Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/editor/' or tags 'forums/editor/q=/tags/forums/editor/&'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. Hey. DR 1.5.0 is routinely crashing when I try to open a certain readable in the readable editor. DR also crashes if I try to import the said xdata in the readable editor to another readable. There is no crash when I open other readables, just this one. I've written the text in one go in the readable editor and just now when I wanted to make finishing touches to it I observed that it always crashes when the readable editor tries to load the xdata. My suspicion is that the readable length somehow causes the crash: shorter readables never crash, but this one (11 pages) always crashes. The readable in question works and is seen ingame just fine. Looks like I have to make final touches without the readable editor, manually in the xdata file.
  2. Anyone really familiar with the editor? I'm editing a map that already has an xdata file, and I don't know how to get the readable editor to access it. When I click on an existing readable, I get a "failed import" error. This is even after I set the preferences to save directly into the correct folder. It will save new readables into the correct xdata files, and will open the new ones fine. But it won't open the old ones that were created manually.
  3. I can't login to Steam forums. Please visit the Thief release threads and mention TDM Thanks!

    1. Bikerdude

      Bikerdude

      Ive done the honours over on TTlg.

    2. stumpy

      stumpy

      its already been mentioned there last year, and bumped this year, but not by me.

  4. skacky's new Thief 1 mission, Shadow Politics: http://www.ttlg.com/forums/showthread.php?t=139048 Just wonderful!

    1. Show previous comments  6 more
    2. Bikerdude

      Bikerdude

      Just finished playing this morning, this was awesome, in an old skewl way - would love to make a TDM homage to it...

    3. Sir Taffsalot

      Sir Taffsalot

      I'm using the CD with TG, T2 and T3 on it. Darkloader doesn't like it. I can't get TG FMs to work

    4. Sir Taffsalot

      Sir Taffsalot

      I assume it works with a TG only CD

    1. Show previous comments  1 more
    2. Ladro

      Ladro

      It will be really cool if a super talented editor like Gaetane will try TDM.

       

      I really hope this one :-D

      (and also Sterlino another editor that a like a lot)

    3. Melan

      Melan

      I've been waiting for it for a while. :)

    4. demagogue

      demagogue

      Gaetane along with Lady Rowena are my favorite 2 authors.

  5. If I try to select the particle editor, DM immediately crashes with a segmentation fault. What libraries get called in linux for the particle editor, so I can try to update or replace with a different version? If it is libboost*.so.1.46.1, then I know what the problem is (I had to make symlinks from version 1.48.0 to get DR to run). I had to install an Ubuntu package manually (decompress and copy) since I use an .rpm distro. I would compile my own DR but cannot due to: Making all in gtkutil make[3]: Entering directory `/home/john/Desktop/darkradiant/libs/gtkutil' CXX ConsoleView.lo CXX Timer.lo CXX WindowPosition.lo In file included from ../../libs/gtkutil/IConv.h:4:0, from ConsoleView.cpp:4: /usr/include/glib-2.0/glib/gconvert.h:28:2: error: #error "Only <glib.h> can be included directly." In file included from ../../libs/gtkutil/IConv.h:5:0, from ConsoleView.cpp:4: /usr/include/glib-2.0/glib/gmessages.h:28:2: error: #error "Only <glib.h> can be included directly." In file included from ../../libs/gtkutil/IConv.h:6:0, from ConsoleView.cpp:4: /usr/include/glib-2.0/glib/gunicode.h:23:2: error: #error "Only <glib.h> can be included directly." In file included from ../../libs/gtkutil/IConv.h:7:0, from ConsoleView.cpp:4: /usr/include/glib-2.0/glib/gmem.h:28:2: error: #error "Only <glib.h> can be included directly." CXX PersistentTransientWindow.lo Anyone know about that? Edit: I got it to continue compiling, first by changing IConv.h to be like the following: #include <glib-2.0/glib.h> /** #include <glib/gconvert.h> * #include <glib/gmessages.h> * #include <glib/gunicode.h> * #include <glib/gmem.h> */ Then I had many libraries (mostly devel) missing .la files and found that many of Mageia's libraries do not include those along with the .so files. But most of Mandriva's libraries still do have the .la files, so I painstakingly hunted those packages down until make continued. Now I'm back to the first problem with the glib.h error, so I need to modify many header files in the libs/gtkutil/ path like I did above. But now seeing that Baal has the crash with 1.70 compiled from SVN, I probably will not bother continuing to compile until that is sorted out.
  6. Awesome. The forums support transparency in avatars. :)

    1. Show previous comments  4 more
    2. Sonosuke

      Sonosuke

      very nice stifu^^

    3. GameDevGoro

      GameDevGoro

      Doomguy is the coolest guy ever.

    4. jaxa

      jaxa

      hah well the feathering isn't the best but i'm sure it will do for now.

  7. Instead of listing "Easy" "Hard", etc, the editor just lists "#str_00003" "#str_00004". Probably related to translation code.
  8. I've noticed that the readable editor and in game looks doesn't always look the same. I've used the font guis/readables/books/book_hand_jd_hand.gui and when I compare the layout in the editor and in game, I've discovered that the in game look cannot contain as much text as the editor. This means that the last part on every page get's cut out... Sotha, this is the reason for the readables being confusing in Reap, apart from being long and perhaps repeditive
  9. I was trying to find the aforementioned thread as I'm working on a map atm and I noticed that the Darkradiant dosent have an image for "textures/common/shadowcaulk" Anyone point me to said thread..?
  10. I miss the brown borders dividing up the sub forums. This great big block of grey looks ugly.

    1. modetwo

      modetwo

      Back in the days it was actually dark-red. Let's call it evolution :-P

  11. So... What was up with the forums all day yesterday..?
  12. Welcome to the Dark Mod forums! I enjoyed browsing your gallery. =-)

  13. A project that's been in the back of my head for a while is a series of TDM "commercials"...essentially teasers that are a minute long, and that both advertise TDM as well as explaining a specific element, like vine arrows or lockpicking. I don't much enjoy working with Windows Movie maker, however. I have used iMovie, but don't have access to a Mac anymore. Any suggestions about decent video editors for the PC?
  14. One feature often requested by DarkRadiant users is a graphical material editor, that would allow easy management of Doom 3 materials and textures. I have always resisted suggestions to add such functionality into DarkRadiant itself due to its primary nature as a consumer of Doom 3 resources, rather than a producer, but I think there could be a strong case for a standalone application for this purpose. Here are some of my thoughts regarding the potential scope and design of such an application: Code from DarkRadiant could be re-used, particularly in the areas of parsing and managing the hierarchy of materials, textures and skins. Separating such code into a library would be one option, although simple copying might be easier given the fairly static nature of this code. Initial functionality might be to display the tree of materials and allow their properties to be inspected via a GUI rather than as text, for example using checkboxes for global keywords, a subtree of material stages (with stage GUIs) and so on. Previews of the textures could be shown in a suitable widget. A distinction would need to be made between materials in editable files, and materials inside PK4s which are not easily editable. For editing an in-PK4 material, the options would be to either save an edited copy of the material outside of the PK4, or integrate functionality to update the file within the PK4 itself using ZIP tools. More advanced (but potentially extremely useful) functionality could involve allowing external tools to integrate with the material editor, perhaps by invoking it with command-line options, or some form of inter-process communication. This would allow the further development of plugins for 3D applications such as Blender to allow Doom 3 materials to be directly accessed and applied to objects inside a 3D scene without the tedious process of editing and re-writing texture paths. Taking (4) further might involve adding similar support for inspecting the model tree and allowing models to be edited with a chosen 3D application (likewise for skins). In this case the "material editor" would become a more general Doom 3 resource editor. If starting a new application from scratch I would probably go for the Qt framework as a toolkit; I use this extensively at work and have concluded that it is in fact a lot more powerful than GTK as well as being a native C++ library rather than requiring C++-to-C bridge techniques. Qt's inbuilt support for sockets, IPC and the like could come in useful for point (4) above. None of this functionality is in any way Dark Mod-specific, so the tool would be useful to the wider Doom 3 editing community as well as TDM mappers. Just throwing some ideas out there, in case anyone has any comments or better suggestions.
  15. I'm getting a problem that sheet paper with carolingia font is showing blank in game. It seems the editor is forcing this to be two-sided when it is only one-sided even if I use the radio button to try to change it. In the xdata it is putting the blanks in for the right side so this is what is stopping it showing anything. If I manually delete that then it is OK. So how does the editor determine which is one and which is two-sided? Only books are two sided. Sheets and scrolls are all one-sided. Presumably it must deduce which from the gui. But some sheets are OK so I don't know why carolingia is different. The gui looks OK although I've not compared it with others. As I recall I would have cloned all the guis when I made these and just changed the font and font sizes etc.
  16. I had a number of readables before the Readable Editor came out in 1.2.0. The Editor read them just fine, and I could change them, but I had a problem in that no text was displayed in the preview window. I assume this is the bug that was fixed in 1.2.1. However, when I bring up the 1.2.1 Editor on an existing readable, DR crashes. I tried it with two different readables; one I created prior to 1.2.0 and one I created using 1.2.0. Both crashed while trying to paint the Editor window. I tried to create a new readable using 1.2.1, and got as far as typing in the text. At the first character, DR crashed. So I assume the crash is related to displaying text in the text field (not in the Preview window). Anyone else having this problem? Thanks.
  17. Hello!

    I saw on TDM forums that you are a very talented level designer. Could you lend your talents for The Sly Project? (http://tsp.comlu.com)

    We have no level designers yet and the project was announced almost a year ago. Please join us! I'm looking forward to your answer friend.

    Best wishes: Oszkár Winkler

  18. Hello!

    You mentioned on TDM forums that you are a skilled modeler. Could you lend your talents for The Sly Project? (http://tsp.comlu.com) There are only a few models we need.

    If you are interested, please e-mail me: woszkar@gmail.com

    Thank you! :)

  19. [update] Spoke to Marcus @AMD UK on the phone and as it turns out a number of complaints have been made against "Spyre". My AMD forum account has been unbarred and my Ip address unblocked!!! Bought a new gfx card for xmas, been having issues with mainly the driver So I though a good place to look for support and polity vent etc - or so I thought My second post got flamed by some smart arse fanboy and then promptly locked, to which I reported the posted asking why it had been locked.. and then my account on there got deleted and my Ip blocked (untill the isp dhcp refreshed etc) so I cant login even with a different account name. I have emailed AMD directly about this as I did nothing wrong according the t&c's and I got no warning Pm or email from the forum mods. Now I've been over at the nVidia forums a long while back when I had the 8800GTX when I was equally frustrated when posting about the driver issue with thief etc, but at no point did a thread get locked or worse my account deleted. I don't have loyalty to AMD or nVidia but depending on the answer I get from AMD next week this card maybe going back and AMD will be added to the list of manufactures I will never buy anything from again. So whats the moral of this story, well take your pick.. [update] found cached copies of 1 of my posts Cached AMD frum link Cached AMD forum link2
  20. when i do a search, it give me some results, I click on a result and exspect to get taken to the post it specifies - but no..... I get taken to the first post of the bloody thread it is in..ggrrr
  21. http://bugs.angua.at/view.php?id=2011 Thought it best to carry on discussion here rather than have back-forth on the tracker. Greebo do you mind if I quote you here? If so feel free to delete. Just looking to get more user input on this than my own. Yes it doesn't seem like the perfect solution to the problem, but my guess is that the perfect solution (one you've stated that you don't want to do) is complex and isn't going to happen, so this is the next best bet, and should be much simpler in comparison -- just using OS run commands to launch the correct file in the user's associated editor (e.g. wordpad, and if they have no associated editor, too bad for them). Here is the text so far for those joining late: -------------------- 0002011: Launch associated editor for definitions from context menu What are others' opinions on this, is this desirable as a decent trade-off? To clarify the process, you'd right click a texture (for instance, as you can already), and choose to edit it; your associated editor (e.g. notepad++) would come up with the correct file in it. That's it. I'm trying to think of a means to ease this workflow (it's a (minor) chore to find the correct files every single time you need them, materials and books and blah blah) without creating a massive undertaking for the developers. Your input is requested!
  22. Wow, just discovered this thing...I had no idea it was so easy to increase AI HP or acuity, or give the player more or less HP, based on the difficulty chosen. I've added a bit to the wiki page to better explain how to use it: http://wiki.thedarkmod.com/index.php?title=Difficulty_Editor Has anyone been using this in their missions yet?
×
×
  • Create New...