Jump to content
The Dark Mod Forums

Search the Community

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

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

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

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. yes you're assuming right :] i didnt know you could do it in the editor? were ? how? im sry im coming with this totally lame question but ive heard it everywere on internet forums and such what does "imo" mean? x]
  2. I'm not a big fan of that one either. It needs either a much better normal map, or to be removed completely. Opinions, all? (image below) --------- I'll try to move the branching discussion above about new textures to a new thread suited to that purpose... fingers crossed. We can cross link between the two threads, but let's try to keep this one about texture retirement and the other about texture additions. Edit: well it mostly worked. The posts are there, but I couldn't put an intro post as first position. :-/ http://forums.thedarkmod.com/index.php?s=&am...st&p=168941
  3. Aaaah, I had thought mabye my eye were going wonky and the screenshot showed some subtle curves. Gimp does not work, sadly Stumbled over this, too: You need ATI compressonator running under wine: http://wiki.thedarkmod.com/index.php/Dds Edit: Actually, couldn't post the relevant section to the wiki, it is here: http://forums.thedarkmod.com/index.php?showtopic=8509&hl= endedit. I got that setup on my PC including a small script to auto-convert TGAs for TDM, so if you upload the TGA I can recompress it easily as DDS tomorrow.
  4. Baddcog

    Zero Gear

    I'm not actually involved in the making of the game. I've just made some 'User Content' for it while it's in production. A few other modellers have made some pretty cool content too, they have forums at their site where you can check it all out. it's not a mod either, it's a ground up developed game for retail done mainly by 2 guys, using Ogre render engine and a bunch of Ogre compatible programs like Hikari (used for all the Flash menus). One programmer, one artist, both full time for about a year now. Making the content early got me into the Alpha/Beta stuff. They're gonna take it to The Indie Games Festival in a few weeks. I think the state it's in is very professional and wouldn't be suprised to see them win some catagory(ies). It's all online play and they are pushing towards 100% content friendly. They want to try and implement user content before the show so the judges can play online against us testers and possibly use our content as well. However the user content portion of the game is lower priority for the show than other things they are working on. However the judging isn't for about 6 months I think and during that time they can update anything they want. For me it was just fun checking out another engine and game. Making content very different from most of the stuff I have ever made. I've got a map probably 50% done too, but learning new techniques in Max to make it, I've rebuilt alot. Gonna be 'Tiki Island', basically Hawaii with some volcanos, lava, lots of palm trees and switchbacks.
  5. We have this list here: http://forums.thedarkmod.com/index.php?showtopic=7366 Though I'm not sure if all of these models are still needed - I'm sure you'll find something.
  6. Stuffs looking good. Some of the door stuff to a degree could be worked into textures for the existing doors. Don't know if you've checked out the base door models yet. I'm not saying we can't use more door variations either... But the doors are basically just a cube that can be textured with base textures, same with hinges and lockplates. It would be great to have more variations (especially lockplates and hinges, I've only done 2 set so far.) The good thing is they are very low poly and skinnable. The problem is the tex needs to fit the existing tex sizes/uv layout. Not hard but if they don't fit they won't work for skins. I modelled the hinges and lockplates the baked a normal, then just used stock textures (metal) and painted some AO for flat light on em. However that won't work for round top doors. ------------------ As far as door handles, I think the team has decided against round handles. I think there are different opinions on why, my personal opinion is that it's alot easier for players to see a lever type handle move when being used by enemy and/or lockpicking. We could use more varitaionthere too, I've only done one so far. ------------------- I don't wanna post pics of my stuff and clog up your thread so I'll just add a link to a pick of the doors I speak of http://forums.thedarkmod.com/index.php?s=&am...st&p=167520
  7. Here is the old thread, and especially at this post of mine for size comparison: http://forums.thedarkmod.com/index.php?s=&am...st&p=116729 Basically I was able to calculate that all the missions from all three Thief games could ALL fit into less than 10% of the available space in Doom 3. So I don't think hitting the maximum map size is going to be a problem...
  8. Both, they can be used as patch meshes or modeled to fit around an object in a modeling app, by adding the 2 new tiling ivy textures it opens up a whole lot more possibilities for covering large surfaces like walls at little cost of polys, the tiling pattern can be broken up by the Ivy leaf textures. I havent added the new textures to the .mtr file so you may need to do that, below is the shader you'l need if you want to paint vertex shadows, I doubt you'l need it for most Ivy situations though. models/skool/bramble_vertexcolour { //DECAL_MACRO noShadows twosided //polygonOffset nonsolid noimpact { blend diffusemap map models/skool/bramble_d.tga alphaTest 0.5 vertexcolor } bumpmap models/skool/bramble_local.tga specularmap models/skool/bramble_s.tga { blend diffusemap map _black inversevertexcolor } } Ive also included the highpoly model of the Ivy, I think it might be useful for generating textures for the vine arrow and you can see how the scene is all set up for lighting and projection. All you have to do is select the lowpoly mesh, open the render to texture dialog and click render. It will render out diffuse, specular and normal .tga's for the alpha you need to render the diffuse again but turn off shadows and lighting, call it "whatever_alpha" then open it in photoshop, select sampled colours and copy the black area onto the origional diffuse alpha channel Im not realy too familiar with PSP, if you're having trouble seeing the alpha working in doom3 it probably the material have a look at the material for the origional ivy
  9. General question: should we still keep the old code of the legacy Surface Inspector, Patch Inspector and TexTool? At the moment it's an option in the registry whether the new or the old dialogs should be used. I'd personally prefer removing the old code for the sake of code cleanliness and because they're inferior (IMO), but I'm unsure from the mapper's point of view. SneaksieDave? angua? Beta Mappers? Opinions?
  10. This is no problem, although this will be one. The Light Inspector can't keep track of any other undoable actions that might happen while it's open. Imagine a change from a point to a projected light and the user dragging the vertices around. It could never know how "far" to go back to revert the changes since the time it was first displayed. In my opinion the gnome HIG are nice and clean for most applications, but can't be easily applied 1:1 in an application like DarkRadiant, especially when it comes to using the inspectors. If it was up to me, I'd make all changes in the Light Inspector instantly applied and undoable, and ditch the apply button completely (the Surface Inspector and Patch Inspector) don't have one either. That said, I'm all for making the UI as predictable and easy-to-use as possible, but in the end we can't (and shouldn't) turn it in an Office application. (I guess I got dragged away, sorry.) I'll try to look into the instant-apply stuff first.
  11. The LightInspector changes when clicking on "Apply" are undoable now. Should I go further and make all changes instantly applied? This is of course harder to implement, but from working on the Surface and Patch Inspectors I think I know what to watch out for.
  12. Haven't seen this, must be linux-specific, but it could be possible that I set the modality to MainFrame instead of the parent window. I'll check that. Argh, I knew I forgot something, I'll have to copy over the old infostore population code from the LightTextureSelector. The dialog is behaving now as the Surface Inspector and the Patch Inspector does, they can be floating around while working on the actual map. OK is suggesting that the dialog is closed after clicking, which isn't the case. Similarly, I thought Cancel is not appropriate anymore, but I could re-add it calling it "Reset" instead, triggering a reload of the information from the currently selected light. Should I do that?
  13. I want to have my builder guard on his knees praying. So that would mean that there has to be a praying/kneeling animation (Do we have that?). But also it would have to set in DR which anim/pose to start with. I searched around the forums and wiki, but either I'm looking in the wrong places, or what I'm thinking of isn't implemented yet. I looked in the entity editor values for the builder guard but than stood out to me.
  14. I use DarkRadiant 0.9.8pre5.exe. After double click on DarkRadiant.exe instantaneous appired this window: (screen in attachment) (all instruction from http://forums.thedarkmod.com/index.php?showt...p;#entry158490)
  15. I saved in DR, and now when I open the map in DR it's a blank, and in D3ed... Any idea what's wrong? The last thing I did in DR was add a end cap patch to a window and invert capped it.
  16. As did I. Tonight I put up a facade wall which included a bevel patch and inverted bevel endcap. I rotated it as well, to create the other side of the arch. I used the texturing hotkeys to texture it - I think first I hit shift-MMB, got the warning, then clicked ctrl-MMB. I assume any of those could be important steps. End result on trying to reload the map a few hours later: fails to load with 'Brush 8, parse error'. I've got a case of the #INFs (126 surfaces in total). // primitive 8 { patchDef2 { "textures/darkmod/city/wall/brick_dark" ( 3 3 0 0 0 ) ( ( ( 136 -448 164 1.#INF -1.#INF ) ( 136 -456 188 1.#INF -1.#INF ) ( 136 -480 188 1.#INF -1.#INF ) ) ( ( 136 -456 188 1.#INF -1.#INF ) ( 136 -456 188 1.#INF -1.#INF ) ( 136 -456 188 1.#INF -1.#INF ) ) ( ( 136 -456 188 1.#INF -1.#INF ) ( 136 -456 188 1.#INF -1.#INF ) ( 136 -456 188 1.#INF -1.#INF ) ) ) } }
  17. Nice avatar. I spent a few years trying to beat Betrayal at Krondor as a kid. Good game and times! I too hail from HL2 mapping background. I think I'll start writing a tutorial for Hammer/worldcraft to Darkradiant transition. Welcome to the forums :-D
  18. Hey there you gals, nice to see you over here on TDM forums! Thanks for the support, we are doing well and learning more every day, quite an adventure and still not quite 100% real yet, but more so than before. Happy Beta Testing!!!
  19. Are the blood sprays just decals? I never thought that was a dynamically placed thin brush, but instead just another blend (or whatever, possibly not the right term) on the texture or the brush. Decals can be a thin patch hovering over a brush, but it doesn't seem like it has to be. I just got done playing a short session of RoE, and after smearing a possessed marine all over the wall... and floor... and doorway... and door... with single point blank shot to the chest with the double-barrel, it occurs to me, why don't we just adapt the blood sprays instead of worrying about models or all this other complication? If we could do so with angua's leaves particle, it would look great, and would cover all surfaces that the "spray" hits. Make it permanent, and there you go. Could that be detected just like any other surface?
  20. The patch problem is now fixed as well. Next is the rotation bug.
  21. I could fix the issue regarding the ineffective texture lock of child brushes. There was already sorf of a framework for this, although it's more of a hack really. Not that this is surprising. I'll look now into the Patch problem. This may pose some harder problem, as no "framework" like the one for Brushes exists here.
  22. Agreed. The place for this should be the patch exporter stuff, shouldn't it? I'll open an issue in the bugtracker for this.
  23. Could you send me the map? There is most likely something amiss with the texturing or the patch vertices. A ZIP or something would do the trick.
  24. Ding ding. That's the one for me. Absolutely - in DoomEd, when you're selecting an arch for instance, to get around the patch faces of the whole object, you tab around. When you have a giant func_static like Dram's railings with 100+ parts, you cycle through the family with tab. Gotta have tab! I hate living across the sea that I come to these debates so late! Yes, so it should be - I'd be bothered if I selected a func_static brush and the rest didn't become selected. I think that might be tracked, even. You select a part, which selects the whole. Then, if you want part only, you tab to it (unless a better more direct mechanism can be devised, which might be worth trying, because I don't think anyone wants to have to tab through, e.g., Dram's 100+ part railings). Maybe I'm confused by this and need to see it in action to try it. A safe assumption is that anything that acts radically different from DoomEd is probably a risky idea. It's not because we can't come up with great ideas; it's because id, Doom, and the community have been at it and around for more than a decade perfecting how this stuff can and should be done, and we shouldn't be reinventing the wheel for things which don't require it. Obviously things like Objectives Editor don't even exist, but for stuff like selection and manipulation, they've got it pretty solid.
  25. http://www.3dgamers.com/dlselect/games/got...c3_patch112.txt that's the latest patch this is the original url. http://www.3dgamers.com/games/gothic3/downloads/ http://www.google.com/search?hl=en&q=gothic+3+patches
×
×
  • Create New...