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  1. I posted a new build (0.9.8pre1) in the public TDM Editing forums, you can use that one.
  2. I know this is in the off topic forums, but you do realize this is more of a Dark Mod/Thief oriented forum...right? I haven't seen anyone on here who quite shares your level of enthusiasm for Deus Ex.
  3. Can you post a screen shot of your folder structure so we can make sure everything is in the right place?
  4. I still get a massage that DrakRadiant has stopde working and windows need to close the program, if I press the OK button bud if I insted press the Cansel button the I get a window like this Warning The fs_game folder does not exist. Do you want to correct these settings? [Yes] [No] If I press Yes I get the massage that DrakRadiant has stopde working and windows need to close the program, if I press No the editer loads up? (but it´s Sloooooooooooow)
  5. Yup, that should be right. As long as your saintlucia folder is all lower case too, that should do it.
  6. Hey guys, I've been following the mod for a while now and finally decided to get off my lazy ass and register for the forums. I most likely won't be an active member but I just wanted to tell you that you're all doing an awesome job and I can't wait to see a release! Good luck and keep up the great work
  7. I uploaded the files to my folder in the betamapper repository (I can't upload them here).
  8. Are the code::blocks files binaries or text files? If they are text files, could you send me a patch with the appropriate files in the tools/ folder?
  9. If you don't have Thiefs Den or Saint Lucia installed, then you don't put anything in the fs_game section, because you don't have darkmod installed...so there is no mod directory for dark radiant to access. Once you install Thiefs Den or Saint Lucia, you will type the directory name that the mission is installed. Either Thiefs Den or Saint Lucia....which ever one you install. You have to type it exactly as it is spelled in the mission folder. You would only be typing darkmod if you actually had the full darkmod repository.
  10. Well, if you're willing to maintain the files, I can create a folder in the darkradiant/tools/ directory in SVN. Apart from that, I think you can also downgrade VC++ 2008 solution files to VC++ 2005, can't you?
  11. Here's the relevant thread that explains the issue: http://forums.thedarkmod.com/index.php?s=&am...st&p=162282
  12. I've wondered now and again what that 'Recently Used' option does. Just spotted the Add and Remove buttons. So added prefabs so it's easier to reach from my project folder. Tried to import my stepladder prefab which worked ten minutes ago and got nothing. Tried again and it crashed DR. If I navigate direct then the prefab loads OK. I don't know if this problem is the same for opening maps etc. as it's the first time I've used it.
  13. Thanks a lot for the replies, i am planning to expand the mission to include some city streets before you get to the manor. But before that i still cant make the readables work, is there any specific command besides dmap to load xdata? (i alredy made a xdata folder with everything)
  14. Can you try to clear your personal user.xml file in the Documents and Settings folder? That one won't be deleted when uninstalling DarkRadiant, and there might be some settings which are messing things up.
  15. Well, I can't give you a 'professional opinion' But this might help. I'd do 2 things. First, the polys on the inside of main body. they are made of a skinny row, a wide (middle row) and a skinny row. Get rid of that and just make them 1 row. Then 'float' those trim pieces top/bottom. No need to waste polys building around the trim. It'll also give you fewer polys so easier to uv and less trouble shooting. You can also save uv space by putting those trims inside the window holes (just turn 'em sideways and leave some space). You got a lot of wasted space in the uv, you could get better resolution by moving stuff around. Then I'd take both the hi and low poly models, select all of the faces on the 'flaps' and detach them. Basically make 2 objects, 2 normal maps. Then you'll render the outer frame as one, and render the flaps as another. That'll get rid of the weird overlaps I bet. Then just put em back together (or just save the original) and copy/paste the textures together in photoshop. Since you have them uv'ed in one piece everything will line up. (But I'd compact the uv'es more first. I know alot of guys over at polycount forums (and excellent place for modelling help) that do very details models and characters do them in several pieces.
  16. Ah, I can see the problem now. This only occurs if the Doom3 folder is not in C:\Games and the preference dialog comes up. I'm going to fix that one, should be straightforward. Thanks for the heads up.
  17. Ok, I think the framework is mostly complete now. It's possible to add new commands to DarkRadiant by coyping the .py files to the install/scripts/commands/ folder and hit "Reload Scripts". An example file can look like this example.py: # Set the command name so that DarkRadiant recognises this file __commandName__ = 'Example' # The actual algorithm called by DarkRadiant # is contained in the execute() function def execute(): shader = GlobalShaderSystem.getShaderForName('bc_rat') print(shader.getName()) # The variable __executeCommand__ evaluates to true # when DarkRadiant executes this command if __executeCommand__: execute()
  18. I just installed the VC++ thing and DarkRadiant, and when I load DarkRadiant and click OK on the DarkRadiant Preferences dialog, I simply get the error "DarkRadiant.exe has encountered a problem and needs to close." I checked the log file, and it gives the same error: ModuleRegistry: Warning! Module with name MainFrame requested but not found! Could it be a problem with a space in the folder name "Doom 3"? Surely Mamba26 and I aren't the only ones who have that, though...
  19. Can you show me the contents of your DarkRadiant folder? If all else fails, I can compile a new package for you, but I want to check the obvious things first.
  20. This sounds suspicious, you probably have some messed up binaries here on your system. Please try to uninstall DarkRadiant, delete that C:\Programme\DarkRadiant folder and reinstall afresh. The fact that you've been missing the default user.xml files before indicates that there is something weird going on. Are you using the ZIP or the installer?
  21. The actual model feedback I have is consistent across all of them (and part of the gripe is due to my nature, so take it with salt): polycounts, polycounts, polycounts. There's no reason a small cylinder (e.g. panflute) can't be a rectangle. Or a larger one (an organ pipe), an octohedron. We do this with patches in the map editor all the time, using square cylinders. Rounded sides and tapered edges can be achieved with smoothing and materials. Sometimes it's okay for a scene to contain an item or two with a high count, but they do add up, and reduce a mapper's ability to add map detail. I'll reference a bell I made back in the stone age: http://forums.thedarkmod.com/index.php?s=&am...ost&p=83650 It's only got 12 sides (I could've, and maybe should've gone higher), but unless you're looking specifically at the edge, it looks round. All of the detail -- the trimming, the rivets, the scrollwork -- is in the material, none of it is modeled. Now imagine that on a much smaller scale; it wouldn't matter at all if a panflute pipe was 4 sided, maybe even 3. Look at the heads of the original Doom3 characters. They're a pretty extreme example, and I think id should've bumped it up. But still, unless you're looking for it, you don't really notice. Edit: Almost forgot: also, they appear faceted (e.g., the cauldron), though I haven't seen them for myself in game besides screenshots yet. Are you enabling smoothing? ASE supports it, and I believe LWO does as well. With it, most of the roundness detail and poly cost isn't needed.
  22. Nearly impossible to categorize the compass Not strictly player tool because it would be the only one that isn't used and if it were set up like the player compass then the needle would have to face forward and the model rotate around it so the cover would obscure it at the front. But this folder does have the advantage that it keeps the compasses together and it is a personal tool. Not really a nautical compass which are more subsantial - more of a personal land compass. Mechanical\instruments ? Misc ? Tools\Instruments and move the drawing_compass in there with it? The new heads are fine. There is now a good selection and some good character faces but I might look today at producing two more skins mainly to re-colour the tunics. Also, it must be possible to make those gallery images stack vertically so the names can fit on one line and thus not include spaces? That is a real pain even when you know about it. With the text at the side of the image it should look OK, left or right.
  23. What should be the difference between the two falloff textures? There is only one "noFalloff.bmp" in the DarkRadiant bitmaps folder, and in Windows the case difference wouldn't be distinguishable anyway. There is also only one "_noFalloff" used in the D3 and TDM shaders. Also, what do you mean with "plain white texture for the camera view"? The camera view doesn't use textures by itself - and of course nofalloff is always to be used as light falloff textures. I think I'm missing something here?
  24. Yes, the bug tracker also double duty serves as a feature request list after discussing it on the forums
  25. I think the "correct" way is to simple copy the PK4 file "thiefs_den.pk4" from fms/thiefs_den/ to the root saintlucia folder (aka "C:\doom3\saintlucia\thiefs_den.pk4" if you are on windows). Then type "map thiefs_den" on the console. I haven't tested this, right now I can't run the mod here. Also, it might be I screwed up packaging thiefs_den with SL as we were very short on time and it might actually not work. Sorry! Making an updated thiefs_den might be possible, but atm very short on time
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