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  1. The FAQ wiki is almost a proper FAQ now. Probably need to spin-off a bunch of the "remedies" for playing older TDM versions into their own article.

    1. TheUnbeholden

      TheUnbeholden

      Nice work buddy! 

  2. So recently my primary monitor died. It was purchased in 2010 and used TN panel tech so it had crap viewing angles among other issues, but I liked it all the same. For a replacement I ended up buying the AOC 24G2SP, mostly due to generally good reviews on various sites as well as the recommendation of its predecessor by @chakkman in this thread. I'll be getting a hold of it soon but I already know about the benefits of IPS compared to TN - looking forward to consistent gamma levels no matter where you are looking! One of the more important aspects however is I'm going from a 60Hz display to a 165Hz display. I'm only superficially aware of the various terms used for monitors these days, but this monitor is advertised as being "adaptive sync". Apparently this means it's not a native G-Sync monitor but what's called a "G-SYNC Compatible" monitor. That and terms like variable refresh rate, it's all confusing to me. I should note I have an NVIDIA card. If nothing else, I just want to know if what I've read is correct - that within the NVIDIA control panel you enable G-SYNC, then global V-Sync ON for all games, and then within the games themselves, make sure the in-game V-sync is off (i.e. let NVIDIA take care of it all). Finally, I want to avoid ghosting as much as possible without inverse ghosting due to overdrive settings that are too high. Some people suggest running games at a lower Hz to ensure the response rate allows for this to happen rather than at the full 165Hz. But others to leave the display always at 165Hz and never tweak it otherwise G-Sync will break. I'm so confused. Sorry for the wall of text. Any advice on any of these topics would be appreciated. Thanks.
  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. Just found out by accident how to change the tittle of a topic you made. You long-click (2 seconds) on a topic tittle, then you get an edit dialog to change the topic title.

    The other way I know of is to edit the first post.

     

  5. I'm having this issue with a trapdoor I made, where I can't hear the closing sound when I close it from the top side. I presume this could have something to do with the visportals, but I couldn't figure it out. My test map is in the attachment below, if anyone wants to take a look. Thanks in advance. ___ EDIT: I just noticed that not being able to hear the sound at all from the top side is actually because I'm using `loss_closed 60`. But still, even if I use the default value for that spawnarg, the sound still gets a bit muffled. So the actual issue is how to prevent this? ladder_tests.zip
  6. I got just a tiny bit into this "Mystery Song" thing and found an amazing song that funnily enough reminds me just a tiny bit of Thief, it's only because I miss playing it but I hate playing games during Summer. Check it out (and yes, I love that album cover, too!):

     

    1. datiswous

      datiswous

      Quote

      "Mystery Song" thing

      ???

    2. The Black Arrow

      The Black Arrow

      Apparently, some songs are unknown so they're part of the "Mystery Song" trend, the reason why is because there's very little to no info about them, some like Johan Lindell have been found out, but others like this are still unknown:

       

  7. in assassins creed origins I retrieved a sword in a chest in my home but I cannot find it in my inventory or in my gear. Nor is it a quest item. How do I equip it? Or sell it?
  8. Is it possible to export ASE mesh as CM collision model (and then somehow view it to visually confirm if it's good or not) ? If I select my model and then go to File > Export Selected as Collision Model, I get model selection dialog window popping up and when I select model there and hit Ok, nothing happens (window closes and I am back in the Editor). No .cm file gets saved.
  9. The latest dev build (dev16629-10139) supports Wavefront OBJ format for static models. Some details: Model must consist only of triangles. Quads/polys will produce warnings and won't work properly. NURBS/lines/etc are ignored. Normals and texcoords are mandatory for all triangles, otherwise model loading will fail. Widely used extension for RGB vertex colors is supported (standard OBJ does not support vertex colors). TDM materials are referenced by "usemtl textures/test_obj/rock". Standard MTL files are not supported yet. Unlike LWO and ASE imports, which try to automatically merge close vertices, no postprocessing is done for a model in OBJ format. As far as I understand, it means less suffering with smoothing groups for instance. Also it means that loading OBJ model is very fast, even for a large model. The only downside thus far is that zipped LWO file can be smaller than zipped OBJ, but I don't have exact numbers yet (I'd be happy if someone can help me with it). Speaking of OBJ format, there are several pending questions: Should we support MTL format (common subset) in TDM engine? Or as import plugin in DarkRadiant? Should we support referencing part of OBJ file as model in TDM map? Is it common to export several LODs into one OBJ?
  10. No need to get yourself infected with malwarefor that good old Windows experience of ads and nag screens.

    https://www.neowin.net/news/microsoft-is-now-injecting-full-size-ads-on-chrome-website-to-make-you-stay-on-edge/

    1. datiswous

      datiswous

      To work around this issue, you could download Firefox first and then with Firefox, download Chrome.. 😜

      Or install an addblocker on Edge before visiting the Chrome download site.

    2. SeriousToni

      SeriousToni

      I seriously don't understand why this would make sense. Also the occasional update screen before you can use Windows. Where you must click carefully through 5 screens trying to avoid installing Office Demo or set Edge as your standard browser and all that shi...

    3. Xolvix

      Xolvix

      @SeriousToni Regarding the screen that appears after updates, the guaranteed fix is as follows:

      • Open Windows Settings -> System -> Notifications & actions
      • Uncheck these items:
        • Show me the Windows welcome experience after updates and occasionally when I sign in to highlight what's new and suggested
        • Suggest ways I can finish setting up my device to get the most out of Windows

      As for the issue kano mentioned, I have a directory on separate drive that I keep all my installers is whenever it's time to install/reinstall Windows. Saves having to hunt down the individual installers and also avoids dealing with this sort of crap. I'm sure someone will mention Linux but I've evaluated it for many years and it's still not suitable for my purposes... yet.

  11. Just found out piped.kavin.rocks has a build-in audio-only for video's (great for music video's). Never thought something like this (including browser extensions) excisted. This would have saved me a lot of money on vacation, where I was camping without wifi.

    1. Show previous comments  1 more
    2. jaxa

      jaxa

      Is piped.kavin.rocks broken? I think I've used it once before but now it seems to do nothing, even after I disabled all my blockers.

    3. datiswous

      datiswous

      Seems to work fine for me..

    4. jaxa

      jaxa

      I had another moment to look. Still seems broke AF, as described here:

      https://www.reddit.com/r/NewPipe/comments/xe50uk/pipedkavinrocks_doesnt_work/

      I checked out this list of Invidious instances and yewtu.be:

      https://docs.invidious.io/instances/

      https://yewtu.be/feed/popular

      The homepage appears to work but my search for the word "test" caused a bug page. Then it worked a few minutes later as I was writing this.

      Basically, I think these YouTube frontends tend to break often. It's good that they exist though.

  12. Found something nice on netflix. Arcane - league of legends. A combination of 3d world using 2d effects and steampunk.

    1. STiFU

      STiFU

      Oh wow, you "found" one of the most hyped series on Netflix this year? 😄 Jokes aside, it is absolutely excellent! Not sure about the steampunk classification, tho.

  13. 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?
  14. 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.

  15. I'm starting to think we need another mapping contest.

    1. Show previous comments  6 more
    2. nbohr1more

      nbohr1more

      It is rather short notice for a Halloween contest. It would need to be a very quick speed-build ( feasible with modular content I suppose ) but players have mostly had a negative reaction to speed build contests like this. If enough participants agree to have one, we can proceed anyway... just setting expectations that you might get a number of grumpy complaining players in the comments. A more realistic contest deadline would be a Christmas Contest. Since horror missions are more popular here ( myself included ) we could hold a Christmas Gothic Horror contest and forego any winter holiday theme requirements?

    3. Wellingtoncrab

      Wellingtoncrab

      Honestly it was pretty crazy the quality of missions we got last time, but I would give participants a lot more time. Perhaps announce a contest before the end of the year with intent to build up missions for the theoretical 2.12 release in early 2024 - or sticking with the horror theme for fall of 2023.

      It’s kind of looking like there may not be a T1/T2 contest in that time block and large projects like The Black Parade seem to be tying up late this year/early next year so it might good as far as the overall “fms” release windows.

      This kind of establishes an on/off year rhythm for contests but who knows how long something like that would persist.

    4. thebigh

      thebigh

      There's nothing wrong with speedbuild contests, but if people want to have a longer contest that's OK too.

  16. "Upgraded" my Ryzen 5800X (amazing processor) to an Intel i7 12700K, I get almost double the FPS in heavy missions. Written in stone, the starting view was at around 80-85fps with my settings, and with the new cpu it's at 135fps. Pretty amazing increase that I really didn't expect. And all it costs is a new motherboard, cpu, ram........I think I have a problem
  17. 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 :) ...

  18. 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.

  19. To assign the rotation point of a func_static made into an atdm:mover_door I go into vertex mode, select the axis of rotation (the only selectable vertex) and move it to the right spot. When I export that same func_static as .ase, import the .ase and make it an atdm:mover_door everything works, except the axis of rotation isn't selectable. When exporting as .ase I check the option 'Center objects at 0,0,0 origin', and the axis of rotation is now centered at exact center of the model. If I leave this option unchecked (default) the axis of rotation is centered at 0,0,0 of the DR grid - so when I put the cursor at a point of the grid and 'create model', that's where the axis of rotation is created while the model itself is offset accordingly. In neither case is this center, or axis of rotation, selectable or moveable independently of the model. eta: A kludge is to extend the door to be exported as .ase with a nodraw brush so the center of the combo is at the axis location desired. This works but is an abominable kludge which only gets worse since for double doors kludged versions of both L and R are required. Likewise for every other axis adjustment that needs to be made.
  20. Hi all! After a hiatus from TDM (PhD program has been eating a lot of my time...) I've wanted to get back into the swing of things by trying my hand at some 3D modeling. I'm actually taking an Independent Study this semester with the express goal of generating some assets for the mod, and learning the 3D games pipeline along the way, but I'm hitting something of a snag. Currently, I'm trying to clean up my old khopesh model in an attempt to get it in-game and fuctional. Thus far, I've got both the low and high poly versions, and was able to successfully bake my model normals in Substance Painter. However, I'm not quite certain how texturing would work, nor how to get the model set for export to the engine. I've tried some experimentation with only limited success (PBR textures work flawlessly and are easy to mask in; non-PBR hasn't really worked thus far). So I guess my question is, what steps do I need to take to get this model functional, and to streamline the creation of future models? I have access to Blender (I'm using 2.9x to model, then downgrading to 2.80 with Orbweaver's import-export scripts) and Substance Painter, as well as Photoshop.
  21. I'd be very happy if DarkRadiant offered the menu option "Select all with model" in the Edit menu, under the exiting "Select all of type" entry. I found there are cases when I need to modify every func_static (or other entity type) with a certain model, yet after a point you have too many instances of that model (some grouped) to manually select all. I often need this to replace a given model with a similar one, or more importantly reconfigure the LOD settings for all instances of that model on the map (eg: set the hide_distance spawnarg). I need to do this right now in the FM I'm working on, but have so many copies of every model I simply couldn't select each one manually, thus if this isn't implemented I'll have to leave them as is and abort those changes. This seems like an easy one to implement so I hope it's doable and we can see it soon. Thank you.
  22. Hello dear dark community i was hopping if you could tell me something about what a spirit in a script is?
  23. Hello everyone! I'm brand new to Dark Mod and I'm really excited to play! However during install I get an error the reads: ERROR: Failed to open zip file "C:/Users -- _download0_tdm_sound_ambient03.pk4" If anyone has any ideas or knows if there's anything I can do I would highly appreciate it! Thank you so much!!
  24. I loaded up a mission I haven't worked on for a while, dmapped it, and tried to play it. As soon as I did, my frame rates zoomed to about 0.5fps and my console was filled with error messages telling me that the clip models for player1, the guards, and all the rats were outside world bounds. The map worked fine a month ago when I tested it last and I haven't modified it since. All I've done in the meantime is update to the latest 2.10 build. What is going on?
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