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  1. I first create a simple rectangular brush, usually 192*32 units, then hit Shift-P to make "Simple Patch Mesh" (3x3). I then use the various views (X,Y,Z) to bend it to the shape I want, then when I have the right angle I hit Shift-C and select Inverted Bevel. That's when nothing happens. And it's weird because sometimes it works and sometimes it doesn't. Maybe my map file is corrupted or something. Sorry for bugging you. Okay just tried it and this shows up in the console patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patch has invalid control points patchCreateCaps
  2. I'm not going to argue with you about whether this is a bug or not, so save your breath. Fact is, the cap selection algorithm doesn't work with every patch, it depends on the patch dimensions. On topic: I just tried capping two patches. I created the first using the Bevel command, and the second with "Simple Patch Mesh" (3x3), transformed to a bevel shape. Both worked. How is your patch vertex setup?
  3. Well you see, it's not like I'm asking it to cap a complicated patch, it's just a 90 degree curve. If it can't even do that then something is wrong. Saying that it just "doesn't work" means that it's a bug. The feature is there to perform a certain task, and it's not doing what it's supposed to be doing, that's a bug. And whether I create a patch manually to be 90 degrees, or create one using the menu, they are both 90 degree bent patches, they are the exact same thing. they both follow the grid points as I always have grid snap on. So if the program is able to cap the menu made patch, it should be able to also cap the manually made one end of story. It's a bug.
  4. That's not a bug, the "Cap Selection" feature just doesn't work with all patches. At any rate, you don't need to manipulate the patch manually so that it fits a 90° curve. Proceed like this: - Menu Patch > Bevel (this gives you the 90° patch) - Rotate, move, resize your bevel - Then hit Patch > Cap Selection (or Shift-C if I recall correctly) - Choose "Inverted Bevel" (this will create 2 patches complementing the curve) Time stamping of console entries is not implemented at this time.
  5. EDIT: Okay it's not working at all in the map now. Can't cap hardly any patches. Please help. I found a pretty annoying bug in darkradiant. I only tested this using the Split layout. So this is the problem, if create a patch in the bottom left window (X - front view I think) and then manipulate it into a 90 degree curve (using any view) like in the picture. I then want to cap the selection using Inverted Bevel cap selection, so I hit Shift-C and the cap selection window pops up. I select Inverted Bevel and click OK. Now in the console a new entry pops up saying: patchCreateCaps. But nothing happens, the caps aren't created and no error is thrown. Here is what I'm working on: As you can see, it is a simple patch bend that I'm trying to cap for the cathedral entrance but nothing happens. Also on another note, is there a way to time stamp console entries?
  6. Yeah, I guess I need to refine that algorithm sometime and take the cross product of the vectors into account, so that I can judge whether the thickened patch is created at the correct side. Also, the subdivisions of the patch are currently not considered, so (correct me if I'm wrong) the thickened patch doesn't have the same (fixed) tesselation as the source patch.
  7. 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.
  8. 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.
  9. 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
  10. It appears to be an actual bug in the thicken routine, which has problems with the prefab patch you sent me. Some patch vertices end up in the world origin, hence the weird distortion (it can also be noticed when loading the map again in DarkRadiant. I'll try to narrow that down, maybe it's due to the fixed subdivision or the unusual shape. What's also bothering is that it looks fine after creation in the editor, but the patch is totally messed up when saved to a map file.
  11. I've just tried some more simple patches with just 90 curves, works fine. So this may just be a limitation of patch thickening. My patch curves all the way around 180 degrees and also up around in a ramp, with 11 segments. If you want the exact patch, here is the prefab: http://www.shadowdarkkeep.com/files/komag_curvedramp.pfb and here are the maps: http://www.shadowdarkkeep.com/files/badpatch.rar Should I track this for DR, or is it just something we all should be aware of to keep our patches more simple if we want to thicken them?
  12. It's not just the exp5 - same bug in 0.9.6pre I had saved just the top surface patch as a prefab. Uninstalled exp5 and installed pre, loaded the patch, and just selected thicken patch, extrude along vertex normals (with create seams selected). In DR I only see the new sides created, but in game (again, heading off toward 0, 0, 0)
  13. 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.
  14. I have a problem with a slightly complex curved patch. I don't know if this is only with the exp version, haven't yet tried it with snapshot, haven't yet tried to repro in any way shape or form. But anyway, here's some pics: I made the top of the ramp, then wanted to thicken the patch but it wasn't working right. I tried thickening Extrude along Z axis (-16), but it would only make the underside and not the side walls, even though I had "make side walls" seleted. But if I made it Extrude along Vertex Normals, it would make sides and not the underside. I had to repeat things a few times to figure out what was going on, deleting stuff each time. So I ended up doing it both ways so I had my sides and my underside, set all them to fixed subdivisions with 12 for a good curve so I could line up the edges perfectly, straightened out the sides (which were at angles from having extruded along Vertex Normals, and everything looked perfect in DR. Then in game I see those crazy sides going down towards 0, 0, 0 (it looks like). They are nowhere in DR, I can't find them to delete them. By the way, those wall things are solid, can hold rope arrows, etc. I'll see if I get any problem like that with 0.9.6 shapshot
  15. The DR development is here: http://forums.thedarkmod.com/index.php?showforum=51 Can you see it? I figure you should, because you have "Beta Mapper" in your profile.
  16. @SneaksieDave: in reply to this report: Cycle cap texture weirdness. The cycle cap texture command performs a projection of the patch texture on one of the , or planes. It cycles through these planes each time you hit "Cap Cycle". This means, that if the patch is orthogonal to any of these planes, you'll see an infinite stretch of the texture, as the patch is projected onto a line on the plane, and the UV coordinates are at the same place (for one dimension). So, as far as I can see, the command works as expected, the weirdness is "normal", so to say. As for the rare crash you reported. I stepped through the code and couldn't see anything suspicious, which could cause crashes, so I'm not sure what would have crashed the application.
  17. If that's the case, then your assertion that my system would require more nodes is incorrect. That seemed to be your main reason why you thought your system would work better, so now I'm confused about exactly what benefit you think your system has, or how you would address the awkward pathing issue. Yes, you can. In fact, that's exactly what a path_lookat does. It directs the AI to look at a particular entity, then plays an animation (or not). If you're saying the functionality doesn't exist, that's also incorrect. You can use a path_cycleanim to play an animation X number of times. If you're trying to point out that the D3 code for these paths hasn't been ported over yet, that's true, but I don't see how it's relevant. To be clear, I'm in favour of random probability, and have been ever since bringing up this concept back in 1994 (http://forums.thedarkmod.com/index.php?showtopic=463). I just think system #2 (variable chance to path to each node) is a better and more versatile way of achieving it.
  18. That's of course possible, you just need to check out this URL: https://darkradiant.svn.sourceforge.net/svnroot/darkradiant which contains the trunk, tags and branches folder. I'm pretty sure that's not worth the hassle. You don't need to test it if you don't want or don't have time. At any rate, switching is easy, go to your darkradiant working copy (the trunk) and type: svn sw https://darkradiant.svn.sourceforge.net/svn...ches/scenegraph
  19. Thanx for the excellent explanations! @Fidcal: Here is a link I am refering often to: http://www.iddevnet.com/doom3/materials.php @Gildoran: Your remarks about shadows got me thinking that my blue tiles (the version with the red base + blue overlay) looked mighty odd in the shadows. Maybe this is an issue. Can you please have a look at this material and tell me if what I want to achive is actually possible with doom shaders or if it would be better to "paint" complete diffuse maps for each tile color (aka "only blue, red, green and maybe yellow")? Please see here: http://forums.thedarkmod.com/index.php?showt...st&p=147621
  20. The original base files are missing (pak000.pk4 to pak004.pk4), so I assume you installed the patch in the wrong folder (which is easy to accomplish, as the patch suggests the wrong target folder when you hit install).
  21. Hi everyone I am new and I been wanting to try this demo out. the only problems I have is what you see in the pictures. The short I can copy the +set fs_game thiefs_den only after the " <-- quotation marks. it will not allow me to copy within without giving me a error. I did do the instructions exactly as in copy the file in windows/system32 folder un my Vista 64. I even copyed the dev.dll file in the doom directory. I am stumped even after installing the new patch. The game ran fine till I installed the thief den demo. I attached 2 picture files if they don't work I will try them in image shack with a follow up. Just click on the image to enlarge. I need some advice anyone know what this could be? Thanks
  22. Well, I'm not defending EA by any means but I don't know if I'd call it a 'blantant ripoff'. One's Halflife and the other is Battlfield... It just so happens both a cartoon/cel shade rendered games. Both are multiplayer, ect... I think here it's more of a question of which major game studio released a cel shade type game first, anything after that could be labeled a 'ripoff'. And while the battlefield one looks cool I didn't know what all the Orange Box stuff was. I never cared for Halflife too much, I played a bit. It was also one of the first FPS games I had played so I sucked! Then I looked at Halflife 2 and you HAD to have internet, I didn't at that time so that turned me off to it. Over at Polycount forums there have been low poly remakes (very good ones too) of all the Team Fortress characters. I thought they were cartoony renditions of another game, I never realized they were actually duplicating the characters so well. Now after checking out the orange box page I think I want it!!!
  23. ... via http://forums.thedarkmod.com/index.php?s=&am...st&p=146996 You guys must share a forum somewhere... he posted your pic before you did? And at a slightly different angle, no less.
  24. 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.
  25. Right on, I'll give it another try. Haven't been to the polycount forums for awhile so probably missed the announcement.
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