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  1. We will look at some of this stuff, but SPOILER tags, please!!!
  2. This may make sense in that the performance impact of the volumetric effect can scale with how much of the effect is filling the screen. We shipped with a “performance mode” but had to setup the entities by hand to do it (so it’s not perfect). If you change the LOD detail settings to “Low” or “Lowest” this will disable certain lights, particles and such that can be very heavy to render. You can try these settings and see if you notice an improvement. If not sending us some pictures of heavy areas (with spoiler tags please) will be helpful with tuning these “performance modes” in subsequent patches. Thanks for playing!
  3. Good work! I enjoy short missions because things are nice and focused - you get in, you get out. Also I tend to do better with the loot amounts and I was able to get all the loot without too much trouble, which is rare for me. If I were to make a suggestion though - I found the intro briefing sequence a bit distracting because it was so obvious the narration was pitch-shifted to make a deeper voice. If you felt the original voice wasn't deep enough for your needs, I would either get someone on the forums to record it for you or just leave as is. That's my only real complaint and it's not even about the mission itself, so pretty good first start!
  4. This isn't really a bug although it is a technical question, so I hope it's in the right section. I use Blender 3D for some time, including to mod certain games. It's likely that I'll want to create a few models for DarkMod... not necessarily map props, but even new weapons and characters. I was wondering if there's a guide on how to export animated models from Blender 2.7x into the format used by TDM and idTech4. I noticed that most models are md5 files, so I assume I only need a md5 exporter? What about textures... can they be png, should they be tga, or is it best to export them as dds? Are there otherwise requirements to what the structure of a skeletal animation must be, how animations must be marked or ordered, how joints should be configured for ragdolls to work properly, or anything else I should be on the lookout for? Additionally, I was wondering if I can find the model sources for the existing weapons and characters. So I can import them in Blender, do modifications as appropriate, and re-export them. Ideally there are .blend sources of the characters and other stuff somewhere... if not is there a md5 importer, which preserves both the mesh (at maximum quality) and skeleton and animations?
  5. The entities you mention don't have a def_attach for the light so they don't need a name_attach. If you want to change the light properties you can do it directly on the entity instead of using 'set key on name_attach' like you would on other 'combined' light entities. I don't know what these types of entities are called or how they are put together (I haven't looked into it), but that's the difference in how you customise them. Maybe they inherit from some parent that combines lights and models instead of using attachments. I think in that newbie question thread the sconce object was just an entity that someone forgot to add the name_attach spawnargs on.
  6. I can't say I like it But many missions seem to work fine with new optimizations. Even New Job, which I guess was the showcase of "architecture modules" (models everywhere instead of brushes), looks fine. Even if you set "disabled" as default, you will still have to playtest all the missions in order to enable it back where it works. The same seemingly impossible task. Except that getting a report for wrong lighting is very likely, while getting a report for a missed optimization opportunity is basically impossible.
  7. I installed DR 2.1 and it was all working fine until I opened the preferences and set it to load the last map loaded. Now it crashes everytime. Figured you'd want the log, so here it is. I'll reinstall, that should sort it out. The problem with the model is because I think I've forgotten the folder setup to make it load the resources from the FM folder. Reminder would be great Log as of 2:40am 22 January 2017 - I sent information about the problem. Mostly it crashes when loading textures. 2017-01-22 02:39:46 (2232) Started logging to C:/Users/Neon/AppData/Roaming/DarkRadiant/darkradiant.log2017-01-22 02:39:46 (2232) This is DarkRadiant 2.1.0 x64 2017-01-22 02:39:46 (2232) Today is 2017-01-22 02:39:462017-01-22 02:39:46 (2232) wxWidgets Version: 3.1.02017-01-22 02:39:46 (2232) Module registered: LanguageManager2017-01-22 02:39:46 (2232) Current language setting: en2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\archivezip.dll'2017-01-22 02:39:50 (2232) Module registered: ArchivePK42017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\commandsystem.dll'2017-01-22 02:39:50 (2232) Module registered: CommandSystem2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\eclassmgr.dll'2017-01-22 02:39:50 (2232) Module registered: EntityClassManager2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\entity.dll'2017-01-22 02:39:50 (2232) Module registered: Doom3EntityCreator2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\entitylist.dll'2017-01-22 02:39:50 (2232) Module registered: EntityList2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\eventmanager.dll'2017-01-22 02:39:50 (2232) Module registered: EventManager2017-01-22 02:39:50 (2232) Module registered: MouseToolManager2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\filetypes.dll'2017-01-22 02:39:50 (2232) Module registered: FileTypes2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\filters.dll'2017-01-22 02:39:50 (2232) Module registered: FilterSystem2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\fonts.dll'2017-01-22 02:39:50 (2232) Module registered: FontManager2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\grid.dll'2017-01-22 02:39:50 (2232) Module registered: Grid2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\image.dll'2017-01-22 02:39:50 (2232) Module registered: ImageLoader2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\mapdoom3.dll'2017-01-22 02:39:50 (2232) Module registered: Doom3MapLoader2017-01-22 02:39:50 (2232) Module registered: Quake4MapLoader2017-01-22 02:39:50 (2232) Module registered: Doom3PrefabLoader2017-01-22 02:39:50 (2232) Module registered: MapCompiler2017-01-22 02:39:50 (2232) Module registered: Quake3MapLoader2017-01-22 02:39:50 (2232) Module registered: Doom3AasFileLoader2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\md5model.dll'2017-01-22 02:39:50 (2232) Module registered: ModelLoaderMD5MESH2017-01-22 02:39:50 (2232) Module registered: MD5AnimationCache2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\model.dll'2017-01-22 02:39:50 (2232) Module registered: ModelLoaderMD32017-01-22 02:39:50 (2232) Module registered: ModelLoader3DS2017-01-22 02:39:50 (2232) Module registered: ModelLoaderASE2017-01-22 02:39:50 (2232) Module registered: ModelLoaderMS3D2017-01-22 02:39:50 (2232) Module registered: ModelLoaderMDC2017-01-22 02:39:50 (2232) Module registered: ModelLoaderMD22017-01-22 02:39:50 (2232) Module registered: ModelLoaderFM2017-01-22 02:39:50 (2232) Module registered: ModelLoaderLWO2017-01-22 02:39:50 (2232) Module registered: ModelLoaderPICOTERRAIN2017-01-22 02:39:50 (2232) Module registered: ModelLoaderOBJ2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\particles.dll'2017-01-22 02:39:50 (2232) Module registered: ParticlesManager2017-01-22 02:39:50 (2232) Module registered: ParticlesEditor2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\scenegraph.dll'2017-01-22 02:39:50 (2232) Module registered: SceneGraph2017-01-22 02:39:50 (2232) Module registered: SceneGraphFactory2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\shaders.dll'2017-01-22 02:39:50 (2232) Module registered: MaterialManager2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\skins.dll'2017-01-22 02:39:50 (2232) Module registered: ModelSkinCache2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\sound.dll'2017-01-22 02:39:50 (2232) Module registered: SoundManager2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\uimanager.dll'2017-01-22 02:39:50 (2232) Module registered: UIManager2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\undo.dll'2017-01-22 02:39:50 (2232) Module registered: UndoSystem2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\vfspk3.dll'2017-01-22 02:39:50 (2232) Module registered: VirtualFileSystem2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\xmlregistry.dll'2017-01-22 02:39:50 (2232) Module registered: XMLRegistry2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/plugins\dm.conversation.dll'2017-01-22 02:39:50 (2232) Module registered: ConversationEditor2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/plugins\dm.difficulty.dll'2017-01-22 02:39:50 (2232) Module registered: DifficultyEditor2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/plugins\dm.editing.dll'2017-01-22 02:39:50 (2232) Module registered: DarkMod Editing2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/plugins\dm.gui.dll'2017-01-22 02:39:50 (2232) Module registered: GUI Editing2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/plugins\dm.objectives.dll'2017-01-22 02:39:50 (2232) Module registered: ObjectivesEditor2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/plugins\dm.stimresponse.dll'2017-01-22 02:39:50 (2232) Module registered: StimResponseEditor2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/plugins\eclasstree.dll'2017-01-22 02:39:50 (2232) Module registered: EClassTree2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/plugins\script.dll'2017-01-22 02:39:50 (2232) Module registered: ScriptingSystem2017-01-22 02:39:50 (2232) XMLRegistry::initialiseModule called2017-01-22 02:39:50 (2232) XMLRegistry: looking for XML files under C:/Program Files/DarkRadiant/2017-01-22 02:39:50 (2232) XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/user.xml2017-01-22 02:39:50 (2232) XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/colours.xml2017-01-22 02:39:50 (2232) XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/input.xml2017-01-22 02:39:50 (2232) XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/menu.xml2017-01-22 02:39:50 (2232) XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/commandsystem.xml2017-01-22 02:39:50 (2232) XMLRegistry: Importing XML file: C:/Users/Neon/AppData/Roaming/DarkRadiant/user.xml2017-01-22 02:39:50 (2232) XMLRegistry: Importing XML file: C:/Users/Neon/AppData/Roaming/DarkRadiant/input.xml2017-01-22 02:39:50 (2232) XMLRegistry: Importing XML file: C:/Users/Neon/AppData/Roaming/DarkRadiant/filters.xml2017-01-22 02:39:50 (2232) ArchivePK4::initialiseModule called2017-01-22 02:39:50 (2232) CommandSystem::initialiseModule called.2017-01-22 02:39:50 (2232) EventManager::initialiseModule called.2017-01-22 02:39:50 (2232) EventManager successfully initialised.2017-01-22 02:39:50 (2232) PreferenceSystem::initialiseModule called2017-01-22 02:39:50 (2232) Clipper::initialiseModule called2017-01-22 02:39:50 (2232) UIManager::initialiseModule called2017-01-22 02:39:50 (2232) Found toolbar: view2017-01-22 02:39:50 (2232) Found toolbar: edit2017-01-22 02:39:50 (2232) Found toolbar: texture2017-01-22 02:39:50 (2232) Found toolbar: textool2017-01-22 02:39:50 (2232) ColourSchemeManager: Loading colour schemes...2017-01-22 02:39:50 (2232) GridManager::initialiseModule called.2017-01-22 02:39:50 (2232) FileTypes::initialiseModule called.2017-01-22 02:39:50 (2232) GameManager: Scanning for game description files: C:/Program Files/DarkRadiant/games/2017-01-22 02:39:50 (2232) XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/games/darkmod.game2017-01-22 02:39:50 (2232) XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/games/doom3-demo.game2017-01-22 02:39:50 (2232) XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/games/doom3.game2017-01-22 02:39:50 (2232) XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/games/quake3.game2017-01-22 02:39:50 (2232) XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/games/quake4.game2017-01-22 02:39:50 (2232) XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/games/xreal.game2017-01-22 02:39:50 (2232) GameManager: Found game definitions: 2017-01-22 02:39:50 (2232) Doom 32017-01-22 02:39:50 (2232) Doom 3 Demo2017-01-22 02:39:50 (2232) Quake 32017-01-22 02:39:50 (2232) Quake 42017-01-22 02:39:50 (2232) The Dark Mod 2.0 (Standalone)2017-01-22 02:39:50 (2232) XreaL2017-01-22 02:39:50 (2232) 2017-01-22 02:39:50 (2232) GameManager: Selected game type: The Dark Mod 2.0 (Standalone)2017-01-22 02:39:50 (2232) GameManager: Map path set to c:/Games/The Dark Mod/fms/maps/2017-01-22 02:39:50 (2232) GameManager: Prefab path set to c:/Games/The Dark Mod/fms/prefabs/2017-01-22 02:39:50 (2232) VFS Search Path priority is: 2017-01-22 02:39:50 (2232) - c:/Games/The Dark Mod/fms/2017-01-22 02:39:50 (2232) - C:/Games/The Dark Mod/fms/2017-01-22 02:39:50 (2232) - C:/Games/The Dark Mod/2017-01-22 02:39:50 (2232) Map::initialiseModule called.2017-01-22 02:39:50 (2232) SceneGraph::initialiseModule called2017-01-22 02:39:50 (2232) VFS::initialiseModule called2017-01-22 02:39:50 (2232) filesystem initialised2017-01-22 02:39:50 (2232) [vfs] searched directory: c:/Games/The Dark Mod/fms/2017-01-22 02:39:50 (2232) [vfs] searched directory: C:/Games/The Dark Mod/fms/2017-01-22 02:39:50 (2232) [vfs] searched directory: C:/Games/The Dark Mod/2017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_wood01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_window01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_stone_sculpted01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_stone_natural01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_stone_flat01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_stone_cobblestones01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_stone_brick01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_sfx01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_roof01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_plaster01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_paint_paper01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_other01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_nature01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_metal01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_glass01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_fabric01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_door01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_decals01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_carpet01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_base01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_standalone.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_sound_vocals_decls01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_sound_vocals07.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_sound_vocals06.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_sound_vocals05.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_sound_vocals04.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_sound_vocals03.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_sound_vocals02.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_sound_vocals01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_sound_sfx02.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_sound_sfx01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_sound_ambient_decls01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_sound_ambient03.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_sound_ambient02.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_sound_ambient01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_prefabs01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_player01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_models_decls01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_models02.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_models01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_gui_credits01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_gui01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_game02.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_game01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_fonts01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_env01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_defs01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_base01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_ai_steambots01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_ai_monsters_spiders01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_ai_humanoid_undead01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_ai_humanoid_townsfolk01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_ai_humanoid_pagans01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_ai_humanoid_nobles01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_ai_humanoid_mages01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_ai_humanoid_heads01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_ai_humanoid_guards01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_ai_humanoid_females01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_ai_humanoid_builders01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_ai_base01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_ai_animals01.pk42017-01-22 02:39:50 (2232) MaterialManager::initialiseModule called2017-01-22 02:39:50 (2232) OpenGL::initialiseModule called.2017-01-22 02:39:50 (2232) ShaderCache::initialiseModule called.2017-01-22 02:39:50 (2232) RadiantSelectionSystem::initialiseModule called.2017-01-22 02:39:50 (2232) RadiantModule::initialiseModule called.2017-01-22 02:39:50 (2232) Camera::initialiseModule called.2017-01-22 02:39:50 (2232) MainFrameLayoutManager::initialiseModule called.2017-01-22 02:39:50 (2232) OrthoviewManager::initialiseModule called.2017-01-22 02:39:50 (2232) MainFrame::initialiseModule called.2017-01-22 02:39:50 (2232) AutomaticMapSaver::initialiseModule called.2017-01-22 02:39:50 (2232) ConversationEditor::initialiseModule called.2017-01-22 02:39:50 (2232) UndoSystem::initialiseModule called2017-01-22 02:39:50 (2232) DarkMod Editing::initialiseModule called.2017-01-22 02:39:50 (2232) DifficultyEditor::initialiseModule called.2017-01-22 02:39:50 (2232) EntityClassDoom3::initialiseModule called.2017-01-22 02:39:50 (2340) searching vfs directory 'def' for *.def2017-01-22 02:39:50 (2232) ZAasFileManager::initialiseModule called.2017-01-22 02:39:50 (2232) Doom3AasFileLoader: initialiseModule called.2017-01-22 02:39:50 (2232) BrushModuleImpl::initialiseModule called.2017-01-22 02:39:50 (2232) Doom3EntityCreator::initialiseModule called.2017-01-22 02:39:50 (2232) MapInfoFileManager::initialiseModule called.2017-01-22 02:39:50 (2232) LayerSystem::initialiseModule called.2017-01-22 02:39:50 (2232) MapFormatManager::initialiseModule called.2017-01-22 02:39:50 (2232) PatchModuleDef2::initialiseModule called.2017-01-22 02:39:50 (2232) PatchModuleDef3::initialiseModule called.2017-01-22 02:39:50 (2232) Doom3MapLoader: initialiseModule called.2017-01-22 02:39:50 (2232) Doom3PrefabLoader: initialiseModule called.2017-01-22 02:39:50 (2232) EClassTree::initialiseModule called.2017-01-22 02:39:50 (2232) EntityListModule::initialiseModule called2017-01-22 02:39:50 (2232) [filters] Loaded 16 filters from registry.2017-01-22 02:39:50 (2232) FontManager::initialiseModule called2017-01-22 02:39:50 (2232) GUI Editing::initialiseModule called.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/andrew_script/fontImage_12.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/andrew_script/fontImage_24.dat loaded successfully.2017-01-22 02:39:50 (2232) LanguageManager::initialiseModule called2017-01-22 02:39:50 (2912) [GuiManager]: Found 259 guis.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/andrew_script/fontImage_48.dat loaded successfully.2017-01-22 02:39:50 (2232) Found 2 language folders.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/bamberg/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/bamberg/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (2232) MD5AnimationCache::initialiseModule called.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/bamberg/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (2232) MapCompiler: initialiseModule called.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/camberic/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/camberic/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (2232) MapResourceManager::initialiseModule called.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/camberic/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (2232) PicoModelLoader: ModelLoaderASE initialised.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/carleton/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/carleton/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (2232) PicoModelLoader: ModelLoaderLWO initialised.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/carleton/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (2232) MD5Model::initialiseModule called.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/carleton_bold/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (2232) ModelCache::initialiseModule called.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/carleton_bold/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/carleton_bold/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (2232) PicoModelLoader: ModelLoader3DS initialised.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/carleton_condensed/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (2232) PicoModelLoader: ModelLoaderFM initialised.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/carleton_condensed/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/carleton_condensed/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (2232) PicoModelLoader: ModelLoaderMD2 initialised.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/carleton_glow/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/carleton_glow/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (2232) PicoModelLoader: ModelLoaderMD3 initialised.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/carleton_glow/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (2232) PicoModelLoader: ModelLoaderMDC initialised.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/carolingia/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (2232) PicoModelLoader: ModelLoaderMS3D initialised.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/carolingia/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/carolingia/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (2232) PicoModelLoader: ModelLoaderOBJ initialised.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/chrishand/fontImage_12.dat loaded successfully.2017-01-22 02:39:50 (2232) PicoModelLoader: ModelLoaderPICOTERRAIN initialised.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/chrishand/fontImage_24.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/chrishand/fontImage_48.dat loaded successfully.2017-01-22 02:39:50 (2232) Doom3SkinCache::initialiseModule called2017-01-22 02:39:50 (2912) [skins] Loading skins.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/ellianerelle/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (2232) NamespaceFactory::initialiseModule called.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/ellianerelle/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (2232) ObjectivesEditorModule::initialiseModule called.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/ellianerelle/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (2232) ParticlesEditor::initialiseModule called.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/everett/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (2232) ParticlesManager::initialiseModule called2017-01-22 02:39:50 (8156) FontLoader: fonts/english/everett/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (2232) Quake3MapLoader: initialiseModule called.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/everett/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/gothica2/fontImage_12.dat loaded successfully.2017-01-22 02:39:50 (2232) Quake4MapLoader: initialiseModule called.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/gothica2/fontImage_24.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/gothica2/fontImage_48.dat loaded successfully.2017-01-22 02:39:50 (2232) RegionManager::initialiseModule called.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/jd_hand/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (2232) RenderSystemFactory::initialiseModule called.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/jd_hand/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (2232) SceneGraphFactory::initialiseModule called.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/jd_hand/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/lotharus/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (2232) ScriptingSystem::initialiseModule called.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/lotharus/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (2232) ScriptingSystem: Python interpreter initialised.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/lotharus/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/mac_humaine/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/mac_humaine/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (2232) Registered script file commands\ase_export.py as aseExport2017-01-22 02:39:50 (8156) FontLoader: fonts/english/mac_humaine/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/mason/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/mason_glow/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/medusa/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (2232) Registered script file commands\ase_export_blend.py as aseExportBlend2017-01-22 02:39:50 (8156) FontLoader: fonts/english/medusa/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (2232) Registered script file commands\check_for_invalid_visportals.py as check_invalid_visportals2017-01-22 02:39:50 (8156) FontLoader: fonts/english/medusa/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (2232) Registered script file commands\convert_to_ase_and_replace.py as aseConvertAndReplace2017-01-22 02:39:50 (8156) FontLoader: fonts/english/nancy/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (2232) Registered script file commands\example.py as Example2017-01-22 02:39:50 (8156) FontLoader: fonts/english/nancy/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/nancy/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (2232) Registered script file commands\export_obj.py as objExport2017-01-22 02:39:50 (8156) FontLoader: fonts/english/popsies/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/popsies/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (2232) Registered script file commands\patchsplitter.py as SplitPatch2017-01-22 02:39:50 (8156) FontLoader: fonts/english/popsies/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (2232) Registered script file commands\select_all_models_of_type.py as SelectAllModelsOfType2017-01-22 02:39:50 (2232) Registered script file commands\shift_textures_randomly.py as ShiftTexturesRandomly2017-01-22 02:39:50 (8156) FontLoader: fonts/english/rapscallionpirate/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (2232) Registered script file commands\shift_textures_upwards_randomly.py as ShiftTexturesUpwardsRandomly2017-01-22 02:39:50 (8156) FontLoader: fonts/english/rapscallionpirate/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (2232) Registered script file commands\test_targets.py as test_targets2017-01-22 02:39:50 (2232) ScriptModule: Found 11 commands.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/rapscallionpirate/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/shoppinglist/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/shoppinglist/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/shoppinglist/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/stone/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (2232) MenuItem: Cannot find associated event: ViewTextures2017-01-22 02:39:50 (8156) FontLoader: fonts/english/stone/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/summertime/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/summertime/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/summertime/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/treasure_map/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/treasure_map/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:geode_lit_red' tries to attach 'glow' at non-existent position 'glow'2017-01-22 02:39:50 (8156) FontLoader: fonts/english/treasure_map/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (8156) 25 fonts registered.2017-01-22 02:39:50 (2340) [eclassmgr] attribute attach_pos_origin_4 already set on entityclass atdm:stove_small_square2017-01-22 02:39:50 (2340) [eclassmgr] attribute attach_pos_origin_5 already set on entityclass atdm:stove_small_square2017-01-22 02:39:50 (2340) [eclassmgr] attribute attach_pos_origin_6 already set on entityclass atdm:stove_small_square2017-01-22 02:39:50 (2232) SelectionGroupManager::initialiseModule called.2017-01-22 02:39:50 (2232) SelectionSetManager::initialiseModule called.2017-01-22 02:39:50 (2232) SoundManager: initialising sound playback2017-01-22 02:39:50 (2232) StimResponseModule::initialiseModule called.2017-01-22 02:39:50 (2232) TextureBrowserManager::initialiseModule called.2017-01-22 02:39:50 (2232) Default screen has 2 monitors.2017-01-22 02:39:50 (2232) Monitor 0 geometry: 1920x1080 at 0, 02017-01-22 02:39:50 (2232) Monitor 1 geometry: 1680x1050 at 1920, 02017-01-22 02:39:50 (5172) Found 235 particle definitions.2017-01-22 02:39:50 (2340) [eclassmgr] attribute inherit already set on entityclass atdm:moveable_staff_decorative2017-01-22 02:39:50 (2912) [skins] Found 1019 skins.2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:moveable_lantern_oil_hand' tries to attach 'light' at non-existent position ''2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:moveable_lantern_oil_hand02' tries to attach 'light' at non-existent position ''2017-01-22 02:39:50 (2340) [eclassmgr] attribute editor_DisplayFolder already set on entityclass atdm:mover_gear_base2017-01-22 02:39:50 (8156) 2989 sound shaders found.2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:prop_lantern_on' tries to attach 'light' at non-existent position ''2017-01-22 02:39:50 (2340) [eclassmgr] attribute replace_anim_idle_sit_tap01 already set on entityclass atdm:prop_winebottle_sit_and_drink2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:weapon_blackjack' tries to attach 'meleeweap_r' at non-existent position ''2017-01-22 02:39:50 (6628) 3911 shader definitions found.2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:weapon_shortsword' tries to attach 'meleeweap_r' at non-existent position ''2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_undead_skeleton_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_townsfolk_beggar_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_townsfolk_commoner_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_townsfolk_commoner_archer' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_townsfolk_commoner_archer' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_townsfolk_wench_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_pagan_common_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_pagan_common_archer' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_nobleman_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_nobleman02_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2232) ToolbarManager: Instantiating toolbar: view2017-01-22 02:39:50 (2232) ToolbarManager: Instantiating toolbar: edit2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_citywatch' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_citywatch_archer' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_citywatch_archer' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_citywatch_elite' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] attribute editor_usage already set on entityclass atdm:env_ragdoll_citywatch_elite2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_guard_elite' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_guard_archer_01' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_guard_archer_01' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_moor' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_moor02' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_proguard' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_proguard_archer' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_proguard_archer' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_guard_thug' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_thief02_archer' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_burglar' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_burglar_professional_archer' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_female_thief' tries to attach 'melee_weapon' at non-existent position 'slung_across_back_rl'2017-01-22 02:39:50 (2232) MainFrame: Activating layout Embedded2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_guard_female_rogue' tries to attach 'melee_weapon' at non-existent position 'slung_across_back_rl'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_builder_guard_ghost' tries to attach 'melee_weapon' at non-existent position 'slung_across_back_rl'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_builder_guard' tries to attach 'melee_weapon' at non-existent position 'slung_across_back_rl'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_builder_guard_lesser' tries to attach 'melee_weapon' at non-existent position 'slung_across_back_rl'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_builder_guard_rusted' tries to attach 'melee_weapon' at non-existent position 'slung_across_back_rl'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_builder_priest_combatant' tries to attach 'melee_weapon' at non-existent position 'slung_across_back_rl'2017-01-22 02:39:50 (2232) ToolbarManager: Instantiating toolbar: texture2017-01-22 02:39:50 (2232) Loading map from C:/Games/The Dark Mod/fms/briarwood_manor/maps/briarwood.map2017-01-22 02:39:50 (2232) Open file c:/Games/The Dark Mod/fms/briarwood_manor/maps/briarwood.map from filesystem...success.2017-01-22 02:39:50 (2340) [eclassmgr] Entity class atdm:damage_fireballdirect_major specifies unknown parent class atdm:damage_fireballDirect2017-01-22 02:39:51 (2340) [eclassmgr] Entity class sprgs_decompress specifies unknown parent class sprGS_splash_small2017-01-22 02:39:51 (2340) [eclassmgr] Entity class sprgs_recompress specifies unknown parent class sprGS_splash_small2017-01-22 02:39:51 (2232) PICO_WARNING: LWO loader discards any geometry data not in Layer 1 (2 layers found)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discards any geometry data not in Layer 1 (2 layers found)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discards any geometry data not in Layer 1 (2 layers found)2017-01-22 02:39:53 (2232) Failed to load model models/darkmod/kitchen/food/u_sourdough1.lwo2017-01-22 02:39:53 (2232) PicoModelLoader: Could not load model << models/darkmod/kitchen/food/u_sourdough1.lwo2017-01-22 02:39:53 (2232) Open file c:/Games/The Dark Mod/fms/briarwood_manor/maps/briarwood.darkradiant from filesystem...success.2017-01-22 02:39:53 (2232) Parsing info file...2017-01-22 02:39:53 (2232) [infoFile]: Parsed layer #0 with name Default2017-01-22 02:39:53 (2232) Sanity-checking the layer assignments...done, had to fix 0 assignments.
  8. Some also don't have any alpha channel - thats what I was using as a criterium first Also, technically, images with an 1 bit ALPHA channel *might* have one color as transparent. I found one image where this was set to "transparent color: #000000", however, looking at it in Gimp, there were no transparent parts? Can do this easily. Okay, done, debug versions committed to SVN. Here are some fun examples. Ugh, so I now changed the check to "8 or 4 bit => DXT3". Whew. Here is the so produced list with: perl devel/convert_tga2dds models/ --diffuse --specular --debug The first "alpha" output is the "Alpha: rgba" line, the second is the one from "Alpha: x-bit" and this is followed by the format choosen. Basically only images with have something other than "no alpha no alpha" would need a check. models/darkmod/props/textures/airpotion_a.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/airpotion_s.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/amethyst_bc.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/anchor_d.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/anchor_s.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/antlers_d.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/anvil_d.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/anvil_s.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/apple.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/apple_core.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/armchair2_d.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/armchair3_d.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/armchair_d.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/arrow_gen.tga: none #00000000 8-bit Format: DXT3 models/darkmod/props/textures/arrow_gen_s.tga: none #00000000 8-bit Format: DXT3 models/darkmod/props/textures/backgammon_board.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/banner1_d.tga: rgba(255,255,255,1) #FFFFFF00 8-bit Format: DXT3 models/darkmod/props/textures/banner1_s.tga: none #00000000 1-bit Format: DXT1 models/darkmod/props/textures/banner2_d.tga: rgba(255,255,255,1) #FFFFFF00 8-bit Format: DXT3 models/darkmod/props/textures/banner2_s.tga: none #00000000 1-bit Format: DXT1 models/darkmod/props/textures/banner3_d.tga: rgba(255,255,255,1) #FFFFFF00 8-bit Format: DXT3 models/darkmod/props/textures/banner3_s.tga: none #00000000 1-bit Format: DXT1 models/darkmod/props/textures/banner4_d.tga: rgba(255,255,255,1) #FFFFFF00 8-bit Format: DXT3 models/darkmod/props/textures/banner5_d.tga: rgba(255,255,255,1) #FFFFFF00 8-bit Format: DXT3 models/darkmod/props/textures/banner6_d.tga: rgba(255,255,255,1) #FFFFFF00 8-bit Format: DXT3 models/darkmod/props/textures/banner_black_floral.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/banner_builder_d.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/banner_builder_s.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/banner_grey_yellow.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bannerwatch_d.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bannerwatch_s.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bark.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bark_02.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/barrel01_d.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/barrel01_s.tga: rgba(25,25,25,1) #19191900 1-bit Format: DXT1 models/darkmod/props/textures/barrell_large_d.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/barrell_large_end.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bathtube_d.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bathtube_s.tga: rgba(6,6,6,1) #06060600 1-bit Format: DXT1 models/darkmod/props/textures/bc_black.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bc_broomstraw1.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bc_broomstraw2.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bc_broomstraw3.tga: rgba(140,130,57,1) #8C823900 4-bit Format: DXT3 models/darkmod/props/textures/bc_candle.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bc_candle_lit.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bc_carrot.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bc_cerpotin.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bc_cerpotrd.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bc_chest03.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bc_chest03_02.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bc_chest03_02local.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bc_chest03_s.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bc_chest2.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bc_chest2_s.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bc_clockface.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bc_desklamp01.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bc_desklamp02.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bc_desklampglass.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bc_desklampglassnc.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bc_flower_blue.tga: rgba(81,94,178,1) #515EB200 8-bit Format: DXT3 models/darkmod/props/textures/bc_flower_pink.tga: rgba(190,100,203,1) #BE64CB00 8-bit Format: DXT3 models/darkmod/props/textures/bc_flower_red.tga: rgba(173,37,55,1) #AD253700 8-bit Format: DXT3 models/darkmod/props/textures/bc_flower_white.tga: rgba(128,128,128,1) #80808000 8-bit Format: DXT3 models/darkmod/props/textures/bc_gargoyle.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bc_gaugehorizontal.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bc_gaugesteam.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bc_gaugetemp.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bc_gaugevoltage.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bc_gear_01.tga: rgba(145,126,110,1) #917E6E00 8-bit Format: DXT3 models/darkmod/props/textures/bc_gembag.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bc_gems.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bc_gems_s.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bc_hi_rough_s.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bc_hinge01.tga: rgba(45,44,50,1) #2D2C3200 8-bit Format: DXT3 models/darkmod/props/textures/bc_hinge02.tga: none #00000000 8-bit Format: DXT3 models/darkmod/props/textures/bc_key01.tga: rgba(50,39,11,1) #32270B00 8-bit Format: DXT3 models/darkmod/props/textures/bc_key01b.tga: rgba(11,30,50,1) #0B1E3200 8-bit Format: DXT3 models/darkmod/props/textures/bc_key01r.tga: rgba(50,11,20,1) #320B1400 8-bit Format: DXT3 models/darkmod/props/textures/bc_key01s.tga: rgba(24,30,36,1) #181E2400 8-bit Format: DXT3 models/darkmod/props/textures/bc_key02.tga: rgba(164,142,22,1) #A48E1600 8-bit Format: DXT3 models/darkmod/props/textures/bc_key02b.tga: rgba(22,108,164,1) #166CA400 8-bit Format: DXT3 models/darkmod/props/textures/bc_key02r.tga: rgba(164,31,22,1) #A41F1600 8-bit Format: DXT3 models/darkmod/props/textures/bc_key02s.tga: rgba(81,102,104,1) #51666800 8-bit Format: DXT3 models/darkmod/props/textures/bc_lamp_pole.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bc_lampglass.tga: No alpha 8-bit Format: DXT3 models/darkmod/props/textures/bc_lampglass3.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bc_lampglass3nc.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bc_lampglassnc.tga: No alpha 8-bit Format: DXT3 models/darkmod/props/textures/bc_lamphead.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bc_lampshade01.tga: rgba(68,55,22,1) #44371600 8-bit Format: DXT3 models/darkmod/props/textures/bc_lampshade02.tga: rgba(60,37,23,1) #3C251700 8-bit Format: DXT3 models/darkmod/props/textures/bc_lantern.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bc_lantern_s.tga: No alpha No alpha Format: DXT1 models/md5/chars/steambots/bc_lanternbot.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bc_lily.tga: rgba(193,62,59,1) #C13E3B00 8-bit Format: DXT3 models/darkmod/props/textures/bc_lily_white.tga: rgba(230,230,238,1) #E6E6EE00 8-bit Format: DXT3 models/darkmod/props/textures/bc_lockplate01.tga: rgba(255,255,255,1) #FFFFFF00 8-bit Format: DXT3 models/darkmod/props/textures/bc_lockplate02.tga: rgba(255,255,255,1) #FFFFFF00 8-bit Format: DXT3 models/darkmod/props/textures/bc_low_rough_s.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bc_mirror_silver.tga: rgba(216,209,193,1) #D8D1C100 8-bit Format: DXT3 models/darkmod/props/textures/bc_monarch.tga: rgba(26,14,18,1) #1A0E1200 8-bit Format: DXT3 models/darkmod/props/textures/bc_octopus.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bc_seethru.tga: none #00000000 1-bit Format: DXT1 models/darkmod/props/textures/bc_sign01.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bc_sign01_s.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bc_sign02.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bc_sign02_s.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bc_silver_s.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bc_stair01.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bc_teapot.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bc_teapot_s.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bc_teatray.tga: rgba(198,204,213,1) #C6CCD500 8-bit Format: DXT3 models/darkmod/props/textures/bc_turnip.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bc_yel_flower.tga: rgba(192,176,68,1) #C0B04400 8-bit Format: DXT3 models/darkmod/props/textures/beam_old.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bed_cover.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/belt_pouch.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/belt_pouch_s.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/blankfreshpaper_d.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/blankoldparchment_d.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/blankparchment_d.tga: rgba(8,6,0,1) #08060000 8-bit Format: DXT3 models/darkmod/props/textures/boarhead_black_d.tga: none #00000000 8-bit Format: DXT3 models/darkmod/props/textures/boarhead_d.tga: none #00000000 8-bit Format: DXT3 models/darkmod/props/textures/boarhead_s.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/boat2_d.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/boat_d.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/boletus_d.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bones2.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bones3.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bones_d.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/book_cover1.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/book_cover1_s.tga: rgba(42,42,42,1) #2A2A2A00 1-bit Format: DXT1 models/darkmod/props/textures/book_cover2.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/book_open_blank.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/book_open_blank_ornate.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/book_red1.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/book_red2.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/book_red3.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/book_t1.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/book_t2.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/book_t3.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/book_t4.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bookrow1.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bookshelf1_d.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bookshelf1_old.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bookshelf2.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/boot_large.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/boot_large_s.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bowl01.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bp_d.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bp_s.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bracket_d.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bracket_s.tga: No alpha No alpha Format: DXT1 models/darkmod/architecture/windows/bricked_window_d.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/broadhead_d.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/broadhead_s.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/broomst_d.tga: rgba(255,255,255,1) #FFFFFF00 8-bit Format: DXT3 models/darkmod/props/textures/broomst_s.tga: No alpha 1-bit Format: DXT1 models/darkmod/props/textures/brown_rust_d.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/brush_d.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bucket_metal_d.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bucket_metal_s.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bucket_wood_d.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bucket_wooden_d.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/buckle01_d.tga: No alpha No alpha Format: DXT1 models/md5/vehicles/buggy/buggy.tga: No alpha No alpha Format: DXT1 models/md5/vehicles/buggy/buggy_d.tga: No alpha No alpha Format: DXT1 models/md5/vehicles/buggy/buggy_turret_d.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/burning_coals.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/burning_logs.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/burnt_coals.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/burnt_logs.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/burntw.tga: No alpha No alpha Format: DXT1 models/darkmod/nature/bush_sparse01.tga: rgba(255,255,255,1) #FFFFFF00 8-bit Format: DXT3 models/darkmod/nature/bush_sparse02.tga: rgba(255,255,255,1) #FFFFFF00 8-bit Format: DXT3 models/darkmod/props/textures/bwindow1.tga: No alpha No alpha Format: DXT1 models/darkmod/props/textures/bwindow1_s.tga: rgba(1,1,1,1) #01010100 1-bit Format: DXT1
  9. I'd like to better understand what you want. The design of dragging bodies is to hold frob (key down) to drag and release frob (key up) to let go. That way it's impossible to walk away while unintentionally dragging a body. Plus, it's quick to grab and move several body limbs in rapid succession. This is thought to provide a better experience, especially for new players. Towards the beginning of this thread, I created a "tdm_frobhold_drag_body_behavior" cvar. https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/&do=findComment&comment=487580 "tdm_frobhold_drag_body_behavior", default:"1" Which drag body behavior? 1 --- on frob key up, drop body (limb). 0 --- on second frob, drop body (limb), TDM v2.11 (and prior) behavior. That cvar was removed shortly afterwards, because it was said that it wasn't needed. With that cvar set to 0, a second frob would be required to let go of the body. Is that the behavior that you want? If so, I can add that cvar back. Also, I saw elsewhere that you want the ability to revert back to the old way. If you mean that all of the controls match TDM 2.11, that can be done with "tdm_frobhold_delay 0" and there will be a menu setting to disable it as well.
  10. Models are inserted as func_statics, so basically the same thing?
  11. Looking at the rats anims there is no anim turn so I guess that is not needed for making turns when following paths? (Can rats follow paths?): anim idle models/md5/chars/simple_animals/ratz/rat_idle2.md5anim anim idle2 models/md5/chars/simple_animals/ratz/rat_idle1.md5anim anim walk_blind models/md5/chars/simple_animals/ratz/rat_idle2.md5anim // grayman #2469 anim walk models/md5/chars/simple_animals/ratz/rat_walk.md5anim { frame 1 footstep frame 11 footstep } anim walk2 models/md5/chars/simple_animals/ratz/rat_scamper_01.md5anim { frame 1 footstep frame 11 footstep } //anim run models/md5/chars/simple_animals/ratz/rat_scamper_01.md5anim anim run models/md5/chars/simple_animals/ratz/rat_walk.md5anim { frame 1 footstep frame 11 footstep } anim search models/md5/chars/simple_animals/ratz/rat_walk.md5anim { frame 3 footstep frame 11 footstep } anim melee_attack1 models/md5/chars/simple_animals/ratz/rat_scamper_01.md5anim { frame 1 footstep frame 11 footstep } anim sight models/md5/chars/simple_animals/ratz/rat_idle1.md5anim { frame 2 sound_voice snd_sight } @datiswous Maybe with the half size aas and size the turning on paths works better?
  12. After a long time and a lot of delays, I'm extremely happy and relieved to announce the release date for my first map; Lords & Legacy, on Friday the 30th of August, 2013! Lords & Legacy v.2.1 Resume: Screenshots: http://imgur.com/a/Lj8UJ#0 Notes: Build time: 2013/03/30 - 2013/08/30 To install, simply put the .pk4 file in your fm folder and install from the in-game mission menu. It is a large mission with optional objectives, so make sure to save often. The ropes in the beginning have a 'slick' surface, to simulate being 'slack lines'. They are difficult, but once you get a hang of the slide they can be fun. A couple of the large areas can be a bit rough on performance, and can be improved by adjusting the LOD slider in video options. A few of visportals open only when you get close. This is to keep the frames smooth inside the respective building, due to early inexperienced design. If you find any bugs which affect the gameplay experience, then you're very welcome to post them here, but please use the spoiler tags. Big thanks to 'Obsttorte', 'Springheel', 'Greyman', 'Bikerdude', 'Sotha' and rest of 'The Dark Mod Team'for all the help, guides and tricks. Also thanks to the other TDM users who provided fantastic support and feedback during the build. Thank you for beta-testing: 'Bikerdude', 'TylerVocal', 'Simplen00b', 'nbohr1more', 'Briareos H.' Special thanks to: 'Danus', 'Dsx' & 'Stanleh' for testing, help and support. v.2.0.1 changelog: Bugs: -The "Master Thief" challenge was impossible to do for a while, due to incorrect values. Fixed. -Getting seen by "The Killer" now also fails the "Ghost" challenge. -The 3 cardplaying guards no longer float mid air, as their chairs are now nailed to the floor. -Fixed the sound of the furnace continuing after the flames were extinguished. -Fixed weird glittering on the power cables around the map. -Fixed some moonlight popping in and out. -Fixed openable windows in Commons, clipping into the frame. -Fixed a book dropping through a desk. -Fixed visportals closing too close in Lancel's Tower, slight hit on performance though. -Added more monsterclip to Service Tower and Robert's Tower's entrance. -Improved a few vis_portals with func_portals. -Replaced curbs in Slums and Commons with some more detailed versions and changed textures. And a lot more little unecessary tweaks. Gameplay: -Added new challenge: (Jack White) - Do not knock-out anyone. -Reduced the amount of starting gear, depending on difficulty. -Added cubemaps to most windows on the map. -Redid most func_statics in Commmons Quarter to reduce tris and increase performance. Draw count is still somewhat high. -Removed all transparent windows as they didn't have actual gameplay value, just a performance drain in exchange for glitchy visuals. -Lancel's safe can no longer be picked. Find the key! -Added a couple minor cosmetic details in the sewers. -Moved a coinpurse from a wealthy commoner's sleeping butt to his nightside table. Also adjusted his furniture so thieves can better move around. -Changed sounds for several doors across the map. Once again, a big thanks to 'Bikerdude' for taking the time help out and locate room for improvement! v.2.0 changelog: Bugs: -Fixed various textures and surfaces and a few minor tweaks. -Tweaked some sounds to be in line with TDM 2.0 changes. -Fixed 2 certain AIs being too sensitive rather than drunk. (Thanks to AluminumHaste!) -Tweaked LOD on some objects, to prevent windows "popping" in and out. Gameplay: -Added more monsterclip to the towers, so the AI can now run up and down stairs. Only the stairs in the small tower has issues still. -Added more monsterclip in the city so the guards can follow you up all stairs. -Added a few minor details. -Windows in the city now dims sound, resulting in less aggro from guards and more convincing soundscape. -Reduced 'draw calls' in all the large areas, increasing performance. The map is still heavy at certain areas. Another big thanks to 'Bikerdude' and 'Greyman', for taking time out of their own schedules to help optimize the map's draw count and other significant adjustements! v.1.0.3 changelog: Bugs: -Fixed 4 black chairs in one of the towers -Fixed a floating painting -Fixed several clipping objects v.1.0.2 changelog: Bugs: -Fixed zfighting in the library's bookshelves -Fixed a black window in one of the towers -Fixed several typos in readables Gameplay: v.1.0.1 changelog: Bugs: -Fixed an issue with the main objectives not being in "sync". -Fixed console spam from a script Gameplay: -Adjusted required loot for each difficulty from "3000, 4000 and 5000" to "2500, 3500 and 4500".
  13. Not to be a nag, but I was thinking about the columns problem. If you go to the view source tab in the wiki article: https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod&action=edit The raw table data is accessible directly: |- !align=left|{{TDM-FM|written|Written in Stone}} |Bikerdude, Amadeus, Dragofer |{{Forumlink|https://forums.thedarkmod.com/index.php?/topic/21265-written-in-stone-beta-210-only-20220128/}} |2022-01-28 |338 |Yes |Yes |CCC 22, Elixir |City Missions |Undead, Horror Themes |- Each pipe character represents one of the columns.
  14. 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. :-)

  15. One thing you could try, apart from taking the time to make new models to fit your intended style, is to make skins to replace the materials of the already-existing oil lamps.
  16. Ulysses 2: Protecting the Flock By Sotha The mission starts some time after the events of Ulysses: Genesis, and continues the story of Ulysses. It is a medium sized mission with a focus on stealthy assassinations and hostage liberation. BUILD TIME: 12/2014 - 05/2015 CREDITS The TDM Community is thanked for steady supply of excellent mapping advice. Thanks goes also to everyone contributing to TDM! Voice Actors: Goldwell (as Goubert and Ulysses), Goldwell's Girlfriend (as Alis) Betatesters: Airship Ballet, Ryan101. Special Thanks to: Springheel and Melan (for proofreading). Story: Read & listen it in game. Link: https://drive.google.com/file/d/0BwR0ORZU5sraRGduUWlVRmtsX3c/view?usp=sharing Other: Spoilers: When discussing, please use spoiler tags, like this: [spoiler] Hidden text. [/spoiler] Mirrors: Could someone put this on TDM ingame downloader? Thanks!
  17. Terrific! The beta test thread is up: https://forums.thedarkmod.com/index.php?/topic/22238-beta-testing-the-spider-and-the-finch/
  18. Keep in mind also that mission size, and complexity have increased dramatically since the beginning. For a lot of veteran mappers, it can take over a year to get a map made and released. The last dozen missions have for the most part been pretty massive, with new textures, sounds, scripts, models etc. We seem to be long past the point of people loading up the tools, and banging out a mission in a few weeks that's very barebones. We still do see some of those, but I noticed in the beta mapper forums and on Discord, that mappers seem to make these maps, but don't release them, and instead use the knowledge gained to make something even better. Could just be bias on my part scrolling through the forums and discord server though.
  19. @datiswous, made that correction fm_test.subs --> fm_conversations.subs @stgatilov, about srt naming and file location, would you be OK with the following edit? New/changed stuff in italics: srt command is followed by paths to a sound sample and its .srt file, typically with matching filenames. An .srt file is usually placed either with its sound file or in a "subtitles" folder. The .srt file format is described e.g. [1]. The file must be in engine-native encoding (internationalization is not supported yet anyway) and have no BOM mark. It contains a sequence of text messages to show during the sound sample, each with start and end timestamps within the sample's timeline. It is recommended to use common software to create .srt files for sound samples, instead of writing them manually. This way is more flexible but more complicated, and it is only necessary for long sounds, for instance sound sample of a briefing video. It's a simple enough standard that it can be shown as an short example, demonstrating that subtitle segments can have time gaps between them. And the example can show correct TDM usage, without requiring a trip off-site and picking through features that TDM doesn't support. Specifically, the example shows how to define two lines by direct entry, rather than using unsupported message location tags (X1, Y1, etc.). And skips other unavailable SRT font markups like italics, mentioned in the wikipedia description. The example would also show the TDM-specific path treatment. The example could be inserted before the sentence "It is recommended to use common software...."
  20. Welcome to the Dark Mod forums MarsManon! Thank you very much for the kind words about SLL, it's always nice to hear We all worked real hard on bringing Grayman's map to life and I'm glad you enjoyed it
  21. I was so enchanted by this FM, I had to sign up to the forums the same day I finished it to come thank the authors Genuinely, truly incredible work! I was so overwhelmed in places that I resorted to just shouting joy at my monitor two, three, maybe four entirely separate times while playing. Exploring, puzzling, finding something new, trying to use it, and finding it does a whole new, separate, wonderful thing! There aren't enough words inside me to describe the feeling. It was breathtaking. I don't have any specific feedback that hasn't come through this thread before Thanks so much for making this, for all the inspiration and ingenuity and effort it took. If I never play another level this good, in any other game, in my life, I'd be fine with that.
  22. edit June 1, 2010: I've moved this list from the internal forums. It's not really up to date, but has a lot of good reference pics and is still a decent list for those looking for something to model. There's also a wiki page: http://wiki.thedarkmod.com/index.php?title=Model_Wishlist#General_Idea_Wishlist The old list was getting outdated, so I've revised it here. We actually have a pretty good complement of prop models now, so it's starting to come down to, 'what would be neat to have', rather than what do we desperately need. Post special requests here. Articles in red are priority items that are needed asap. Update: There are NO red articles! We actually have all *necessary* models for a generic toolkit. At this point, further assets are things that are needed for specific maps or just things that would help round out the available models. Green articles indicate that models of that type already exist, but more versions are desirable--modelers should check to see what already exists to avoid duplication Articles in black are items that don't exist but have no special priority. (List is currently WIP) Kitchen & Food Items pastries http://www.privatecl...APPLE%20PIE.jpg http://mccutcheon.files.wordpress.com/2007...puff-pastry.jpg leg of meat http://img.alibaba.c...98/Lamb_Leg.jpg roast bird http://gorgeoustown.typepad.com/lex_culina...s/dsc038231.jpg pitchers http://www.istockphoto.com/file_closeup/?i...p;refnum=459153 http://owgd3.onewebgroup.net/Merchant2/gra...tavern/2903.jpg bowls http://www.sasscompa...1/MOA-90006.jpg http://www.sasscompa...1/MOA-90008.jpg http://images.surlatable.com/surlatable/im...il/549568v1.jpg wooden spoon http://www.crafty-ow...en-spoons-3.htm herb bundles http://static-p.arttoday.com/thw/thw13/PO/..._0939_0004_l__p http://www.countryliving.com/cm/countryliv...ARMF0507-de.jpg cauldron http://ourworld.compuserve.com/homepages/L...al/cauldron.gif http://www.outofthee...om/cauldron.jpg hanging hare http://z.about.com/d...rabbits_425.jpg
  23. I don't think it's this black and white. The process you describe is the technically correct way to do modelling, but TDM has a long history of mappers making models "on the fly" in DR using brushes and patches at a level of detail that may not seem out of place when seen together with TDM's other models, and without much of a technical difference compared to if that model had been made in Blender. I myself have made detailed ships (as seen in Perilous Refuge), quite a few furniture pieces (of which most are in core assets) as well as the stagecoach and lamp models back in 2016 (which are also in core assets). Usually I passed them through Blender for some touching up, but DR on its own can produce quite useable results. The main problem imo with using DR to make models is that it takes a lot of time, so it'd be very much adviseable to use skins or to use DR's model exporter to add new geometry to an existing model. For example for your good-looking new type of standing oil lamp, I'd just have drawn a glass patch around the top of an existing standing oil lamp and exported them both together as a new model. It can also get problematic if you try to add really small details, i.e. I remember shading issues when I tried to make small desk oil lamps where I sometimes had to drop down to a grid size of 0.125. Generally one should primarily use patches wherever reasonable, since as you say brushes don't have smooth shading. Performance-wise I have a feeling that leaving big complex models as brushes and patches without turning them into .lwo or .ase models using DR's exporter is disadvantageous, but I haven't confirmed that yet. @geegeeOne thing to consider is that your figure of 1.7 GB is probably in its uncompressed state, which isn't how you're going to distribute the mission, so I'd look at how much it weighs as a .zip. Map files and .ase models are text-based, so they compress really well - IIRC they'll be only 8% or so of the original size. I guess you also have .bak files and autosaves in your maps folder, maybe also a snapshots folder? The weight of the .proc and .map files themselves does seem abnormal. Have you converted your brush-and-patch remakes as models or left them as is? No, it's not known - a lot of models were added by a lot of people as many as 10 years ago, and our contribution tracking wasn't as robust back then. I myself have contributed i.e. the oil desk lamp and desk02/desk03 series and the miniature ship models.
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