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  1. If I create a new skin in the skin editor it creates a new skin with name new_skin . When I try to edit the name DR immediately crashes. Maybe I'm doing something wrong? But it should not crash at least. Using DR 3.7.0 under Linux
  2. Editor: in game: Word or entires lines are cut out...or did I mess up something?
  3. Is there something wrong with the forums lately, or is it my browser? I've been having trouble formatting posts, and just now I couldn't format anything at all.

    I'm using Vivaldi.

    Usually I have to: select text, click bold, nothing happens, select again, click bold, then it works. 

    Same for other stuff, like creating spoilers, bullet points, links. Nothing works the first time. 

    1. datiswous

      datiswous

      I have no problem. I use Firefox. @Zerg Rush also uses Vivaldi. Have you tried without extensions, or in another browser?

      (btw. bold, italic and underline have shortcut keys: Ctrl B, Ctrl I and Ctrl U, you could try that)

       

  4. I was looking at this video about creating a gui in Godot and thought: OMG whould it be nice if TDM whould have something like this for GUI's... Although since this creates GUI's, I wonder if you could build a visual GUI editor for TDM GUI files in Godot.. People have already made other editors, like a pixel art sprite editor for example. It's a nice motivation point to get back to learning Godot at least.
  5. Making another set of tut vids reminded me that I need a reasonable video editor, I have a copy of Windows movie maker but thats a bit long in the tooth and is cpu bound. So thought I'd ask if anyone uses or knows of an Open source and free video editor they can recommend? I currently use the following OpenSource/Free tools - OBS Studio and classic for capturing and streaming video.Handbrake for reducing the sized of the above vids.Audacity for working on audio.
  6. I was wondering if there was a way to make models display differently in DarkRadiant. For example: a model that has specific material settings that make it appear dark/black in the editor (i.e. the material has something like: RGB parm5, or a fire burn effect stage, etc). The model looks fine in-game; but looks strange in the editor due to its various material settings. I was wondering if there was some sort of keyvalue like "editor_displayskin" that would make the model use a specific skin override when displayed in the DarkRadiant editor -- this keyvalue would point toward a 'sanitized' version of the material that makes it appear more correct in the editor.
  7. Some 4 years ago I tried making editor textures translucent, but I couldn't figure out how to work around some problems. Since I kinda returned to playing around with DR (yea that's a good description of all I ever do in it...), I tackled this again, and it seems I found a workable solution. Some people seemed interested in this, so here you have it. Hopefully it's useful. editor textures.txt (rename extension to .rar to unpack) WARNING: As @OrbWeaver pointed out below, my materials add unnecessary geometry to your maps. While I can't find any other side effect, it's certainly possible that there is. Use them at your own risk, but don't ever use them when you're releasing a map or FM. The added geometry may will affect performance. @Zen3001 suggested a batch file to automate deactivating my custom materials before dmap'ing. Here's a preview of what it looks like with my textures. Took the screenshot when I was nosying around Melan's Fauchard map. If you don't know how to use this: Some important things you might want to know: I didn't make all editor textures translucent. Any solid textures (as in, can seal a map) are left opaque, as well as any textures I didn't know they weren't solid. I now know most nodraw types aren't, so I'll have to do them eventually. Some of my textures were made from scratch and are a bit different. You can use the default textures if you want, though; I just decided to make my own because I found this had a few problems with the original ones (the blend mode brightens them a bit, and they seemed a bit too noisy for being see-through). Some of my textures may be too transparent or not perceivable against bright textures behind them. I've been tweaking them for my own taste and to compensate for these problems, but I'm doing this as I go along with DR mapping, so the way they are now is a totally experimental WIP. The blend mode I'm using allows for darkening/brightening the textures to add/remove transparency, respectively. So if you feel some of them are too transparent, or if you're using default textures and they're not transparent enough, you can easily tweak them in any image editor. Since the blend mode brightens the textures a bit on its own, you may find the need to darken them more than you'd expect (mine ended up really dark, but mostly for high translucency). Shadow materials use a different blend mode "filter" that doesn't make darkened textures more translucent, so they may look opaque if using default textures. As you may have noticed in the preview, I added some lines around some textures (clips) to give them the effect of a cage, which helps distinguishing the shapes of brushes that have them all around. I may do the same thing on others, eventually, if needed. In the zip file there's also a test texture-gallery map that I used to lay out the textures and test some stuff. I included it in case anyone wants to take a quick peek at how they look. --------------- Now, the way I did this may not be ideal, and hopefully I didn't break anything. I changed the materials to add translucency, as well as a blend mode, which, after mixing and matching a bunch, was the only one I thought worked better. But then I also had to add a color value with 0 alpha or otherwise the brushes are visible in-game. That part gives me the confusings... I have no clue why that happens. Example: textures/editor/visportal { // ... visportal stuff ... translucent { blend gl_one, gl_one_minus_src_color map _white color 0, 0, 0, 0 // this makes it invisible in-game (not in-editor) } } Originally I had tried adding an alpha channel to the textures, but couldn't find a blend mode that worked properly with it. The one that looked best also made the brushes behind other brushes show up as if they were in front. What I have now is the only alternative I could figure out that works. So if anyone has any suggestions on how to improve this, I'm all ears.
  8. The readable editor in my DarkRadiant seems to be broken on my installation. When I bring it up I get this ("Shader Not Found"): When I select the GUI Definition browser, I get a bunch of errors in the DarkRadiant log: 2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: rect-100 2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: , 2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: -10 2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: , 2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: 500 2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: , 2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: 400 2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: rect-100 2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: , 2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: -10 2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: , 2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: 500 2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: , 2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: 400 2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: rect-100 ... I searched for "rect-100" and found several in *.gui files. For example, book_bamberg_gothic_both_curl.gui has: windowDef rightPageBackground { WORLD_SCALE rect-100, -10, 500, 400 background "guis/assets/readables/books/book_rightpage_curled_01" matcolor 1, 1, 1, 0 } Note, no space after "rect" and before the "-100" I haven't been editing readables for a while, so I don't know when this started happening. I uninstalled and reinstalled DR 3.3.0; still have the problem. I ran tdm_installer to ensure my DM install was up to date (2.10). It must be something local to my configuration, because if this was happening to everyone we'd have heard about it by now. Does anyone have any ideas what is going on here?
  9. Finally, people got the editor for Duke Nukem Forever 2011 running! (More info: https://github.com/jmarshall23/DNF-reimposition)

    And there are several Dnf-2001 restore projects on their way.

    Its going to be a great year for DNF modding!

     

    1. New Horizon

      New Horizon

      Wish somebody could do that for Thief 2014

       

  10. Since Aluminum directed me here ( https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475263 ) can we have unlimited renderer effects? Well, maybe not unlimited, by maybe 3-5? Thanks.

     

    1. Show previous comments  1 more
    2. Nort

      Nort

      Since I wasn't the one mainly asking, I'll just cite you in the original thread instead.

    3. AluminumHaste

      AluminumHaste

      There already is a kind of sorting, sort nearest, sort decal, sort <n>. For things like windows and such, sort nearest should probably have the desirable affect, though looking through multiple translucent shaders might kill performance.

    4. Nort

      Nort

      Is having multiple render effects really killing performance that badly? I don't understand. You're saying that if I have two transparent objects side-by-side, then they'll just count as two render effects, but when combined, they somehow become something much more difficult to render?

      Never-the-less, unless we're talking some kind of infinite portal problem, why not let the mapper choose how much he wants to kill performance? Just warn him against putting too many effects close together.

  11. When I open the Material Editor in DR , I get the following error and DR freezes: It's frozen, so I can't click yes or no. This sometimes happens, usually it just crashes to desktop (possibly giving the same error, but it's too fast to see).
  12. OK, so this is bothersome. Take any of the books or scrolls GUIs and the DarkRadiant readables editor will either show that they can fit text that is a line over or under what actually shows in-game. As an example, "guis/readables/books/book_hand_jd_hand.gui" will fit, in the preview, an extra line at the bottom that won't show up when I test inside the map. Now what I've noticed is that the GUIs in the preview and those in-game have a different aspect ratio. I play on a 16:10 resolution. Is it that the GUIs get stretched rather than centered, could that be the cause? So, in the end, is it really a problem on DR's side or on TDM's? This kind of mismatch is dangerous because you can type out text lines in-editor and have them get cut short for players even if you see them yourself (provided resolution stretching really is the issue). Imagine it's some mission critical information that's in the readable and you have yourself a soft-lock.
  13. Has anyone here ever played the original PS1 versions of Harry Potter 1 and 2? Do you actually like their retro graphics better than the PS2 versions? Do you like modding in custom levels with bonus content to classic games? Then try out Koops Harry Potter Editor for making and playing custom Harry Potter levels! Make your own, new lore/alternate timeline and if you're great enough at modding, make a custom campaign!
  14. Woo!! 2.10 Beta "Release Candidate" ( 210-07 ) is out:

    https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/

    It wont be long now :) ...

  15. I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...

    1. datiswous

      datiswous

      Yeah and the wiki and moddb. It should have those links in the footer I think. Probably easy to add by an admin.

      Edit: And a link to the bugtracker. I'm always searching for a post in the forum that links to that because I can't remember the url.

    2. Petike the Taffer

      Petike the Taffer

      I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.

    3. duzenko

      duzenko

      Reluctance to improve the forums is matched by reluctance to allow more people to work on it. Talk about trust and power.

  16. While the pre-release testing of the upcoming DR 2.11 is finishing, I'd like to discuss a possible Material Editor feature. Just to get a picture of whether you guys think this is worth the effort, what it should be able to do at a bare minimum, what the UI could look like, etc. I know this request has been brought forward at least twice in the past, so maybe this feature is worth pursuing.
  17. At the workshop I messed around with the Stim/Response editor, trying to figure out what one can do with it, and I found some pretty nice applications. I made 8 different setups with The Stim/Response editor, all with different Stims and a whole scope of Responses. Make things happen on the impact of gas, fire, water, a falling object, moss , frob, holy water and a switch/trigger. There are more "Stims" available, but thats for later worries. The things you can make happen are numurous; you can make fire, make things disappear, make things move, start sound fx, spawn particle fx and more! ..... Try the Stim/Response editor today! : ) It's amazing: https://streamable.com/blyxp The white pilars, aswell as the white tile and the rope arrow (hidden inside it's pillar) have the Stim/Response attached, other entities don't: Select one of them, and there you can find the Stim/Response information; go to "Entity" (top menu) and select "Stim/Response..." Every Stim can have any response, so the appearing rope arrow could be triggerd by the gass arrow ... or a fountain could be triggered by a fire arrow. It's up to you ... what ever you want to do. Watch Springheels turorial on traps for an example of interaction with the Stim/Response editor: https://youtu.be/0H9BkPED9yQ&feature=youtu.be&t=480 Questions: Ask them : ) Workshop2.map
  18. Alright, pretty sure I found a bug that is consistent. When using the readable editor in DR 2.7.0, whenever I would select the icon right of the "GUI definitions" message box, the program would hard crash straight to desktop. Every time. So I reinstalled DR 2.6.0 and tried the same thing, and it worked just fine. No crashes. Let me know how I can offer up more details
  19. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  20. Hello, I hope this is the correct section for this, but if I wanted to use this editor for a game other than Doom 3 can I? Basically I wanna use this editor to create maps, export as .OBJ then import in to my game, that way I don't have to make an editor myself, the games will be sold, but I would imagine it's fine to do as bsp is used everywhere just thought I would ask anyway, better safe than sorry, thanks!
  21. Hey, Every time I've try to use the Full Editor when PM'ing someone, and every single time I get an error. Whoever is in charge of the forum, is it possible that this could be fixed? Thanks Neon
  22. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
  23. 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!"

    1. Show previous comments  2 more
    2. kano

      kano

      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.

    3. Epifire

      Epifire

      Honestly the mod/Indie genre is still really booming right now. And they aint got no reason to do shady invasive privacy bs.

    4. Petike the Taffer

      Petike the Taffer

      What Epifire said. :-)

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