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  1. 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. :-)

  2. Hello, I want to discuss DR's texture tool and the way Radiant handles texture mapping in this topic. The texture tool is a window (Ctrl+Alt+T) where you can fine tune how a given texture gets mapped on a brush's face. I have noticed that, oftentimes when selecting multiple sides of a brush, the unwrapped UV islands are placed way too far from each other. Not something you'd care about during regular mapping, but I think this is a problem in theory, which can become a problem in practice when exporting models from DR. This is actually my impetus for starting this thread, as I imported a DR model in Blender only to find its UV map being all over the place. Here is an example of what I consider problematic. You can see that the face I've selected, behind the Surface Inspector, is already in the negative quadrant of the UV coord grid. Yet the surface inspector shows both horiz. and vert. shift to be at 0. Moreover, if I start changing those values with the arrow keys, the shifts will go up to 255 and then wrap back to zero, while the UV map will continue to scroll through the UV grid infinitely, instead of looping back to where it was. Couple this with the arcane way in which the Paste Shader commands work, and you have situations where two brush faces might look aligned in 3D but have their UV maps be thousands of units apart in 2D. Is there an explanation for why this works the way it does? Any way to make it better? Obviously, I'm not asking for DR to magically clamp all UV maps to the 0-1 UV space or unwrap brushes' sides like a modelling app would. It does, however, seem weird why there'd no apparent anchor for mapping faces to the UV space and they keep straying from the origin constantly.
  3. So on one small map I have spent 28+ man hours, I wonder how much time I spent on Behind Closed Doors... (as I don't remember seeing this feature on previous versions of DR)
  4. Ok, might as well make a personal thread instead of keeping on posting related questions all over the place. Starting with a simple one: Made this bench yesterday night, and even though I have created some simple normal map conversions for previous tests already, Im yet to make a proper one for a texture I painted by hand like this one. Since Im unable to test them in game for the moment, what would you guys suggest for a very subtle, matte finish for an unpolished granite texture? The thing about some of the existing models is that the bump maps are a bit big in proportion to objects; also, the grain here should scarcely be visible, more like a "rough", sanded surface rather than polished areas filled with small holes.
  5. TL;DR use evrouter I recently decided to try to get some of the extra buttons on my mouse to do various darkmod actions in linux (Fedora 28). Darkmod does not notice them when you try to make a shortcut within the game. I initially tried xbindkeys and xautomation (xte). This worked in the terminal but not in fullscreen (presumadly, xbindkeys needs a window focus), so I tried evrouter which does work. 1. add your userid to the "input" group to read the appropriate event device files in /dev/input/by-id/* # gpasswd -a userid input In my case I needed these two device files to notice all buttons: /dev/input/by-id/usb-Logitech_G300s_Optical_Gaming_Mouse-event-mouse /dev/input/by-id/usb-Logitech_G300s_Optical_Gaming_Mouse-if01-event-kbd 2. use evrouter to show you the button press/event it sees when you press your mouse button: $ evrouter --dump /dev/input/by-id/* there will be a line that says "fill this in". place this line in ~/.evrouterrc and replace the "fill this in" with the appropriate key syntax... I have "g" mapped to zoom scope so that is "XKey/g". e.g. "Logitech G300s Optical Gaming Mouse" "/dev/input/by-id/usb-Logitech_G300s_Optical_Gaming_Mouse-event-mouse" none key/275 "XKey/g" add any other buttons/events as wanted to .evrouterrc 3. run evrouter on the appropriate dev files. e.g. $ evrouter /dev/input/by-id/usb-Logitech_G300s_Optical_Gaming_Mouse-event-mouse /dev/input/by-id/usb-Logitech_G300s_Optical_Gaming_Mouse-if01-event-kbd 4. play darkmod with extra button support 5. profit
    1. Tarhiel

      Tarhiel

      Awesome, congratulations!!! :o

    2. Bikerdude

      Bikerdude

      Yup, all the remianing bugs were ironed out, so it nigh on perfect now.

    3. AluminumHaste

      AluminumHaste

      version 2.1 is now uploaded to mirrors ready to download.

  6. Hi guys, through the "cheats" topic I got the idea, that it would be quite useful, if there were tags for missions (the post was about removing the killing restriction in some missions to suit the prefered play style). I don't know how easy or difficult this is, but with them, it would be quite convenient to pick missions with playstyles, environment, etc one does want to use. This could also be expanded to other mission properties. I remember a discussion about climbable drains, handles on doors, that cannot be picked and other things the map author chooses for himself. That way these things would be clearer and as I said before, it is easier to choose missions with playstyles that suit oneself. What do think?
  7. Just for general information... If any mapper would like to use any of my mapping stuff (modules, geometry, etc) please feel free to use them! Just be sure to mention in your mission credits you use stuff made by me. Thanks and be my guest!

    1. Show previous comments  3 more
    2. grayman

      grayman

      Most excellent! Thx!

    3. demagogue
    4. Petike the Taffer

      Petike the Taffer

      Kiitos indeed. :-) And credit where credit is due, literally !

  8. can somebody fix the mainpage of our site? http://forums.thedarkmod.com/topic/19469-new-layout-error/

    1. nbohr1more
    2. Springheel

      Springheel

      It's under construction at the moment.

       

  9. Experimenting with TDM on Steam Link on Android. see topic http://forums.thedarkmod.com/topic/19432-tdm-on-steam-link-for-android/

    1. freyk

      freyk

      Did the TDM team removed D3's internal Joypad feature? (tdm works only with systemkey binders for joysicks)

    2. freyk

      freyk

      Thanks to shadrach, i got my joypad working in TDM on steam link!

  10. I've decided to check out mapping for The Dark Mod. I did some poking around in Doom 3 back when it came out and I also created 90% of this map in the source engine Hammer editor for l4d2. I've just started on Springheel's videos and thought, while I watch, I should post some questions. Description: The map will be a medium-ish sized house with yard space. Manor mission with no external facading. All sides traversable. Multiple enterable windows and doors. Good amount of foliage and terrain contours. Takes place in the woods. Just a range of yard area around the house. Invisible wall boundary with some trees/foliage beyond. Perhaps fogging to fade/hide world end? Low to very lower ambient light level. Questions: Does this seem feasible from a performance standpoint? How is bumpy terrain created? Manually distorting tesselated planes? Can I group map components under a name and then hide them from 2d viewports? If not, how do mappers deal with the convoluted viewports after the detail builds up. This was a huge annoyance in Hammer.
  11. Did a great find today: Quake 4 mods for dummies. Now online readable. http://forums.thedarkmod.com/topic/5576-book-quake-4-mods-for-dummies/?p=412644

    1. Obsttorte
    2. Bikerdude

      Bikerdude

      He changed ita long while back, it was so he was using the same name as he uses on other forums.

  12. That moment you log into TDM forums and suddenly feel nostalgic...

    1. Sotha

      Sotha

      Protip: if you never log off and stay for ever, there is no nostalgia when you visit.

    2. Melan

      Melan

      Welcome back!

    3. RPGista

      RPGista

      Haha yeah, I feel like that from time to time. Good to see you around.

  13. Mapping while listening to Sothas soothing voice with his lovely finnish accent, explaining how awesome modular building techniques are :)

    1. Show previous comments  5 more
    2. Sotha

      Sotha

      Please do! TDM accent-o-galore, for great justice!

       

      Serves them native english speakers right... :D

    3. DeTeEff

      DeTeEff

      Not gonna happen with mapping, but I might stream some TDM missions and use a phat swedish accent, littered with finnish curse words though! ;)

    4. Sotha

      Sotha

      I look forward to it! ;) For that purpose, I should make you a special mission full of unfair insta-kill traps, teleporting flaming (area damage effect) revenants, deadly jumping puzzles and a save functions disabled. "Pärkkele, finne!" ;)

  14. Been away for some time again and thought some mapping would be nice; Question from a modelling noob: Is it possible/an easy/quick task to select a bunch of models/func_statics in DR, export them to an external modelling software like Blender and then save it as one model and put it back to DR? This of course to save entities.

    1. Show previous comments  2 more
    2. Obsttorte

      Obsttorte

      You can export brush and patchwork using the DR ASE exporter. But you can't combine worldspawn and models.

    3. DeTeEff

      DeTeEff

      Okay, but is it an easy task to (in Blender) to import the same model, say several bottles and then arrange them to look like a bunch of bottles, on the same z-plane and then save it as a unique model? Instead of using up several entities in DR...

    4. Epifire

      Epifire

      Yeah, you can totally do that with Blender easily. Though it can be slightly problematic to get smoothing right on a prop with a lot of hard edges. I've found you really just have to split edges manually for it to translate over correctly. Which can be kinda a pain if you don't use Blender often.

    1. demagogue
    2. jaxa

      jaxa

      I've found it difficult to find where TDM is listed as #1 on Greenlight. This page ( https://steamcommunity.com/greenlight/ ) has no ranked listing. This one ( https://steamcommunity.com/sharedfiles/filedetails/?id=858048394 ) has no visible rank or stats page. Is it my script blocker?

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