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  1. I dom't use it, i found it here with the filter set to OpenSource. the TOS and PP isn't excluding for an OpenSource app, if they use ads mean that they also need to pay an server for this online service. OpenSource is not synonymous with free either, perhaps after the beta phase it is no longer free, so perhaps you can take advantage of the fact that it is still free to create a series of textures that can be used or search another one in Futuretools. AI generated textures and assets, by definition, don't have any copyright, so you can use them as you want. https://www.futuretools.io/?pricing-model=free|open-source&tags-n5zn=gaming
  2. heh come to think of it i also owned an old hp workstation tower model that was an absolute nightmare to upgrade too. this model had rambus memory modules and some horrid onboard gfx card which i couldnt even upgrade with an agp model since the board only had PCI slots it came with windows 2000 server installed but i found out it also ran win98 so i retrofitted it as a monster retro computer with dual voodoo2 cards since those were quite a lot faster than the onboard card. damn thing sounded like a jetplane because the rambus memory got insanely hot hehe. the memory modules were also rather pricey but i managed to get about 16 gb slammed in there and still it was slow as molasses sigh. i sold it to some guy who just liked that it was uniq for a pittance. the 16 gb ram was not even needed for a win9x pc since it could only use about 3 gb's but it still ran win2k at the time i installed them so i left them in.
  3. oh aye that was allways one major problem with prebuilts from those lineups, atleast it is not an old ibm where even the cards where non standard atleast a few of the hp line does take an ordinary PSU but it seems that model is a workstation and uses a pretty non standard PSU so delegating it to development only would indeed be a good idea as an upgrade is pretty hard to come by. i did dig this one up though and it should fit -> Partnumber 913290-001 Description GNRC, PSU 500W, 90% EFF,800 TWR sadly thats about the largest one for that model but should be enough to drive a 1080 ti as that is what the special elitedesk 800 this PSU is from was fitted with. the board is pretty much the same. you can order it here if you want https://parts.hp.com/hpparts/Default.aspx?mscssid= just enter the part number.
  4. There's at least one thing I felt I need to ask about: I keep seeing this and it's making me think even conventional AA must be broken sometimes. In any case it's clearly not doing its job right at the moment. I enabled 4x MSAA just to alternate. As can be seen on most objects, it usually works as you'd expect. But then why do I get such sharp edges only on the newspaper? It's not an alpha texture, the model is fully opaque and this is its geometry edge... it should this be subject to AA as anything else, yet it doesn't seem to be affected and still looks jagged. I see this effect on bright lamps sometimes. I didn't report it as I presumed it's a high-res alpha channel which I know current AA can't address. But this clearly isn't the case so now I'm curious what's happening? Edit: The forum insists on scaling the image to a lower resolution so here is the full res.
  5. yeah the earlier intel integrated gfx chipsets were pretty bad for gaming on the skylake as such is an excellent gaming cpu but not using the integrated gfx. even a secondhand 970 gtx would give a major improvement despite being several generations behind the current gfx card lineups. for the moment its maybe better to use the ryzen model for gaming while delegating the skylake to development ?.
  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. was just a fun little project i got going after amassing an awfull lot of hardware over the years. so i thought to myself why not build something rather OP in a case that is from around the core2 / pentium days hehe. at the start i just went with what i had avaliable which was either an old asus x79 deluxe with a 3930k / 1680 v2 xeon cpu or an asrock z97 extreme6, well the old asus board wented to much heat when stressed so i tried out my asrock board and that went surprisingly well with the 4790k devils canyon, then my chums PC went boom and i gave him the asrock board plus cpu so he could atleast game a bit and surprisingly it turned out that even for an old model it still had plenty of power for his RX 5700 XT gfx card and was rock stable in every game he had. so i was one board short and got a nice deal on an asus strix gaming x99 with an 8 core xeon and 32 gb of ram, the xeon ran surprisingly well depite being a more workstation oriented CPU gaming was fine on it. so i started to look around for some secondhand xeons and got hold of a 16 core model with hyperthreading so 32 threads all in all. it had a rather low clock speed of 2.4 ghz but im yet to see it choke on workloads and the turbo goes to 3.2 ghz on it when needed and does not get all that hot. only gfx cards i had laying around was an R9 290X or a 970 GTX both are pretty equal speedwise the R9 uses a lot more power though so the 970 would have been optimal sadly the 970 (asus strix) has a rather large cooling pipe sticking out at the top which makes mounting the side fan a problem (no space left) so i had to go with the R9. at some point ill probably try to get a 2080 ti for my main PC and the other one can get my current 1080 ti which is comparatively small compared to either of the old cards.
  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. Hello TDM-ers. I am encountering an issue where textures seem to partially disappear. I tried searching the forums, but, I don't know what to search for. The missing textures are a worldspawn brush acting as a roof with {for now} flat iron texture. There are other worldspawn brushes right below to create an attic ceiling with roof framework board texture. These gaps appeared a few edits ago. I can't "undo" to get back before whatever edit did this. The gaps are only visible during play and are not visible during editing. Closing and reopening DR and TDM do not fix anything. Some of the brushes overlap in areas behind the play area but I have never seen an issue doing that. The attached image has the effect I am now seeing. Ideas on where to start debugging this? Very much appreciated. Clint
  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. Awesome! Post is up! https://forums.thedarkmod.com/index.php?/topic/22200-beta-testing-the-house-of-delisle/#comment-487365 Thanks!
  12. Complaint From Players The player must pick up candles before extinguishing them, and then the player must remember to drop the candle. The player must drag a body before shouldering it (picking it up), and the player must remember to frob again to stop dragging the body. The player finds this annoying or easy to make mistakes. For players who ghost, some of them have the goal of returning objects back to their original positions. With the current "pick up, use item, and drop" system, the item might not return easily or at all to its original position. For example, a candlestick might bounce off its holder. (See player quotes at the bottom.) Bug Tracker https://bugs.thedarkmod.com/view.php?id=6316 Problems to Solve How can the "pick up" step be eliminated so that the player can directly use or interact with the item where it is in the game world? How can so much key pressing and mouse clicking be eliminated when the player wants to directly use an item? How can candles be extinguished and lanterns toggled off/on without first picking them up? How can bodies be shouldered without first dragging them? Solution Design Goals Make TDM easier for new players while also improving it for longtime players. Reduce tedious steps for common frob interactions. Make it intuitive so that menu settings are unnecessary. Do not introduce bugs or break the game. Terms frob -- the frob button action happens instantly. hold frob -- the frob button is held for 200ms before the action happens. (This can be changed via cvar: 200ms by default.) Proposed Solution Note: Some issues have been struckthrough to show changes since the patch has been updated. Change how frobbing works for bodies, candles, and lanterns. For bodies: Frob to shoulder (pick up) a body. Second frob to drop shouldered body, while allowing frob on doors, switches, etc. Hold frob (key down) to start drag, continue to hold frob (key down) to drag body, and then release frob (key up) to stop dragging body. Also, a body can be dragged immediately by holding frob and moving the mouse. For candles/lanterns: Frob to extinguish candles and toggle off/on lanterns. Hold frob to pick it up, and then frob again to drop. Frob to pick it up, and then frob again to drop. Hold frob to extinguish candles and toggle off/on lanterns. For food: Frob to pick it up, and then frob again to drop. Hold frob to eat food. For other items: No change. New cvar "tdm_frobhold_delay", default:"200" The frob hold delay (in ms) before drag or extinguish. Set to 0 for TDM v2.11 (and prior) behavior. Solution Benefits Bodies: New players will have less to learn to get started moving knocked out guards. With TDM v2.11 and earlier, some players have played several missions before realizing that they could shoulder a body instead of dragging it long distances. Frob to shoulder body matches Thief, so longtime Thief players will find it familiar. Second frob drops a shouldered body. Players still have the ability to both shoulder and drag bodies. Compatible with the new auto-search bodies feature. Dragging feels more natural -- just grab, hold, and drop with a single button press. There is no longer the need to press the button twice. Also, it's no longer possible to walk away from a body while unintentionally dragging it. Set "tdm_frobhold_delay" cvar to delay of 0 to restore TDM v2.11 (and prior) behavior. Candles: New players will have less to learn to get started extinguishing candles. With TDM v2.11 and earlier, some players didn't know they could extinguish candles by picking them up and using them. Instead, they resorted to throwing them to extinguish them or hiding them. Hold frob to extinguish a candle feels like "pinching" it out. Once a candle is picked up, players still have the ability to manipulate and use them the same way they are used to in TDM v2.11 and earlier. For players who ghost and have the goal of putting objects back to their original positions, they'll have an easier time and not have to deal with candles popping off their holders when trying to place them back carefully. Set "tdm_frobhold_delay" cvar to delay of 0 to restore TDM v2.11 (and prior) behavior. Solution Issues Bodies: Frob does not drop a shouldered body, so that might be unexpected for new players. This is also different than Thief where a second frob will drop a body. "Use Inv. Item" or "Drop Inv. Item" drops the body. This is the same as TDM v2.11 and earlier. This is the price to pay for being able to frob (open/close) doors while shouldering a body. Patch was updated to drop body on second frob, while allowing frob on doors, switches, etc. Candles: Picking up a candle or lantern requires a slight delay, because the player must hold the frob button. The player might unintentionally extinguish a candle while moving it if they hold down frob. The player will need to learn that holding frob will extinguish the candle. The player can change the delay period via the "tdm_frobhold_delay" cvar. Also, when the cvar is set to a delay of 0, the behavior matches TDM v2.11 and earlier, meaning the player would have to first "Frob/Interact" to pick up the candle and then press "Use Inv. Item" to extinguish it. Some players might unintentionally extinguish a candle when they are trying to move it or pick it up. They need to make sure to hold frob to initiate moving the candle. When a candle is unlit, it will highlight but do nothing on frob. That might confuse players. However, the player will likely learn after extinguishing several candles that an unlit candle still highlights. It makes sense that an already-extinguished candle cannot be extinguished on frob. The official "Training Mission" might need to have its instructions updated to correctly guide the player through candle manipulation training. Updating the training mission to include the hold frob to extinguish would probably be helpful. Similar Solutions In Fallout 4, frob uses an item and long-press frob picks it up. Goldwell's mission, "Accountant 2: New In Town", has candles that extinguish on frob without the need of picking them up first. Snatcher's TDM Modpack includes a "Blow / Ignite" item that allows the player to blow out candles Wesp5's Unofficial Patch provides a way to directly extinguish movable candles by frobbing. Demonstration Videos Note: The last two videos don't quite demonstrate the latest patch anymore. But the gist is the same. This feature proposal is best experienced in game, but some demonstration videos are better than nothing. The following videos show either a clear improvement or that the player is not slowed down with the change in controls. For example, "long-press" sounds long, but it really isn't. Video: Body Shouldering and Dragging The purpose of this video is to show that frob to shoulder a body is fast and long-press frob to drag a body is fast enough and accurate. Video: Long-Press Frob to Pick Up Candle The purpose of this video is to show how the long-press frob to pick up a candle isn't really much slower than regular frob. Video: Frob to Extinguish The purpose of this video -- if a bit contrived -- is to show the efficiency and precision of this proposed feature. The task in the video was for the player to as quickly and accurately as possible extinguish candles and put them back in their original positions. On the left, TDM v2.11 is shown. The player has to highlight each candle, press "Frob/Interact" to pick up, press "Use Inv. Item" to extinguish, make sure the candle is back in place, and finally press "Frob/Interact" to drop the candle. The result shows mistakes and candles getting misplaced. On the right, the proposed feature is shown. The player frobs to extinguish the candles. The result shows no mistakes and candles are kept in their original positions. Special Thanks @Wellingtoncrab was instrumental in improving this feature during its early stages. We had many discussions covering varying scenarios, pros, and cons, and how it would affect the gameplay and player experience. Originally, I had a completely different solution that added a special "use modifier" keybinding. He suggested the frob to use and long-press frob to pick up mechanics. I coded it up, gave it a try, and found it to be too good. Without his feedback and patience, this feature wouldn't be as good as it is. Thank you, @Wellingtoncrab! And, of note, @Wellingtoncrab hasn't been able to try it in game yet, because I'm using Linux and can't compile a Windows build for him. So, if this feature isn't good, that's my fault. Code Patch I'll post the code patch in another post below this one so that folks who compile TDM themselves can give this proposal a try in game. And, if you do, I look forward to your feedback! Player Complaints TTLG (2023-01-10) Player 1: TDM Forums (2021-03-13) Player 2: Player 3: TDM Forums (2023-06-17) Player 4: TDM Discord (2021-05-18) Player 5: TDM Discord (2023-02-14) Player 6: Player 7: Player 8:
  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. well this turned into quite the project, the case had no problems with the 4790K heat wise so i bought an offhand asus rog gaming x99 board with a xeon 8 core 16 threads with HT and 64 gb ram and yanked that into it. the xeon is a haswell as well but a high end model with more cores and pcie lanes (40 to be exact) so i can now use my nvme without sacrificing half my lanes to the gpu so yay!, this also allowed me to use a slot for my thunderbolt card so im ready for some NAS action :) (or a whole slew of monitors 24 to be exact). cpu stays at a livid 35 degrees when idle and does not go much higher when i really start kicking in the doors, the gfx card does get a little hot but its an older model and rated for far higher than the 60 degree temps im seing so im not to worried. it runs quite well actually :), the lightshow on this board is kinda wasted though as the cabby has no glass panels but i dont really care about the flashiness anyway . Had some people go wtf when they saw how fast it was because they assumed it to be an old PC hehe.
  15. Right. And if the pointer reaches a screen edge or corner and can't go any further, the view wouldn't be able to keep moving / turning and get stuck... you'd need to disengage then click again to grab it which would be very annoying. I'm well out of ideas. If only the "export GDK_BACKEND=x11" hack wasn't partial: It fixes it for the main views only leaving the model viewer broken, but for some reason activating the clipper to cut brushes breaks that as well and I need to restart DR every time after using it. Maybe we can see what the clipper does to trigger it and patch at least that bit out? One last thing comes to mind: Is there a build flag to force DR to compile without Wayland support? Maybe I can try that to force the whole software to be x11 exclusive which should resolve this, granted wxWidgets allows it.
  16. I created a simple test with 3 objects. A stackable arrowhead: "classname" "atdm:moveable_loot_ancient_arrowhead" "name" "atdm_moveable_loot_ancient_arrowhead_1" "origin" "64 104 -40" "rotation" "1 0 0 0 1 0 0 0 1" "inv_category" "Special" "inv_loot_type" "0" "inv_loot_value" "0" "inv_stackable" "1" A frobable bowl: "classname" "atdm:frobable_base" "name" "func_static_1" "origin" "112 104 -61.9901" "model" "models/darkmod/kitchen/bowl01.lwo" "rotation" "1 0 0 0 1 0 0 0 1" "target" "atdm_target_itemremove_1" And an itemremove target: "classname" "atdm:target_itemremove" "name" "atdm_target_itemremove_1" "origin" "120 104 -16" "ammo_count" "0" "ammo_type" "-" "drop_in_world" "0" "stackable_class" "Arrowhead" "stackable_count" "1" "unique_item" "-" When you frob the bowl, the arrowhead count in your inventory drops by 1. If you want to do additional processing when the bowl is frobbed, have it target a atdm:target_callscriptfunction, which can do whatever you like (including activating the atdm:target_itemremove).
  17. The *DOOM3* shaders are ARB2 ('cause of old GeForce support) carmack plan + arb2 - OpenGL / OpenGL: Advanced Coding - Khronos Forums
  18. heh just realized this is actually one of the few boards from that era which can still run win98 se it has both pata and sata connections as well as floppy (unused atm), i dont really need the board so if anyone wants to toy with a retro build they can have it :) cpu and ram to ofc, though if you want to go for win9x i have a dual core for it instead as win9x cannot do multicore anyway. should also be possible to get a single core pentium model for the old 775 socket.
  19. I mean names you can display on screen for the general audience when holding an object. Refer to the screenshots I posted. ------------------------------------------------ I would say we should employ the language/translation system (#str_). I expect most entityDef names (plus model names) are quite descriptive already: atdm:moveable_bowl_large_pewter (bowl01_large.lwo) atdm:moveable_mug_wood_old (mug_wooden01.lwo) atdm:moveable_ball_spiked (spiked_ball.lwo) atdm:moveable_coffeetable (coffeetable1.lwo) atdm:moveable_rock_small01 (smallrock1.lwo) ... When in doubt just fire up DR and see the object in question. Thinking of skins we should avoid including names of materials or colors, in example instead of a "Red Apple", stick to "Apple". Instead of "Pine Chair", let's name it a "Chair". Many times it will be difficult to settle on a name therefore simpler/shorter will be better: up to mappers to spice things up. Now if you ask me, how do we approach existing missions? No idea, haven't thought of it. And bound items such as candles and candle-holders? I don't know, Candle? One case at a time, I guess.
  20. Ameca has the language model of ChatGPT 3.5, but is way more than this. It's a cloud platform for human interactions, in continuous developement. It not react only to words, also of extern stimuli like a human does. It's not a joke with the mirror, but a test for this reactions. Naturally it's not something that we can call conciencious, but Ameca is the first step to it.
  21. Seems to confirm: https://bugs.thedarkmod.com/view.php?id=5718 does it happen in the latest dev build: https://forums.thedarkmod.com/index.php?/topic/20824-public-access-to-development-versions/
  22. The diffuse maps blend as expected, but the bump maps just appear over the entire model regardless of the vertex colour. This looks terrible, especially when blending between dissimilar surfaces (for example grass and a cobblestone path). You end up with cobblestone bump over the entire grass area as well as the path.
  23. GPT-3. However I don't think that video was generated by autonomous reactions. Rather it looks to me like the developers having fun with a pre-scripted sequence of expressions. If you did this experiment for real I don't think it would play out that way. GPT-3/4 cannot react with genuine surprise in my experience. Surprise requires having an expectation and then finding it subverted, but these LLMs don't have the neurological hardware to form those sorts of impressions. They have no continuity of non-verbal memory and limited options for introspection. Plus I have a hard time believing image recognition would be able to recognize the robot's reflection as a robot, or convey that information to the language model such that it could figure out it is looking at its reflection.
  24. Unfortunately many things in this engine are best done on the editor and then called through script, not created directly through script, one of them afaik is triggers. You normally create a trigger by creating a square brush on the editor manually, and give it the trigger_hurt material, so the size and shape comes from that brush, it also creates the physics (a clip model) automatically, then just need to use the script function, entity ent = sys.FindEntity("entity_name"); To get it and use it in the script to do whatever you want. Creating a clip model from script, is probably possible, thou I never did it, so I don't know how... thou I do know how to do it through c++. But I don't think there's any equivalent script functions exposed to the script system, if I'm mistaken please anyone correct me. Perhaps something to recommend in the TDM roadmap?
  25. The diffuse maps works as expected, but the shader just ignores vertexColor (and inverseVertexColor) for the bump maps and they still get applied across the whole model. For example: in this material, the grass bump appears everywhere so my dirt path has a grass bump pattern visible in it, which does not look good. textures/darkmod/map_specific/grass4_dirt_01_blend { qer_editorimage textures/darkmod/nature/grass/grass4_ed surftype15 description "grass" { blend diffusemap map textures/darkmod/nature/grass/grass4 vertexColor } { blend bumpmap map textures/darkmod/nature/grass/grass4_local vertexColor } { blend diffusemap map textures/darkmod/nature/dirt/dry_earth_muddy inverseVertexColor } { blend bumpmap map textures/darkmod/nature/dirt/dry_earth_muddy_local inverseVertexColor } } I've tried other textures with the same result. Note that this shader was made using the built in material editor in DR 3.8.
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