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  1. Tr00pertj

    TDM Forums

    Have I been hacked or is the site being rebuilt or hacked?
  2. Another cool building tool in VoxelEngine:

    1. Show previous comments  1 more
    2. Sotha

      Sotha

      Congrats! First one is The First one!

    3. Sir Taffsalot

      Sir Taffsalot

      If "its done!" why do we have to wait until next week? Congratulations on your first FM! I look really look forward to playing this.

    4. Kvorning

      Kvorning

      To let you know a bit in advance if you have a tight schedule and to catch last few things and tweaks:)

  3. Hello, I am trying to build the latest svn and it seems that I do not need Quake Doom 3 for just trying out a level? However the wiki is outdated, http://wiki.thedarkm...mpilation_Guide, so when I compile and run the Engine project I got an error that it cannot found the default.cfg. I found the said file, but it is empty! Do someone have an idea?
  4. Let's talk about TDM building with blender in here. Blender: http://www.blender.org/ Some links how to get into Blender: http://en.wikibooks....ble_of_Contents http://www.katsbits....hp#blender_grid You really should take your time and read these. You can't learn Blender without them. Ase exporter: http://code.google.c...ase-export-vmc/ Md5 exporter, for making anims. http://www.katsbits....4ea&topic=520.0 Very briefly how to get your stuff correctly into DR: When you start, switch grid to similar as in DR. Press N when in 3d view. Display tab. Set Lines: 128, Scale 8, Subdivisions 8. Now you are building in DR grid 8. If you need to snap to smaller grid, simply change scale parameter to the grid you want to use. ie. grid 4. Build and texturize your model. Note: each areas with different textures MUST be different objects. If walls are stone, walls have stone textures, the walls should be an own object. If windows use own window texture, the windows should be different object than the walls. Texturizing guide here: http://en.wikibooks..../Image_Textures Just remember that each object with different textures should be different objects. Also each object must have a material with a texture ASSIGNED. For modeling, I extracted editor images of textures from the TDM texture .pk4's and used them in the modeling. When you are exporting: http://www.katsbits....-ase-models.php In the ase exporter options, check every box, except: "Use submaterials" "Allow multiple materials" Set Scale to 1. We previously set blender to use scale of 8 (DarkRadiant default grid size) and the exporter applies a scale of 1, so everything you get out from blender is in DR size scale. Export file into ASE. Open the .ase file in a text editor. Find BITMAP lines declaring each texture used in the model Rename BITMAP contents to the darkmod texture shaders. For example, I used a editor image for a window and in my ase file it reads: *BITMAP "//Textures/textures/darkmod/window/diamond_pattern02_ed.jpg" I need to rename the line so that the ase file uses the corresponding darkmod material *BITMAP "\\purgatory\purgatory\doom\base\textures\darkmod\window\diamond_pattern02\diamond_pattern02" Copy the ase file into your darkmod/models/darkmod/yourmodels folder. Now fire up DR and you should find the model in the model list. If the model is visible in DR but not in game, something went wrong. With this work flow I got my models to be visible.
  5. Obsttorte was interested in what I learned while making the LQD with the modular building technique, so I'll write some words about it here. What is modular building? It is about reusing every piece you build. In the old building technique you make things by hand. Then you move elsewhere and make things by hand. Every time you start from scratch and do a lot of work until you have a small area that looks good. In Modular Building Technique (MBT), you make parts you need by hand, make them into .ase models and then clone them. You spend a lot of effort to make a single pretty detail piece. Once it is done, you can easily clone it. Also you can easily make derivatives of the existing piece. Ie. first make a wall. Then use the wall and make it into a 90 degree corner. And a wall with a doorway. And a T-junction. And a Wall with niche etc etc. Every piece you make, you create with the intent of making it reuseable. It takes a bit longer to make a single piece, but once you have a library of pieces, you can create good-looking rooms in few moments, just by cloning and bashing the modules in place. Some history I first thought about large scale modules, whole rooms and corridor pieces. The module would contain everything: worldspawn walls (the sealing geometry) and the details. In LQD the first floor was built with this principle. The corridors were repeatably cloned: straight corridor module, straight corridor module, straight corridor module, 90 degree corridor module, straight corridor module, T-junction module and so forth. When I reached the 2nd floor in LQD I started build smaller modules. Straight wall model piece, 90 degree wall model piece... Like seen in the LQ's study and this tutorial, for example. I personally feel this small module approach was far better than the large module one. The reason is you get more from the pieces: build sealing geometry, then clone the models in. Or the other way around if you prefer. Cloning entire rooms (mixture of worldspawn and models) is a bit clunky and error-prone. It is easier to make the location from several small reusable model pieces and then draw the sealing geometry around it. How to build modular? 1) Decide a grid size. This is THE MOST important phase. Try out different scales and decide what size factor your map will be. In LDQ I decided that the grid will be 144x144. It felt right for a castle. 2) Design the pieces so that they fit together and in to the grid. Here is a single example, which shows how the module pieces fit with the grid. Remember to leave room for sealing world geometry! That is, the worldspawn walls and floors marked in the screenshots below: The above example is in 2d. I mean the module pieces touch in XY plane. If you design your pieces properly, you can also make them fit in the vertical dimension too. That means you can mix and match pieces you build to have more variety: wall type A, ceiling type B and so forth. See below how the ceiling module fits on top of the wall modules. Pay special attention to the texture alingment. Remember, that the textures cannot be shifted anymore in an ase-module piece. Thus the texture alignment must fit nicely when the module is designed. 3) Build! Once you have the pieces ready, all you need to do is clone them and create the room. You might want to make the pieces into ase-models for lower memory impact (a model is loaded only once, cloning func_statics will eat more memory) and to protect your func_statics from DR corruption bug. 4) Decal modules! You can also make decal modules. When I built the wall modules seen in the screenshots above, I also retextured them with dirt decals and saved them into ase models too. This means I can simply clone a decal module on top of the actual module, thus griming it up with a single cloning. See screenshot below, actual module and it's decal counterpart. This simplifies griming things up a lot! You can also make modules for various other things, like wall damage, windows, vaults and the like. When you need a piece, you build it, make it into a module and place it. Then when you need a similar piece later, you just clone and place. No point in doing wall damage by hand, as you can just quickly clone a piece you made earlier and paste it all around the place: 5) Skins! Note also that this is not the limit. By writing a skin file, you could have variation within the modules, like the wall paper in the screenshot below: Summary All in all, you spend a lot of time designing the pieces. I would recommend building the pieces in a separate modules.map. This way you have a factory: you build pieces there, it is quick to dmap and jump in-game to inspect you work. Once you are sure your piece is perfect, you make it into an .ase model. Then open your map and mash the pieces you have together quickly and minimal effort to create a good looking location. Keep on mapping with the pieces until you need a new one. Then go back to you module factory and build a new piece. Make sure it is perfect, make it into a model and continue. Look at the wall in the above screenshot. Building that by hand via the traditional way would take a while. In the modular way, once you have built a single unit of that 3 unit wall, you can built the whole wall in seconds. Or any wall of any lenght! That is the power of the modular approach. Good looking details with low amount of work. Downside is that you are locked to a grid and you need to spend a lot of time with the modules initially. Also you need to have the discipline to plan your map a bit so that you won't waste time building modules you don't want or need. Special considerations: Note the part where the different modules touch each other. Pay special attention to this spot. You have to be very careful how you align your textures. There should not be a seam there. You could avoid the seam making the texture 'mirror' between the touching module brushes. This is very critical part in your module design so pay attention to it. Larger modules can be good too. For example, the spiral staircase towers (there are two in LQD) were a single module containing all the worldspawn and func_static walls. I made one tower and then just cloned it and placed it into the other location. Two towers at the expense of one. If I'm gonna map in the future, I'll just grab the tower from LQD and retexture. Assuming the next map uses same grid, that is... And one more benefit. Sticking to the grid makes later adjustments really easy. In LQD, there is the bedroom that was converted to a storeroom next to LQ's study. Initially this room was just sitting in the end of the corridor and there was no access from the spiral staircase tower into it. When I was drawing the in-game maps I felt that there should be an third option for accessing the second floor. Then I just added a corridor module between the store room and the staircase. Changed the wall modules into doorway wall module and the connection was ready. Hopefully this helps other mappers to explore alternative mapping techniques.
  6. Gotta love the modular build style. While drawing ingame maps, I realized it would be logical to have an extra corridor junction. Then I just smacked a corridor module into the hole and BAM! Ready corridor junction! It just fit there.

    1. Show previous comments  6 more
    2. SeriousToni

      SeriousToni

      After this punishment I really should rename my Nick into NotSoSeriousToni xD

    3. Obsttorte

      Obsttorte

      @Sotha: Just to get back on topic, it may be useful to start a thread were you share your experiences gathered with this approach. Something like a "how to".

    4. Sotha

      Sotha

      Yes.. Once I get my WIP out and cool off my burnout levels, I'll need to write something about Modular Approach and Video Briefing Creation tutorial.

  7. Just wanted to say, Hello! From reading through various posts in the forums it seems like a great community and I hope to become a part of it. So I got the hankering for some Thief as of late and stumbled on TDM through some googling. After purchasing Doom 3 through Steam and instaling TDM, I have been nostalgiacly playing through many of the FMs and have also decided to d/l the Radiant editor and start making a mission, maybe many, we'll see. As it turns out also, I just started (today!) my 1 week vacation from work and intend to dive in to the Radiant editor and am currently going through the A-Z wiki on it. A bit of background on me, I 'used' to work in application support till the economic crash a couple years ago and was laid off and am now running a machining center at a local machine shop, using Mastercam daily, 2D/3D stuff and have always wanted to make a mission/game, and decided since I've always enjoyed the Thief series and stealth gameplay so much, this is where I would start. After getting to my third year in Mechanical Technology I changed my major to Information Technology (should have went with straight Computer Science but ahhh hindsight). I've always loved building things and designing things and also really enjoy computers, art, audio, and the entire visual experience as presented to a user. I have created a couple playable maps before using the older source engine editor so I'm vaguely familiar with 3D modeling, skyboxes, lighting, AI pathing, etc. That's been over 10 years ago though. I got familiar with 3dsmax, ProE, Autocad, and Mastercam in my first major during school so that helps a bit when familiarizing with a new editor and as previously mentioned I've dabbled around in the Valve Source editor. I'm also very much looking forward to the Crucible of Omens campaign created by the marvelous talent at TDM and would like to help in any way I can once I'm familiar with the Radiant engine. I can also do many many voices, I've often thought about moving out to Cali from Indiana and finding work in voice-overs, voice acting, etc. All this started as a youngster with little friends, time on my hands, and imaginary friends. Wow that's hard to admit. So anyway, I've been working on a shadowy Garrett voice, and can do guards and some women characters with old, old english, gruff, slippery, sneaky, terrifying, voices and personalities. Just thought I'd mention that as it may be a way that I could contribute early on and would also enjoy. So anyway, too much about me and not enough A-Z wiki, back to the tutorial! Glad to be here and hope for good things to come.
  8. I haven't been around too much recently, but when I do look into the forums every so often, I am always amazed how much progress is being made on the mod. Great work people!

    1. Show previous comments  1 more
    2. Sir Taffsalot

      Sir Taffsalot

      I wish there was a way we could play against each other on line.

    3. Melan

      Melan

      Neat, but a gimmick.

    4. Sir Taffsalot

      Sir Taffsalot

      True but its Chess meets Thief! The best gimmick ever!

  9. I'm taking a vertical approach to city building in my current map. Not only does this create the illusion that the city is bigger than it really is, it requires lots of narrow staircaises and tunnels which are easy to to visportalize and provide the player with some nice claustrophobic encounters wityh unfriendly AI

    1. Show previous comments  2 more
    2. GameDevGoro

      GameDevGoro

      This was kind of my approach with my mission "Lockdown". But I only had some rooftops that were climbable and stuff. Looking forward to it! :)

    3. Sir Taffsalot

      Sir Taffsalot

      This is no thieves highway. Nevertheless, trying to maintain a realistic looking skyline with out going crazy with buildings is quite the challenge for the vertical building approach.

    4. Obsttorte

      Obsttorte

      Is this a small map you are aiming for or do you build 200 meter high buildings. Just curious.

  10. Does anybody else have this problem? In the (European) evenings the forum is unbearable slow. The server is delivering about 8Kbyte/s, sometimes less and usually stops midwhere during loading the page. Sometimes you can't even get the index page, sometimes you can log in, but then only get half of the overview etc. In the mornings everything is snappy.
    1. Show previous comments  1 more
    2. lost_soul

      lost_soul

      I never got into BSD, though I've installed it once or twice. This is another reason to check it out.

    3. simplen00b

      simplen00b

      @Sir Tafs: +1 (zillion)

    4. Serpentine

      Serpentine

      The BSD's arn't for everyone, but within their goals, simple code and mailing lists lies a lot of goodness and simplicity. I love the underdogs. Anyhoo work will be Linux friendly too. Portability is a cornerstone for good code.

    1. Show previous comments  9 more
    2. demagogue

      demagogue

      (We can leave the thread for journalism corruption, but just on this...) Then the issue in academia is money flowing to the more corruptable fields like science & engineering with the big corporate grants & revolving door with staff. The humanities might not get that, but OTOH they are getting pressured to "justify their existence" financially. I could probably agree it's rife in almost any human field though, as long as there are incentives there will be corruption.

    3. demagogue

      demagogue

      Or then we have the "uncorruptable" critical academics, but then they're basing their work on Derrida or Marx and are so detached from reality they throw their credibility out the window. It's good to be critically detached, not so good to be derailed from reality. My position in law sometimes is something like a critical realism, but it's practically an orphan position. (You want to protect victims *and* think science works??? Wha...?)

    4. Sotha

      Sotha

      Who is uncorruptable anyways? I cannot convince even myself that I would be uncorruptable in every situation. And I perceive myself to be situated in the more-reliable-than-50%-of-the-general-population side in the gaussian distribution curve of corruption. Problematic, yes?

  11. For the last 1-2 weeks the forums have been really slow and unresponsive for me, when I type a post half the time it just sits there etc.. is anyone else having the same issues..?
  12. Hi Guys, thanks for your hard work on TDM! I'm a SW developer working mainly on Linux and have a lot of experience of building from sources on Linux and Mac OS X (including D3 and the current TDM). After noticing http://bugs.angua.at/view.php?id=3227 I decided to join in and spend some time on fixing the building and running of TDM natively under Mac OS X. If there is nobody else willing to do that, please, let me try. Best Regards, Alex
  13. Vault... Vault never changes... The building of the 3x3 Vault Module was complicated due to Component Vault #2 mechanical obstruction. Problem was circumvented by implementing 3x3 Vault Entry Module. Proceeding as planned.

  14. Hello gentlemen i have problems building the DarkRadiant editor. I started a map when i was using ubuntu, now I use Arch and i want to finish the map and help to make the Darkmod even larger. The problem is that i can't build the editor from source by using: $ ./configure $ make $ sudo make install because this happens: checking for boost/tokenizer.hpp... yes checking for the toolset name used by Boost for g++... configure: WARNING: could not figure out which toolset name to use for g++ checking boost/regex.hpp usability... yes checking boost/regex.hpp presence... yes checking for boost/regex.hpp... yes checking for the Boost regex library... yes checking boost/system/error_code.hpp usability... yes checking boost/system/error_code.hpp presence... yes checking for boost/system/error_code.hpp... yes checking for the Boost system library... yes checking boost/filesystem/path.hpp usability... yes checking boost/filesystem/path.hpp presence... yes checking for boost/filesystem/path.hpp... yes checking for the Boost filesystem library... yes checking for boost/system/error_code.hpp... (cached) yes checking for the Boost system library... (cached) yes checking for python-config... python-config checking boost/python.hpp usability... yes checking boost/python.hpp presence... yes checking for boost/python.hpp... yes checking for the Boost python library... no configure: error: cannot find the flags to link with Boost python And i have Boost-libs installed [dragora@irya DarkRadiant]$ pacman -Ss boost extra/boost 1.50.0-2 [instalado] Free peer-reviewed portable C++ source libraries - Development extra/boost-libs 1.50.0-2 [instalado] Free peer-reviewed portable C++ source libraries - Runtime community/boost-build 2.0_m12-3 [instalado] Boost build system I tried to install it using "aur", it correctly build and install the package but when i start the editor: segmentation fault Someone told me to do this: sed -i~ configure -e 's/^BOOST_PYTHON_LIBS=\$.*/BOOST_PYTHON_LIBS='\''-lboost_python -lpython2.7'\''/' boost_cv_lib_python='donottest' ./configure --prefix=/usr --enable-darkmod-plugins --enable-python make It builds, and installs correctly, but when i invoke darkradiant, "segmentation fault". when i look up in the darkradiant.log: Started logging to /home/dragora/.darkradiant/darkradiant.log Today is: Mon Sep 3 12:47:13 2012 This is DarkRadiant 1.7.2 x64 gtkmm Version: 2.24.2 ModuleLoader: Loading module '/usr/local/lib/darkradiant/modules/filetypes.so' Module registered: FileTypes ModuleLoader: Loading module '/usr/local/lib/darkradiant/modules/entitylist.so' Module registered: EntityList ModuleLoader: Loading module '/usr/local/lib/darkradiant/modules/uimanager.so' Module registered: UIManager ModuleLoader: Loading module '/usr/local/lib/darkradiant/modules/eclassmgr.so' Module registered: EntityClassManager ModuleLoader: Loading module '/usr/local/lib/darkradiant/modules/model.so' Module registered: ModelLoaderMD3 Module registered: ModelLoader3DS Module registered: ModelLoaderASE Module registered: ModelLoaderMS3D Module registered: ModelLoaderMDC Module registered: ModelLoaderMD2 Module registered: ModelLoaderFM Module registered: ModelLoaderLWO Module registered: ModelLoaderPICOTERRAIN Module registered: ModelLoaderOBJ ModuleLoader: Loading module '/usr/local/lib/darkradiant/modules/undo.so' Module registered: UndoSystem ModuleLoader: Loading module '/usr/local/lib/darkradiant/modules/image.so' Module registered: ImageLoaderTGA Module registered: ImageLoaderJPG Module registered: ImageLoaderPNG Module registered: ImageLoaderPCX Module registered: ImageLoaderBMP Module registered: ImageLoaderDDS Module registered: ImageLoaderGDK ModuleLoader: Loading module '/usr/local/lib/darkradiant/modules/grid.so' Module registered: Grid ModuleLoader: Loading module '/usr/local/lib/darkradiant/modules/script.so' Module registered: ScriptingSystem ModuleLoader: Loading module '/usr/local/lib/darkradiant/modules/sound.so' Module registered: SoundManager ModuleLoader: Loading module '/usr/local/lib/darkradiant/modules/mapdoom3.so' Module registered: Doom3MapLoader Module registered: Quake4MapLoader Module registered: Doom3PrefabLoader Module registered: MapCompiler ModuleLoader: Loading module '/usr/local/lib/darkradiant/modules/xmlregistry.so' Module registered: XMLRegistry ModuleLoader: Loading module '/usr/local/lib/darkradiant/modules/eventmgr.so' Module registered: EventManager ModuleLoader: Loading module '/usr/local/lib/darkradiant/modules/vfspk3.so' Module registered: VirtualFileSystem ModuleLoader: Loading module '/usr/local/lib/darkradiant/modules/md5model.so' Module registered: ModelLoaderMD5MESH Module registered: MD5AnimationCache ModuleLoader: Loading module '/usr/local/lib/darkradiant/modules/archivezip.so' Module registered: ArchivePK4 ModuleLoader: Loading module '/usr/local/lib/darkradiant/modules/filters.so' Module registered: FilterSystem ModuleLoader: Loading module '/usr/local/lib/darkradiant/modules/skins.so' Module registered: ModelSkinCache ModuleLoader: Loading module '/usr/local/lib/darkradiant/modules/particles.so' Module registered: ParticlesManager Module registered: ParticlesEditor ModuleLoader: Loading module '/usr/local/lib/darkradiant/modules/fonts.so' Module registered: FontManager ModuleLoader: Loading module '/usr/local/lib/darkradiant/modules/scenegraph.so' Module registered: SceneGraph Module registered: SceneGraphFactory ModuleLoader: Loading module '/usr/local/lib/darkradiant/modules/shaders.so' Module registered: MaterialManager ModuleLoader: Loading module '/usr/local/lib/darkradiant/modules/entity.so' Module registered: Doom3EntityCreator ModuleLoader: Loading module '/usr/local/lib/darkradiant/modules/commandsystem.so' Module registered: CommandSystem ModuleLoader: Loading module '/usr/local/lib/darkradiant/plugins/dm_editing.so' Module registered: DarkMod Editing ModuleLoader: Loading module '/usr/local/lib/darkradiant/plugins/dm_conversation.so' Module registered: ConversationEditor ModuleLoader: Loading module '/usr/local/lib/darkradiant/plugins/eclasstree.so' Module registered: EClassTree ModuleLoader: Loading module '/usr/local/lib/darkradiant/plugins/dm_gui.so' Module registered: GUI Editing ModuleLoader: Loading module '/usr/local/lib/darkradiant/plugins/dm_objectives.so' Module registered: ObjectivesEditor ModuleLoader: Loading module '/usr/local/lib/darkradiant/plugins/dm_difficulty.so' Module registered: DifficultyEditor ModuleLoader: Loading module '/usr/local/lib/darkradiant/plugins/wavefront.so' Module registered: WaveFrontExporter ModuleLoader: Loading module '/usr/local/lib/darkradiant/plugins/dm_stimresponse.so' Module registered: StimResponseEditor ArchivePK4::initialiseModule called XMLRegistry::initialiseModule called XMLRegistry: looking for XML files under /usr/local/share/darkradiant/ XMLRegistry: Importing XML file: /usr/local/share/darkradiant/user.xml XMLRegistry: Importing XML file: /usr/local/share/darkradiant/colours.xml XMLRegistry: Importing XML file: /usr/local/share/darkradiant/input.xml XMLRegistry: Importing XML file: /usr/local/share/darkradiant/menu.xml XMLRegistry: Importing XML file: /usr/local/share/darkradiant/commandsystem.xml XMLRegistry: no user.xml in /home/dragora/.darkradiant/user.xml CommandSystem::initialiseModule called. EventManager::initialiseModule called. EventManager: Critical: No modifiers definitions found! MouseEventManager: Critical: No button definitions found! MouseEventManager: Critical: No XYView event definitions found! MouseEventManager: Critical: No observer event definitions found! MouseEventManager: Critical: No camera event definitions found! MouseEventManager: Critical: No camera strafe definitions found! EventManager successfully initialised. UIManager::initialiseModule called MenuManager: Could not find menu root in registry.ToolbarManager: Warning: No toolbars found. ColourSchemeManager: Loading colour schemes... ColourSchemeManager: No schemes found... MainFrameLayoutManager::initialiseModule called. OrthoviewManager::initialiseModule called. MainFrame::initialiseModule called. Clipper::initialiseModule called GridManager::initialiseModule called. SceneGraph::initialiseModule called RadiantSelectionSystem::initialiseModule called. RadiantModule::initialiseModule called. EventManager: Event ToggleClipper is not a Toggle. EventManager: Event MouseTranslate is not a Toggle. EventManager: Event MouseRotate is not a Toggle. EventManager: Event MouseDrag is not a Toggle. PreferenceSystem::initialiseModule called FileTypes::initialiseModule called. GameManager: Scanning for game description files: /usr/local/share/darkradiant/games/ XMLRegistry: Importing XML file: /usr/local/share/darkradiant/games/doom3.game XMLRegistry: Importing XML file: /usr/local/share/darkradiant/games/doom3-demo.game XMLRegistry: Importing XML file: /usr/local/share/darkradiant/games/xreal.game XMLRegistry: Importing XML file: /usr/local/share/darkradiant/games/quake4.game GameManager: Found game definitions: Doom 3 Doom 3 Demo Quake 4 XreaL GameManager: Selected game type: Doom 3 GameManager: Querying Windows Registry for game path: HKEY_LOCAL_MACHINE\SOFTWARE\id\Doom 3\InstallPath GameManager: Windows Registry returned result: GameManager: Map path set to /home/dragora/.doom3/base/maps/ GameManager: Prefab path set to /home/dragora/.doom3/base/prefabs/ VFS Search Path priority is: - /home/dragora/.doom3/base/ - /usr/local/games/doom3/base/ VFS::initialiseModule called filesystem initialised [vfs] searched directory: /home/dragora/.doom3/base/ [vfs] searched directory: /usr/local/games/doom3/base/ [vfs] pak file: /usr/local/games/doom3/base/pak008.pk4 [vfs] pak file: /usr/local/games/doom3/base/pak007.pk4 [vfs] pak file: /usr/local/games/doom3/base/pak006.pk4 [vfs] pak file: /usr/local/games/doom3/base/pak005.pk4 [vfs] pak file: /usr/local/games/doom3/base/pak004.pk4 [vfs] pak file: /usr/local/games/doom3/base/pak003.pk4 [vfs] pak file: /usr/local/games/doom3/base/pak002.pk4 [vfs] pak file: /usr/local/games/doom3/base/pak000.pk4 [vfs] pak file: /usr/local/games/doom3/base/game03.pk4 [vfs] pak file: /usr/local/games/doom3/base/game02.pk4 [vfs] pak file: /usr/local/games/doom3/base/game01.pk4 MaterialManager::initialiseModule called 6276 shaders found. OpenGL::initialiseModule called. ShaderCache::initialiseModule called. ColourScheme: Colour selected_brush_camera doesn't exist! ColourScheme: Colour selected_brush doesn't exist! Camera::initialiseModule called. ConversationEditor::initialiseModule called. UndoSystem::initialiseModule called DarkMod Editing::initialiseModule called. DifficultyEditor::initialiseModule called. BrushModuleClass::initialiseModule called. Map::initialiseModule called. Doom3EntityCreator::initialiseModule called. EntityClassDoom3::initialiseModule called. searching vfs directory 'def' for *.def model intro_scientist inherits unknown model char_npc ColourScheme: Colour default_entity doesn't exist![eclassmgr] Entity class damage_bfgfreq_cinematic specifies unknown parent class damage_bfgFreq[eclassmgr] Entity class damage_bfgsplash_cinematic specifies unknown parent class damage_bfgSplash[eclassmgr] Entity class damage_bfgsplash_mp specifies unknown parent class damage_bfgSplash[eclassmgr] Entity class damage_grenadedirect_mp specifies unknown parent class damage_grenadeDirect[eclassmgr] Entity class damage_grenadesplash_inhand specifies unknown parent class damage_grenadeSplash[eclassmgr] Entity class damage_grenadesplash_inhand_mp specifies unknown parent class damage_grenadeSplash_mp[eclassmgr] Entity class damage_grenadesplash_mp specifies unknown parent class damage_grenadeSplash[eclassmgr] Entity class damage_rocketdirect_mp specifies unknown parent class damage_rocketDirect[eclassmgr] Entity class damage_rocketsplash_mp specifies unknown parent class damage_rocketSplash[eclassmgr] Entity class damage_soulsplash_mp specifies unknown parent class damage_soulSplash[eclassmgr] Entity class intro_scientist specifies unknown parent class char_labcoat_youn ColourScheme: Colour default_brush doesn't exist! ColourScheme: Colour light_volumes doesn't exist! LayerSystem::initialiseModule called. MapFormatManager::initialiseModule called. PatchModuleDef2::initialiseModule called. PatchModuleDef3::initialiseModule called. Doom3MapLoader: initialiseModule called. Doom3PrefabLoader: initialiseModule called. EClassTree::initialiseModule called. EntityListModule::initialiseModule called [filters] Loaded 15 filters from registry. FontManager::initialiseModule called FontLoader: fonts/english/an/fontImage_12.dat loaded successfully. FontLoader: fonts/english/an/fontImage_24.dat loaded successfully. FontLoader: fonts/english/an/fontImage_48.dat loaded successfully. FontLoader: fonts/english/bank/fontImage_12.dat loaded successfully. FontLoader: fonts/english/bank/fontImage_24.dat loaded successfully. FontLoader: fonts/english/bank/fontImage_48.dat loaded successfully. FontLoader: fonts/english/micro/fontImage_12.dat loaded successfully. FontLoader: fonts/english/micro/fontImage_24.dat loaded successfully. FontLoader: fonts/english/micro/fontImage_48.dat loaded successfully. 3 fonts registered. GUI Editing::initialiseModule called. [GuiManager]: Found 0 guis. ImageLoaderBMP::initialiseModule called. ImageLoaderDDS::initialiseModule called. ImageLoaderGDK::initialiseModule called. ImageLoaderJPG::initialiseModule called. ImageLoaderPCX::initialiseModule called. ImageLoaderPNG::initialiseModule called. ImageLoaderTGA::initialiseModule called. MD5AnimationCache::initialiseModule called. MapCompiler: initialiseModule called. MapResourceManager::initialiseModule called. PicoModelLoader: ModelLoaderASE initialised. PicoModelLoader: ModelLoaderLWO initialised. MD5Model::initialiseModule called. ModelCache::initialiseModule called. PicoModelLoader: ModelLoader3DS initialised. PicoModelLoader: ModelLoaderFM initialised. PicoModelLoader: ModelLoaderMD2 initialised. PicoModelLoader: ModelLoaderMD3 initialised. PicoModelLoader: ModelLoaderMDC initialised. PicoModelLoader: ModelLoaderMS3D initialised. PicoModelLoader: ModelLoaderOBJ initialised. PicoModelLoader: ModelLoaderPICOTERRAIN initialised. Doom3SkinCache::initialiseModule called [skins] Loading skins. NamespaceFactory::initialiseModule called. ObjectivesEditorModule::initialiseModule called. ParticlesEditor::initialiseModule called. ParticlesManager::initialiseModule called Quake4MapLoader: initialiseModule called. RenderSystemFactory::initialiseModule called. SceneGraphFactory::initialiseModule called. ScriptingSystem::initialiseModule called. ScriptingSystem: Python interpreter initialised. Registered script file commands/convert_to_ase_and_replace.py as aseConvertAndReplace Registered script file commands/shift_textures_randomly.py as ShiftTexturesRandomly Registered script file commands/shift_textures_upwards_randomly.py as ShiftTexturesUpwardsRandomly Registered script file commands/ase_export.py as aseExport Registered script file commands/example.py as Example Registered script file commands/select_all_models_of_type.py as SelectAllModelsOfType ScriptModule: Found 6 commands. MenuManager: Could not find insertPath: main/help MenuManager: Could not find insertPath: main/file/refreshShaders SelectionSetManager::initialiseModule called. SoundManager: initialising sound playback StimResponseModule::initialiseModule called. WaveFrontModule::initialiseModule called MenuManager: Could not find insertPath: main/file/createCM MenuManager: Could not find insertPath: main/file/exit Please, help me if you can, I only want to finish a map for the mod.
  15. IMHO Basilica di Santa Maria del Fiore is the most impressive building in the world. Anyone has a competitor?

    1. Show previous comments  1 more
    2. demagogue

      demagogue

      I'm more of a castle guy I guess. If you had to pick one, maybe Mont Saint Michael, just because of its dramatic setting: http://thecontaminated.com/wp-content/uploads/2008/04/mont-saint-michel-1.jpg

    3. demagogue

      demagogue

      Historically the most impressive & important building in the world had to be the Hagia Sofia. Originally dedicated in 360, it was the largest cathedral for over 1000 years, the first mega-dome, and single-handedly changed architectural history. http://www.sacred-destinations.com/turkey/istanbul-hagia-sophia-photos/slides/exterior-cc-Cybjorg-flickr.jpg

    4. RPGista

      RPGista

      Hmmm... There are too many beautiful buildings around, indeed. It also depends on what speaks to you: the building that stuck to my mind the most in recent time was the Pantheon in Rome, because of its simple expressive space (ignore the religious clutter inside).

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