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  1. That's right, I have to manually select each patch and set it to fixed and crank up the number to match. I don't mind that, but I guess it would be nice to be automatic
  2. Okay I just made a blank map and did a simple patch bend to 90 degrees and tried to cap it. I didn't get any errors this time but for some reason nothing happened and I get these: And this is is what's in the .map file: Version 2 // entity 0 { "classname" "worldspawn" // primitive 0 { patchDef2 { "_default" ( 3 3 0 0 0 ) ( ( ( 64 64 128 0 0 ) ( 80 64 128 0 0 ) ( 96 64 128 0 0 ) ) ( ( 80 64 128 0.5 0 ) ( 80 64 128 0.5 0 ) ( 80 64 128 0.5 0 ) ) ( ( 80 64 128 0.5 0 ) ( 80 64 128 0.5 0 ) ( 80 64 128 0.5 0 ) ) ) } } // primitive 1 { patchDef2 { "_default" ( 3 3 0 0 0 ) ( ( ( 96 -128 -64 0 0 ) ( 80 -128 -64 0 0 ) ( 64 -128 -64 0 0 ) ) ( ( 80 -128 -64 0.5 0 ) ( 80 -128 -64 0.5 0 ) ( 80 -128 -64 0.5 0 ) ) ( ( 80 -128 -64 0.5 0 ) ( 80 -128 -64 0.5 0 ) ( 80 -128 -64 0.5 0 ) ) ) } } }
  3. Ah, I meant when I set it to -16. I hadn't tried regular 16 because I knew I wanted the patch to thicken downward instead of upward. I tried it upward and it works just like you said. If I start with an underside ramp and thicken THAT upward everything comes out correctly at the start. So I think the -16 on a top ramp should work correctly, but the sides are AWOL.
  4. I just tested it with the prefab you sent me. The sides do get created, but they are inverted. Select all the patches and hit Ctrl-I to flip the patch face direciton. You should see it then.
  5. Heh, this is fixed now. The problem was due to rounding errors in the Vector3::angle() routine. It performs a dot product of two normalised vectors, which boils down to the cosine of the angle of the two vectors, which is always in the range [-1,+1], at least on paper. In this case though, the dot product returned 1.0000000000002, which is slightly greater than 1 and the acos() method returned 1.#IND, which rendered the patch vertex coordinates undefined too. A new build (exp6) is up, check it out: http://208.49.149.118/TheDarkMod/DarkRadia...t-0.9.6exp6.exe
  6. Do you have a copy of that map somewhere? I could have a look at the saved data, maybe the patch coordinates aren't saved correctly, which would be major. I'll skim through the thicken algorithm to see if there is anything scenegraph-related in there. Maybe the patches aren't parented correctly, but I doubt it.
  7. These are a lot of linker errors you're getting. The offending symbols should be coming from ui/einspector/PropertyEditor.cpp and checking the Makefile.am file it seems this is properly included. If you weren't getting these linker errors before, I'm assuming something went wrong with the makefile generation. But I see the compiler error went away, so it seems my fix did the trick. Sorry. I don't have an IRC channel, nor have I ever been using one. I'm usually around these forums anyway.
  8. Solis, we currently have pretty much everything that we need for the 1.0 release, but here are future projects that we could start on: 1. Some "sitting" animations. Currently, AI can sit, and look great doing it, but they don't actually look like they're *doing* anything while sitting. Animations that simulate the character doing something a sitting person might do, like "eat", "drink", "write in a book" or "turn page" would be useful. http://forums.thedarkmod.com/index.php?showtopic=9763 2. Female animations. Right now, we cannot have any female characters in a mission because we are lacking animations for them. Female characters will use the same default humanoid skeleton as males, apparently. 3. Creature animations. We have a few creatures right now with limited animations-- the spider, the revenant, and the steam-beast. All could use their own set of animations. We may also want a couple new idle animations for rats.
  9. No need to restore the file, here's some info on the replacement. The model shader needs to be updated, I guess. http://forums.thedarkmod.com/index.php?s=&am...st&p=192561
  10. Oh no, I know for sure that you can't change certain vars unless you use devmap. For example, load up quake 3 with the latest patch and try changing lodCurveError. It is cheat protected and you have to use devmap to change it. EDIT: Also. changing sv_cheats to 1 doesn't work unless you use devmap. I've tried.
  11. Yes, for certain materials. See here: http://forums.thedarkmod.com/index.php?showtopic=9736
  12. I see the ambient light in there just fine (I think the same thing happened with the other guy's screens? Maybe my LCD just shows pics brighter) I like the work on that map! This is exciting seeing new public maps in the works at this early stage, pretty cool stuff. I think some of the arches and bendy patches look a little odd, but maybe that's just me. Other patch work looks really great. I like the street scene a lot, very cool looking. The bedrooms look a bit bare, but this is early and you will surely add more details. I agree with NH on scaling down some textures, mainly the outside castle ones. My only other complaint is that the jpg compression is pretty bad in the low light areas, would be better to have the jpg quality up around 90 or above maybe, or use png's. The file size on those can get a slightly big, but most folks won't have a problem viewing them. BTW, do you have an idea or maybe a name for this mission?
  13. Lately I've been trying to put AIs in different parts of my map and I keep getting this error "MAX_REACH_PER_AREA". I've researched it and read that it's due to AI pathfinding getting too complex. I've read that I need to break up the areas more with more portals and stuff, and/or add a bunch of monsterclip around areas to simplify the pathfinding. I haven't tried any monsterclip yet at all, so I don't know how that works yet, but I have been cutting off areas and adding more portals, and this has worked somewhat in some areas. But right now I have an area that looks pretty dang simple to me and when I add a guard there it gives the error and I can't see why. Is there some thing I can turn on in game mode to see the pathfinding connections or whatever, so I can actually see for myself where it's getting hung up? Something like r_showtris, like r_showaipath or something? There are a couple patch cylinders there for large pillars, so I'm guessing maybe I need to monsterclip them, but I'd still like to know for sure (because two pillars oughtn't mess up the pathfinding so easily)
  14. Monster-clipping is absolutely necessary for any finished map that has AI. Good clipping prevents path-finding errors such as monsters falling off ledges, refusing to walk over patch/model bridges, trying to walk over hand-rails, getting stuck in corners, etc. As an added bonus it even improves path-finding efficiency. The id dev site describes it in detail. In particular, notice how much more simplified the world looks to monsters on a well clipped map: (images taken from id dev site) Clipping the level for the player is also generally a good idea, though it's most commonly done in multiplayer maps. Player-clipping helps prevent the player from getting stuck on level geometry; it's useful to prevent the player from getting stuck behind couches or from getting caught on bricks that slightly protrude from the wall.
  15. Unfortunately, even the titles would show a plethora of spoilers. And we don't want that, now, do we? Even better than forums: the darkmod bugtracker. A massive tire fire is what that is... No sense in alienating robert. Why don't you create your own thread outlining your problem? Every detail helps us help you help us all.
  16. There was a screenshot i wanted to take of a typical day's "view new posts" which showed something like 30 posts from some of the 20 or so different dev-only forums and subforums to show people that this is a fairly major undertaking for the people involved...
  17. Have now completed an example of patch alignment using Dark Radiant's texture tool at... http://wiki.thedarkmod.com/index.php/...Tool_Example_01
  18. Another request (I'll put it on bugtracker also): In D3Ed you have the textures list but also a materials list, which is the materials of models and so on. If you apply one of those materials onto a brush or patch you can essentially use the texture from an existing model. I used this in several places in BM. Now when I saved it in DR it overwrote those materials in the map with a black texture. IMO DR should be able to access the materials of normal models also, or at least not overwrite them. Again, thanks Greebo for everything
  19. . Extract the thiefs_den.map from the pk4 archive (just rename it .zip temporarily or associate .pk4 with Winzip or Winrar etc.) . Open thiefs_den.map in Dark Radiant. . Zoom well out and you should see three main sections, the skybox is on the right. . Drag a brush fully round it and click the 'select inside' button to select it. Check it's all selected. . Put texture lock ON. . Optionally drag the selection roughly to centre on coordinates 0,0,0. This is good practice before saving any prefabs so they can be inserted later without any offset much closer to where you want them. . File menu > Save as prefab. (you might create a prefab folder if you want.) . You can then load the skybox prefab in your own maps. If you have to drag make sure you have texture lock on with most prefabs. You can also insert it a particular point on the right mouse button menu in orthoview but this includes the original offset from 0,0,0. Sky portal texture in your own map should now be like the stormy sky in Den. I think you can just delete the cloud patch if you just want a clear sky with stars.
  20. Well that would show the patch and brush alignment but not how their textures got aligned. I think it might be clearer to show 3 or four patches and how to align them in the texture tool then a separate image of how the actual patches and brushes align to form the object so the result can be seen in the actual situation. Anyway, I'll give it more thought when I get more time. I might end up doing it completely differently. Trouble is, when I do something like this I like to do a thorough job and there are still aspects of this I don't understand yet myself.
  21. Thanks for the pm STiFU - yes, I missed your post here. I've added your idea to my todo list - though images of all the surfaces of the chimney would probably be overkill as it got rather complicated. But I'll look at adding some images to help clarify the Texture Tool. Bearing in mind that I'm still a novice with that myself. I've been using it a lot in the last day or so trying to make a kind of washtub stand out of stonework and it's a bit of a mess and I may abandon it. Too embarrassed to put a screenshot here else you'd fall on the floor laughing. So I'm not exactly your ideal patch texture alignment expert. Incidentally a curious thing happened with the chimney/fireplace prefab. I loaded it to an adjacent house in my mission and it was fine except one bevel had a beads of transparency along it where the firelight came through. No amount of grid-snapping would remove it. Then I noticed I had a visportal overlapping it. When I removed the visportal then the bevel was fine. Anyway, at the moment I'm a bit tied up with some performance problems but if and when I get it sorted out I'll take another look at the Texture Tool tutorial. Glad it was of interest anyway.
  22. I've been around here for a while mapping with Thief's Den assets, and later Saint Lucia assets. Some of the work I have done can be seen in this tread: http://forums.thedarkmod.com/index.php?showtopic=7443 I belive in the project and I have the time to help out. I also have the endurance to keep at it. I wont just "download the goods and disappear". So my question is can I become a betamapper? I have also made a small map to show some of the things I can do in the editor: http://rapidshare.com/files/193345868/ship.map http://rapidshare.com/files/193409862/ship2.map http://rapidshare.com/files/193517066/ship3.map http://rapidshare.com/files/271601954/ship4.map (most recent version) The story: You have been smuggled onboard an Inventors' guild ship to steal Pandora's Box for a collector, and replace it with a fake one. If the framerate drops to much in the outdoor area, try closing the doors. That helped for me. Also also I have one released Thief 2 mission on my conscience: http://www.southquarter.com/fms/data/Scept..._Dor_AmalP1.zip
  23. I too had the Runtime Error I hit CTRL + ALT + Tilde in Doom 3 to access the console, I had version 1.2.1302. I dl'd the patch from the wiki site, and it was version 1.3.xxx4 after I installed it. Worked like a charm!! Very nice mod.
  24. This is has been agrevating me. So let me break it down for you. I install doom3. I patch it, and I download and install The Dark Mod. I play the Darkmod, and I beat the thief's den. So then I install Dark Radiant, and I make a map for it. I go into Darkmod and it gives me a runtime error. So than I restart computer and than I put in the doom3 cd. It runs darkmod. So I test my map everything is great. Well Now I add some more stuff to my map and than darkmod gives me the same error again. I have the Devil.dll in Doom3 folder, and windows/system32 folder Anyone have any ideas? ---- EDIT: Well now, after posting this I decided to try it again. And now it works. So, I have like a time relased error hmmm
  25. Checking through packaging errors, some of the oggs referenced in tdm_ai_simpleton_die_quiet are not there: 4, 6, & 9 to 13. Are they still to come or should we adjust the shader? [EDIT] Working down the list I see more missing in sound shader refs @ http://forums.thedarkmod.com/index.php?showt...st&p=191930 I'll leave these to you guys to sort out.
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