Jump to content
The Dark Mod Forums

Search the Community

Showing results for '/tags/forums/model/'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. I've noticed that if I use the model scaler on any type of model (ase or lwo), as soon as the map is saved, it loses its material. In other words, all I see is the 'shader not found' texture. Is this a known bug? Is there supposed to be an mtl file? edit: I just found the model export option in preferences. It turns out it's only a problem with the obj format, not ase or lwo.
    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?

  2. Yes, it does. Which makes it interesting that you yourself explicitly said that it's interesting nobody had complained here on the official forums: I did, which is why it stood out to me so much that even though you yourself had personally been involved you would reply claiming nobody had complained here on the official forums. I'm not colorblind at all. Does that make people pointing out that almost no modern games have proper colorblindness support hyperbole? Just because it doesn't affect you, or you choose not to pay attention to the discussion of something, doesn't make it hyperbole. Pick pretty much any modern FPS and you will find plenty of discussion about the near universal disregard for FOV and camera movement as accessibility issues. Denigrating those as hyperbole because you personally don't feel the affects is as bad of a look as demeaning people who bring up the importance of valid allergen warnings like gluten or colorblindness and deafness support.
  3. I've opened a ticket to ask for .obj model render support to be added to DR so this can catch on better. Support for a universal model format is very significant when obtaining models from online repositories. I'm not sure - the ideal would be if models automatically switched to LOD versions if any are available, and if the stages are in the same file this would be easier to achieve. But I think it's still going to require entityDefs with hand-calibrated distance values. Could still be convenient, the same way how having the shadowmesh and collisionmesh in the same model file is more convenient than having a _cm file somewhere nearby.
  4. Ignoring is somewhat inadequate as you still see other members engaging in a discussion with the problematic user, and as Wellingtoncrab says such discussions displace all other content within that channel. Moderation is also imperfect as being unpleasant to engage with is not in itself banworthy, so there is nothing more to do if such people return to their old behaviour after a moderator had a talk with them, except live with it or move away. I'd be more willing to deal with it if it felt like there were more on-topic discussion, i.e. thoughts about recently played fan missions or mappers showcasing their progress, rather than a stream of consciousness about a meta topic that may or not have to do with TDM. I guess the forums already serve the desired purpose, or they just compartmentalise discussions better.
  5. @Springheel I think you made this model?, could I make a request please - unattchedand the chain on its ownThis will allow mappers to then use it in rooms made with your indoor module set. thanks biker
  6. wow thats even older than my sandy still amazing what you can pull out of those oldies. one of the reasons they performed so well (comparatively) caused a security risk though (spectre / meltdown ughhh) hence why the prediction model was scrapped in later offerings, even my 8 gen is afflicted by this turning off the meltdown / spectre security measures does affect them speedwise (some quite a lot) i dont think i ever been hacked through it though it is rather hard to detect intrusions on hardware level so who knows . does not affect my current cpu that much but my old sandy got slaugtered performance wise.
  7. I think it is a good idea! Our ingame mission downloader and mission view has long been subject of multiple improvement suggestions. Due to the sheer mass of missions that have been released in the last 15 years, things got really cluttered and especially newcomers will have a hard time finding what they want. However, improving the ingame guis is quite a task, so a web-based application might really suit this scenario well. Maybe we could even add a linke to it from our ingame menus, so user can access it quicker. Some more things to think about Would users be able to add custom tags and downvote / upvote certain tags, much like the system of Steam? This would also allow to add tags like "beautiful", or "difficult". Actually, the more users can contribute to this system, the better, because it will be automatically maintained then. The browser should also contain a flag for whether the FM belongs to a connected series of FMs or not and have the capability to go to the previous or next FM in that series. There should also be a flag for fully fledges campaigns. Some might like a flag whether or not an FM is "ghostable".
  8. well here it is :) might look unassuming but this puppy is driven by a 16 core xeon hehe. and yes thats a 1kw PSU probably overkill but the old R9 290X is a powerhog so better safe than you know... the CPU cooler is a dark rock slim despite its small footprint it cools astonishingly well. the old gfx card handles HZD with no problem using the latest nimez drivers starfield is a nogo though it does start but crashes instantly when in game guess they still need to iron out some bugs cause it also crashes with my 1080ti though i can usually play for atleast an hour or more before it happens. GFX card will be replaced next but i need to find a model with a lower profile than most because of the fan assembly at the top, the cabby is simply to slim for huge GFX cards if you want the fan also and you do... the cabby only has 3 fans and they are not the most efficient at moving air (probably going to replace them with some high pressure models). and you might need to build up some muscle if you wanna steal it (it weighs 30 kg) hehe.
  9. I feel like this should be pretty straightforward, and I'm pretty sure I've even explained how to do it to someone else a while ago, but for the life of me I can't remember or find the method for doing so: I have a model that is essentially an electrical effect. I'd like to trigger its visibility on and off. I thought we used to have a func_hide, but I can't find one. Anyone remember how you trigger something to hide?
  10. VA would be a great panel tech for dark games like The Dark Mod as well, if there wouldn't be the drawback of the slow pixel reaction times, especially in dark scenes (which leads to ugly smearing with moving objects). Unfortunately, it is not even guaranteed with more premium models, as far as I've always read. The only decent monitor in that regard that I've seen is the Samsung Odyssey G7. It's curved though, and that's another issue with VA monitors: They're mostly curved. Again, I think, for now, IPS is the best compromise, if you can get a panel with good contrast ratio, and happen to be lucky with a low amount of IPS glow in your specific model. I also think IPS is the most versatile, because, apart from being decent for gaming, it's also good for image or video editing, if you get one with good colour space coverage. For the future, OLED is surely the way to go, if they go for a cheaper price. That said, burn in still seems to be an issue with OLEDs. As @Xolvix wrote, all panel techs have their pros and cons.
  11. A couple of things, and apologies if these options exist and I haven't managed to find them: It looks like the VCS integration doesn't support SSH? If not, would that be possible to add? I used to prefer the Maya/Max/Lightwave emulation colour theme, but found I kept 'losing' the white mouse pointer against the white background. I have 3 monitors and a really fast mouse pointer speed so dumb as it sounds it happens quite easily. Anyways, an option to change the mouse pointer colour would be good. I've switched to Super Mal which has sorted me out and may just keep that, but thought I'd mention it anyways. An option to be able to set the degrees on the rotation commands. I know you can use arbitrary transformation, but on a map with a lot of say, 45 degree surfaces it's a pain. For example, if I press 'Z-axis rotate' it will rotate 45 degrees instead of 90. Maybe a global setting? When you have applied a search filter to the 'choose model' dialogue, it doesn't get automatically cleared. This is a bit annoying when you go to use it subsequently, especially if you have a model selected and click 'choose model' from the Entity tab because you want to change the model to a similar one that is adjacent to the current one in the list. The model dialogue opens up and because the filter is active, you need to clear it first, then either search again for the current model or close/re-open the model chooser. TLDR: if the search filter got automatically cleared when you closed the dialogue that would be nice.
  12. Hey, Every time I've try to use the Full Editor when PM'ing someone, and every single time I get an error. Whoever is in charge of the forum, is it possible that this could be fixed? Thanks Neon
  13. time to let go of my old trusty x79... im selling it with 32 gb kingston ram 3930K cpu (6 core HT unlocked) and ofc the cooler a noctua NH-UP15 (massive air cooler). the board is an asus x79 deluxe with wifi/bluetooth it can boot from an nvme if you use a pcie raiser (bios supports nvme), the board supports quad sli but one must be carefull due to the spacing between the cards (not possible with dual slot gfx cards) best bet is dual sli / crossfire due to the gfx cards taking 32 of the 40 avaliable pcie lanes. runs quite well with a 1080ti but higher than that might bottleneck this old geezer unless you overclock it which it does rather well :) got to 5.2 ghz stable without raising the vcore (3.2 ghz stock on the 3930k so 2 ghz overclock omg...) make sure you have a well ventilated cabby though as it gets rather hot at these speeds . could probably go even higher but then you would need ln2 cooling. the board can handle 128 gb ram so plenty of room for more. if you want the most out of this board yank a xeon 1680 v2 in it :) this is basically the I7 4960x extreme with two extra cores and unlocked to so can be overclocked -> 8 cores 16 threads with HT, the clock is a little lower than the 4960x but reports indicate it overclocks just as well as the 4960x. one warning though it does not run well with a sapphire RX 5700XT gfx card not really sure why but atleast it only seems to hate the sapphire models of this card, other models should run fine from what i heard but the sapphire model crashes this board.
  14. Using DarkRadiant to plan model houses for Malifaux...

  15. I don't recall a system for noise masking. It sounds like it'd be a good idea, but when you get into the details you realize it'd be complicated to implement. It's not only noise that that goes into it, I think. E.g., a high register can cut through even a loud but low register rumble. And it's not like the .wav file even has data on the register of what it's playing. So either you have to add meta-data (which is insane), or you have to have a system to literally check pitch on the .wav data and paramaterize it in time to know when it's going to cut through what other parameters from other sounds. For that matter, it doesn't even have the data on the loudness either, so you'd have to get that off the file too and time the peaks with the "simultaneous" moment at arbitrary places in every other sound file correctly. And then position is going to matter independently for each AI. So it's not like you can have one computation that works the same for all AI. You'd have to compute the masking level for each one, and then you get into the expense you're mentioning. I know there was a long discussion about it in the internal forums, and probably on the public subforums too, but it's been so long ago now I can't even remember the gist of them. Anyway the main issue is I don't know if you'll find a champion that wants to work on it. But if you're really curious to see how it might work, you could always try your hand at coding & implementing it. Nothing beats a good demo to test an idea in action. And there's no better way to learn how to code than a little project like that. I always encourage people to try to implement an idea they have, whether or not it may be a good idea, just because it shows the power of an open source game. We fans can try anything we want and see if it works!
  16. Learning and experimenting with LOD spawnargs for meshes. Even one LOD model and e.g. turning off shadows for LOD stage 2 can really make a difference when it comes to scene complexity. I love it!

    1. Epifire

      Epifire

      I really ought to look into LODs for my shadow casters as well. Probably would help optimize the outdoor scene I'm doing right now.

    2. Springheel

      Springheel

      Absolutely. LOD is extremely powerful, especially for people who can make their own models.

       

  17. No. The Aeden's staff optional objective is the hardest of the game. To point out directions here, though, is getting into an area of heavy-duty spoilers ... so I'm constrained in my response just as I was constrained in my responses to the "endless keyhunt" complaints because to show the rather simple direction would be a huge spoiler. So I had to bite my tongue and take it. Aeden's staff is different, though - harder. I've never tried a no-KO ghost playthrough. Because I'm clumsy and have slow reflexes. I think it might be possible to do a stealth no-alerts playthrough. Are you allowed to KO? I think I've gotten the staff a few times in my playthroughs without alerting the builders in that room. The only switchable lights in the FM are table lamps. The cylindrical style wall lamps aren't extinguishable. The other fire and gas wall lamps are extinguished by water. In the Ox all waiters and commoners in the common room and outside are friendlies - except for the waitress in the upper lounge which is filled with enemies. You need water arrows. Moss arrows. Rope arrows. I've never used a gas arrow in a playthrough of the FM but one would make things easier, for sure. I'm going to replay the area and check through the locations that you mentioned - the loop etc. - then if it's OK with you I'll PM you with some info, tho' I'll ask you if you want the info first. So's not to spoil it for others who get that far in the game (few and far between!). I find it almost impossible not to click the "reveal spoiler" tags and read the info ... and, y'know, spoilers do spoil the real deal.
×
×
  • Create New...