 4 */ ( 10 6 0 ) /* 5 */ ( -10 6 0 ) /* 6 */ ( 10 -4 0 ) /* 7 */ ( -10 -4 0 ) } edges { /* numEdges = */ 13 /* 0 */ ( 0 0 ) 0 0 /* 1 */ ( 0 1 ) 0 2 /* 2 */ ( 1 2 ) 0 2 /* 3 */ ( 2 3 ) 0 2 /* 4 */ ( 3 0 ) 0 2 /* 5 */ ( 4 3 ) 0 2 /* 6 */ ( 2 5 ) 0 2 /* 7 */ ( 5 4 ) 0 2 /* 8 */ ( 6 0 ) 0 2 /* 9 */ ( 4 6 ) 0 2 /* 10 */ ( 7 6 ) 0 2 /* 11 */ ( 5 7 ) 0 2 /* 12 */ ( 7 1 ) 0 2 } nodes { ( -1 0 ) } polygons { 4 ( 1 2 3 4 ) ( 0 0 1 ) 24 ( -10 -4 24 ) ( 10 6 24 ) "textures/common/collision" 4 ( 5 -3 6 7 ) ( 0 1 0 ) 6 ( -10 6 0 ) ( 10 6 24 ) "textures/common/collision" 4 ( 8 -4 -5 9 ) ( 1 0 0 ) 10 ( 10 -4 0 ) ( 10 6 24 ) "textures/common/collision" 4 ( 10 -9 -7 11 ) ( 0 0 -1 ) 0 ( -10 -4 0 ) ( 10 6 0 ) "textures/common/collision" 4 ( -1 -8 -10 12 ) ( 0 -1 0 ) 4 ( -10 -4 0 ) ( 10 -4 24 ) "textures/common/collision" 4 ( -6 -2 -12 -11 ) ( -1 0 0 ) 10 ( -10 -4 0 ) ( -10 6 24 ) "textures/common/collision" } brushes /* brushMemory = */ 140 { 6 { ( 0 0 1 ) 24 ( 0 1 0 ) 6 ( 1 0 0 ) 10 ( 0 0 -1 ) 0 ( 0 -1 0 ) 4 ( -1 0 0 ) 10 } ( -10 -4 0 ) ( 10 6 24 ) "solid" } }
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