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  1. OrbWeaver

    To Orbweaver

    Don't know about Opera, but you can block it quite effectively in Firefox using Adblock with the URL http://forums.thedarkmod.com/uploads/av-254.jpg Maybe there is an equivalent plugin for Opera which allows more specific URL filtering.
  2. SubVersioN. We mostly use TortoiseSVN around here (Linux users use something different). Once NH gets you set up, you'll be able to see what we're talking about and how to get it set up. For repetition's sake, the link you will need to get started on TDM: http://forums.thedarkmod.com/index.php?showtopic=6694
  3. So there might actually be something to this, woot. I've tried the new snapshot, and I do still get a lot of big memory allocation. I'm not sure what the heck is going on; if you watch the attached video, on several of the clicks, it goes up a very tiny amount (the amount of the image file itself, even), making me hopeful, but then for just as many or more other clicks, it goes up the telltale ~1.4Mb or ~4Mb. In my sparse knowledge, I'd guess that an occasional big chunk is like a database growing, but what is it when it's a bunch of them in a row, and far beyond need? And, why should the bricks folder, described above, take so much memory? As a parallel example I checked a load of saintlucia; it still takes about 1.2Gb as before. http://208.49.149.118/thedarkmod/temp/mem2.wmv I so hope this turns out to be a fixable issue. It would represent immense memory savings! It'd probably need even less memory than DoomEd, since DR doesn't do all the realtime and game-related stuff it does.
  4. http://www.cnn.com/2007/US/11/17/internet....e.ap/index.html Myself included. Considering in BCG forums I was not a good person and raged a lot. Will the internet ever have accountability? What would it take for such a measure to be passed? When is enough really enough? I guess you can say the freedom should never be taken away and the responsibility rests on the individuals and family. It sure does but could other measures be taken to protect people who are under 18 and really have a very limited view of what's out there? Should the internet be limited to those who are under 18 regardless of content for their own protection? hmmm
  5. http://www.ttlg.com/forums/showthread.php?...293#post1658293
  6. LOL what?? haha you are so lost man. Step 1: Open GenSurf and create whatever you want. Set the format to Quake 3 on the left side of the first Tab. Type in a name for your map (output file). Step 2: Click on the button "Write Map". (I think it's called this) on the top right of the first tab in GenSurf (By default the map will be saved to the same directory as GenSurf) Step 3: Open Q3toD3, and open the options windows. Here you will have to input the directory of Doom 3, I have Quake 3 installed so I also put that in. I'm not sure what will happen if you don't specify the Quake 3 dir. Step 4: Click on the "Options" button and un-select all the options Step 5: Click the "Add Files" button ( I think it's called this) and browse to the map that you created with GenSurf. Step 6: Click the "Add File" button and it will be added to the main Q3toD3 window. Step 7: Close the "Add Files" window and click the "Convert" button. It will show you the progress of the conversion in the window. Step 8: Open DarkRadiant and go to File->Open... Browse to your Doom3 folder and go to base\maps and find the map that was just converted. Step 9: Click "Open" and it will load in DarkRadiant. When it's done you will get an error about tokens, just ignore this. The terrain should be there. Now you should be done, your Quake3Arena terrain is now playable in Doom3/DarkMod. Good luck.
  7. The tools you will need are: I would suggest that when converting the map to Doom3 format that you uncheck all the options as you just want the terrain and not a material file/folder and texture added to darkmod. EDIT: I would make a suggestion; make sure that everything you input is divisible by 8 so that everything aligns to the grid nicely. So make the extents like X -4096, Y-8192 by X 4096, Y 8192 and for something that big I'd suggest divisions of at least 24x24. If you are going to use brushes instead of patches you might want to go higher so it looks better.
  8. oDDity

    Beowulf 3D

    The CG isn't that good, in fact looking the trailers, a lot of it looks like the average level you see on forums like CG talk. The animation is good because its all motion capture and lip syncing. Judging only from trailers I've seen, I hated it, and never want to see it. It looked like dumbed down kiddies crap. I can't trust Komag's opinion since his ridiculous review of the Ice and Fire books.
  9. I'm wondering if someone can help me figure out why the grid coordinates aren't working. When I first load Doom3Edit I get this: Yet...when I click on the program window the console dissapears (expected) and so do the coordinates. Notice that the red arrow points out that "Show Coordinates" is checked. Now, I have searched all the Doom 3 forums that could find on the subject and found only one topic for it. One person suggested deleting the editor config file but that didn't work. (The editor just recreated it.) DarkRadiant works just fine: ~Daniel
  10. This is lightwave specific, so ignore if you do not use lightwave. I've noticed that several models (namely the spilt purse) do not show up in game. This is because doom 3 only draws the last model layer, which in this case was the collision model. I have fixed them and am uploading now, but please this should be avoided in the future. Just to clarify, make sure that all layers are flattened when saving the model to the darkmod folder via View->Flatten Layers
  11. Dram

    Horse AF

    Well I've tried multiple times to set it up correctly, but now I'm just out of energy to try again. I'd love to animate the horse but unless the AF works correctly I cannot. I'm posting here in the hope that someone who knows how to set up the AF could take a crack at it so that I could finally animate the damned horse. Thanks to anyone who tries. Here's the link to the original thread, and it is also the direct link to the image of the bone hierarchy in the model: http://forums.thedarkmod.com/index.php?s=&am...st&p=130277
  12. That's because they're in DXT5 RXGB format, this is not something you can open in Photoshop. You'll need to use ATI's compressonator (DarkRadiant could open these too, but DR has no image viewer, maybe I should write one). At any rate, I didn't notice that folder before, that's definitely a good hint. This looks like exactly the folders which get produced by the D3 image_write* console commands. It seems like DDS textures which are included in addnormals() and heightmap() expressions are directly sought in these types of folders, where the "precompiled" versions are stored. To produce these folders, one needs to have the TGA version available, run D3, then type image_writeNormalTGA and D3 produces these DDS files. This will "bake" the addnormals/heightmap/makeIntensity/whatever mapexpressions into these special DDS folders, where they are picked up again when D3 is run on lower quality settings.
  13. Quoted for emphasis. This is a rather important step. Unless of course the textures already exist in darkmod_hires, in which case we'd have to assume that they're already better than the ones in the main repository. Does the hires repository still have the same folder structure as the main texture repository? I imagine the correspondence could have been broken quite easily if people were moving textures around, particularly during reorgs. This is something to be careful of, since we could easily end up with duplicates in hires if it's all completely automated.
  14. Agreed, a good 512 normal is just as good as a 1024 if the source image is high quality....although if this addnormals folder that Springheel is talking about can eliminate the previous issue, this might allow us to keep the 1024 normals...although even those are a bit beefy at 1meg.
  15. Doom3 has an entire subfolder structure under dds called "addnormals", with both model and texture subfolders. The files inside seem to be .dds files though. Other normalmaps (presumably ones not used with addnormals) are included in the regular .dds folder structure. I wonder if the ones in the addnormals folders have been saved with a special kind of compression that allows them to work? Atm I'm getting error messages whenever I try to open .dds files, so I can't check.
  16. The current rigs from ascottk are still usuable. Some tweaks have to be done to the weighting of the legs/ hands? But you can still use those as a basis for animating. I guess these are the latest (top)? http://forums.thedarkmod.com/index.php?showtopic=5035
  17. Welcome to the Forums, phide. Concerning a startup task: we were badly in need of lockpick sounds and wood impact sounds. Does this sound suitable for you? We would need to discuss the requirements we have for these sounds beforehand of course.
  18. Well Fidcal, you might have to put something there for the vis_portal, or just leave that one brush worldspawn and make the rest func_static. I think you can throw a no_draw in place of that brush and your vis_portal will work. You should check out bc_manor... in the maps folder. I made staircases in there and played around ALOT with which brushes should be world spawn/func_static and which brushes that are func_statics should belong to the same groups. For instance: I have horizontal support beams under the second level floor. I left these worldspawn so they DO divide the terrain. The reason being was so the lights up top and in the bottom wouldn't hit the same polys. The stairs themselves (the actual horizontal boards) are grouped together into func_static. But the angled boards on the sides of the stairs are yet another func_static. That raises the func_static count but it keeps the stairs from splitting the angled boards into a bunch of polys. Having the angled boards func_static keeps the walls very low poly. Then I made all of the vertical supports one func_static, so they aren't/don't divide the other pieces up.
  19. Excellent! We could certainly use some help from someone of your talents. I checked out your samples. Some of those are exactly what we need (especially the page flips and lock clacks), which is great. You've got my vote. We have to be careful about our sources; we haven't quite decided what licence TDM assets are going to be released under, but it's probably going to be the equivalent of a Creative Commons licence, possibly a Non-commercial one, possibly a Sharealike one. Either way, it's probably best to avoid samples taken from royalty-free libraries unless one is quite sure that they're compatible with whatever licence we end up using. We still need a lot of foley done; many of our foley sound effects are still placeholders. We're better off in terms of ambients, but you can never have too many of those either. There are more comprehensive to-do lists in our private forums.
  20. Yes, we want grouping and layering be supported. See discussion here: http://forums.thedarkmod.com/index.php?showtopic=6697 The D3Ed problem makes the custom map format a non-ideal solution, comments are a no-go too. No conclusion yet, but the possibility of creating a separate information file containing the additional stuff is a possibility. The way it currently is, the WorldSpawn is in fact a so-called "Doom3GroupEntity", which is the same type as the func_statics are - technically this is correct and still most users don't notice. It's the selection/traversal code which treats the WorldSpawn's children in a special way. So, the special code for making the worldspawn objects behave more userfriendly is already there.
  21. The one thing that jumps out at me is the space you have in DOOM 3.exe. Are you really typing that into your shortcut? Also, does your doom 3 install folder really have a space as well? Double check everything, the path your typing in has to match the actual path to the .exe on your computer, otherwise it will not work. Take your time while doing it and be sure everything is precisely as it should be.
  22. add collision model to bottles. http://forums.thedarkmod.com/index.php?showt...mp;#entry131392
  23. Where did this leave off, specifically the automation of the first step (just determining which props are not shown and showing them)? I just ran into this for the umpteenth (whoa, spellcheck doesn't dislike that; ironically it does dislike "spellcheck") time, at random, simply trying to help someone with a speaker problem on the editing forum. I saw that some of the speakers I placed in rain.map have some properties, e.g., s_justVolume and s_leadthrough, that don't show up in entity lists at all (not Add Properties, not the Entity Tree, even). Of course there is also no description which magnifies the problem, but the first issue is, they're not listed at all; how is a user to know they even exist, to use them, or seek a definition? Further, the speaker 'blue/specialized' folder is empty, so I imagine that might be part of the problem. The small number of properties available in Add Properties indicates this is a pretty large problem. To be sure, I do realize your feeling is that without documentation, simple listing of the properties is of little use, but I'm saying it's at least a needed first step. I wouldn't -- and couldn't -- even know these properties exist, in current state. There are surely a great many more across all entities.
  24. I think build/release is fine for other projects, but DarkRadiant copies the files into its install/ folder after compilation, as it needs some other stuff too (like the doom3.game information, the XML files and the GTK settings in Windows). But rest assured, I ran into the same problem when I first compiled DarkRadiant.
  25. DarkRadiant stopped working for me. I was running my previously compiled version for the first time since I upgraded to Ubuntu 8.04, and I assumed recompiling would fix it. However, after recompiling and attempting to run the newly-created binary, I get the same error. The files eventmanager.so and xmlregistry.so are present in the modules folder (/home/nef/darkradiant/install/modules).
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