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  1. I tried that. Unfortunately, removing [inverse]vertexColor from one or both of the bump stages makes no difference. Right, we do the same in DR — read them one by one, then assemble them into "triplets" of diffuse/bump/specular maps so the shader can process all three at once. My guess is that the vertex colours are not being passed through to the part of the shader which deals with the normal mapping, so the last normal map is being treated as the one and only normal map. If there are no objections, I can commit my red/blue example into the maps/test/dr directory. The 256x256 normal maps are only 87K and being RGTC/BC5 they also exercise another part of the shader which can easily get broken (at least in DR).
  2. Strange. Just restarted the game and loaded from my last save and... they work now! Perhaps restarting was the answer all along. I probably should've tested that before running to the forums - sorry about that!
  3. with raytracing and AI becomming more prevalent things look dire for the old card users unless ofc. they dont give a damn and only play older titles . truth be told a fully (true) raytraced engine would murder even the greatest gfx card out there thats why we dont see stuff like that and probably newer will (luckily). thats not to say it wont become hurtfull for those who still use pre RTX and FSR cards, tbh even some gen 1 and 2 of those struggle with titles like alan wake 2 and the latest cyberpunk titles if settings are turned up above low. some bandaids like the DLSS to FSR3 framegen mod allows owners of previous nvidia RTX cards to push the envelope a bit so that for example alan wake 2 runs at <> 60 fps but you better have a top card like the 2080 ti to even attempt 4k in said title. the rtx 3070 also runs it pretty well but in 4k the latency becomes noticeable because it lacks vram. theres a paid mod that also allows framegen for pre RTX cards like the 1080 ti but with alan wake 2 i would not recommend playing above 1080/1440 resolutions if you intend to keep it at playable fps. even the 2080 ti is gimped when the detail levels go into omg... land but it atleast handles it with some grace with semi good detail settings (yeah i have all 3 cards mentioned).
  4. There are two ways to override cvars in a mission: mission.cfg file can set non-archived cvars (starting with 2.12). sys.setcvar in game script can override cvars (starting with 2.13 / dev17044-10746). Of course, there has never been any effort to classify cvars into public and private, no thinking of backwards compatibility of relying on cvars, etc. So overriding cvars should be considered a last resort feature. mission.cfg allows to statically override cvars on FM level. The change takes effect during all missions in a campaign and all briefings/debriefings/menus. However, you cannot adjust cvar value during gameplay, so only one constant literal value can be set. The implementation is simple: mission.cfg file is executed from your mission when TDM engine starts all non-archived cvars are reset to their defaults when TDM engine restarts (due to FM change) sys.setcvar allows to override cvars on gameplay level. These overrides behave like the variables in game scripts, i.e. they are saved/restored to savefile and reset on game start/end. You can adjust the same cvar several times with different values, and savefile will capture the override that is currently active. The minor downside is that these overrides automatically don't carry over between missions in campaign, and they cannot work in briefings/debriefings/menus. Note that sys.setcvar has been available for a long time already, but previously it had different meaning. Previously it set the cvar as if the player set it himself. So the values stuck between restarts, missions, FMs (even saved to darkmod.cfg for archived cvar). Now it always sets the "mission override" for cvar. You can test cvar mission overrides manually using two new console commands: setm {cvarname} {newvalue} --- set mission override for the cvar with given value unsetm {cvarname} --- drop mission override for the cvar It is not perfectly obvious what should happen if mission-overridden cvar is changed by user. Right now the main value of cvar is changed and mission override is broken/erased in this case. So be wary that user can mess with your overrides just like you can mess with his cvars.
  5. My apologies, @STiFU. I am working on a prototype (mod) that will soon see the light. It isn't about one parameter but about all elements working together, as you well know. You can't see what I see and it is unfair that you base your responses on my comments alone. We will soon be able to compare models and carry on with the discussion in fair conditions.
  6. You're asking a pretty tough question here and it's more about game-play aesthetics than a technical issue. I would humbly offer that my favorite room sizing is in Sir Talbot's Collateral but I also enjoyed the spacing in Seeking Lady Leicester so there may not be a hard \ fast rule here. Mostly just need to have enough patrols to make the place challenging but have fair escape points that can be accessed with careful maneuvering. I especially enjoy escaping into the ceilings ( Sir Talbot's ) pipe climbs and nooks are also cool.
  7. So why would this feature not work on a 32bit TDM version? I only noticed that it still works on door that don't have a keyhole at all :)! Also what happens if you peek through a keyhole into the void, in case the mission creator didn't add something behind a door.
  8. Any tips for managing space efficiently when mapping? Although I'm proud of my first FM, its interior spaces were admittedly too open for their own good. I'm working on my submission for the 15th anniversary contest and making extensive use of AI models and measuring tools for scale, but I'm still uncertain as to what the ideal, comfortable amount of open floor space is in a room.
  9. I've already noticed an area inaccessible save by clipping into it.
  10. So I just downloaded and started this and I'm not very far into it yet. But so far this is gorgeous and amazingly well done. Like "I could live in this place." well done. Great job!
  11. Thank you, that sounds amazing! If it works well and fits in I presume we may see this make it into vanilla? Feel free to share a video in the meantime, curious to see it in action
  12. I'd say it goes into the first case.
  13. I've got into Jerry's Jewels, but the two display cabinets are unfrobbable and unbreakable, and I can't find a switch in the shop which might open them. Have I missed something? Or is this a bug? Or a joke (a jewelry shop with nothing to steal)?
  14. Just use 32bit binaries+Large Address Aware flag! /LARGEADDRESSAWARE (Handle Large Addresses) | Microsoft Learn Large Address Aware | TechPowerUp Forums
  15. Darkmod.cfg yea i'm on 2.12. i remembered to turn off soft shadows too and it seemed to help in some smaller areas thus far. not sure if it's just the scale of things as i venture into the next outdoor area
  16. Because it's super useful not having to browse through the whole thread, and probably not even finding what you're looking for, because people put it in spoiler tags, which are excluded from the search. You don't have to click on the spoiler tag in the original post.
  17. Basically someone always asks. We're all grownups here and it's in spoiler tags so...
  18. Another issue is that in Always On mode the helper turns into a static crosshair and it no longer helps detect frobs. Let's mod the Frob Helper.
  19. I tried to upscale the TDM logo video. First try:

    You can test it ingame by making a copy of the core tdm_gui.mtr and place it in your-tdm-root/materials/ , then edit line 249 of that file into the location where you placed the new briefing.mp4 file.

    What I did was I extracted all the image files, then used Upscayl to upscale the images using General photo (Real-Esrgan) upscale setting and then turn it back into a video.

    I might have to crop it a bit, the logo looks smaller on screen (or maybe it's actually better this way?). My video editor turned it into a 16:9 video, which I think overal looks better than 1:1 video of original.

  20. I hope that is not the new TDM version. https://forums.thedarkmod.com/index.php?/topic/20784-render-bug-large-black-box-occluding-screen/
  21. I wasn't aware that you changed the whistle so I am probably using an old version which I like pretty much. I just renamed the internals in the vain hope that our mods can be mixed that way, but there are too many other overlapping definitions. P.S.: I looked closer into it and it seems there was only one other overlap which I fixed by renaming, so now the patch and your modpack can be merged with each other ! As you use x_ as prefix your features will override mine though ...
  22. So path_follow_actor actually DOES work if you want it to follow the player. You just need to target the player entity dynamically in game. It doesn't work if you target the player_start entity. I can't remember if that's what people were doing (or even if that's what I was doing), but that won't work because the player_start entity and the player entity aren't the same thing. You can use a atdm:target_changetarget entity to do this, or a script: $path_follow_actor_1.addTarget($player1); Both can just be triggered by another path node, a atdm:target_callscriptfunction, whatever. Also you need to add the player target to the path_follow_actor node BEFORE the AI gets to it. If the target gets added after the AI reaches that node, it won't work. Video where the AI hits a node that triggers a atdm:target_changetarget entity: https://drive.proton.me/urls/A3DJW5EYFM#0WgYnCVOU6nv test map attached as well. EDIT: I have no idea why just manually setting 'target' 'player1' on the path_follow_actor node in DR doesn't work. I'll try to look into this. UPDATE: It appears the the player1 entity simply isn't there during initialization when the path_follow_actor's targets are evaluated. As a result, the 'actor' is null and the node does nothing. I didn't mention it before, but when I used the script method I just stuck in the map script's main function like so, and this works too: void main() { sys.waitFrame(); $path_follow_actor_1.addTarget($player1); } UPDATE 2: Wiki updated: https://wiki.thedarkmod.com/index.php?title=Path_Nodes#path_follow_actor path.map
  23. Will this be included into the core game and if not, may I use it in my Unofficial Patch until it is?
  24. For free ambience tracks it's as Freky said: you look around on the internet for tracks with the appropriate license to be included in your FM. Fortunately, you likely don't even need to bother doing this as a beginner as there's an entire "Music & SFX" section of the forums full of good ambient tracks for you to use if the stock tracks do not meet your fancy. You might also be interested in Orbweaver's "Dark Ambients", which come with a sndshd file already written for you.
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