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  1. Looking at Digital Nightfall's models pack for Thief 2 I couldn't help but wonder if we ought to ask if he has high res originals we could use. http://www.ttlg.com/forums/showthread.php?...899#post1775899
  2. That's what the new PatchInspector looks like: I wanted to strip the unused elements from the old dialog first, but the code was hard to clean up so I thought I'd be faster taking the new Surface Inspector as a template. All the controls get inactivated if there is more or less than exactly one patch selected.
  3. Oh absolutely, I agree. I think you should select at least one control point, and then hitting a key would propagate the selection to the rest of the brush/patch. Either of those sound great to me. A thought about the always on top issue: I can't really think of a reason why the viewports would have to be always on top windows. Maybe the solution is to take that away from them? Dialogs will always stay atop of them, and the user can toggle to close them. As it is now, I always seem to lose the Shortcuts list behind my iso view. Pressing buttons like a dope, "did I just freeze up DR?!" Nope, just lost something behind the damn viewports again.
  4. If you are able to get it to work, that would rock. That feature alone is one I was wanting about 200 times last night. I was trying to manually align the front and undersides of some doorway arches, and I went throught the same routine each time: -select both -oops, they overlap. deselect one -select all control points of the other -drag it off of the overlap -re-select the other for textool -re-select the control points, now I'm ready to do some work But if I wanted to change anything, return to step one. Plus, I was trying to do this in full screen mode, which meant that each time I clicked the camera window, I had to press alt-T (my textool hotkey) twice to toggle it off and back on*. Heh, I was going insane. With this, I could just select one control point, hit the hotkey, and then one whole brush/patch is selected, woooot. *Always On Top toggle buttons for all of these dialogs would be fantastic, but I think it was indicated that was beyond GTK functions?
  5. Is this tool officially done now, or is there more coming? Does that Blender-like 'select all for brush/patch' look like it would work? Not nagging, just curious.
  6. Jesus Christ! How many have problems on Thief anyway???? And what wrong with this game? (Well I have seen MUCH worse, but still this thing is annoying!) An unofficial patch could be done?
  7. It is the year 2027 and you are Adam Jensen, who works as a private security officer at a technology lab specialising in biomechanical augmentations, a forerunner to the sort of nanotechnology shown in the original Deus Ex. One day the path of his life is unexpectedly altered as a team of black ops commandos break into his company's HQ, and using a security plan from Jensen's own hand, a mass slaughter ensues and the conspiracy begins http://games.tiscali.cz/clanek/screen.asp?id=13100 http://forums.gamespy.com/gaming_discussio.../19918671/p1/?7 http://www.computerandvideogames.com/artic...46&site=cvg The prophecy shall soon be at hand and fulfilled in one or two years. Long live Deus Ex!
  8. I have a request - once you have completed it, may you please email it to me at unconscious@omgpcgames.com, as I do not have time to check the forums daily. Thanks.
  9. Hello, I am the webmaster of the latest hit video gaming fansite "OMG! PC Games" (http://www.omgpcgames.com), and I am a avid fan of your work thus far, as are many other users on my website. I have contacted you via the use of your online forums once in the past, to express my willingness to become a mirror for your modification, upon release. This option is still valid, despite the download system currently being down for repairs. I would like to know who I should contact to arrange an interview regarding your work thus far. All information received will be publicised on the website, "OMG! PC Games", and a link will be placed in direction to your website for further information. So the question is this: With what member of the staff do I forward my questions onto, if said person is interested? I hope you can all help. Christopher "Unconscious" Lodge Founder and Webmaster of "OMG! PC Games".
  10. Maybe the easiest way is just to chop the whole right half of the patch properties window off, and leave the existing one for special cases where it's needed. Then you've got rows, column, S...T, and tesselation all on one dialog with no further work.
  11. I was running into the same problem like you and I found out that the orientation in world and in texture space was different and I dragged the wrong vertices around. I will add some buttons for flipping and rotating the selected patch vertices, they will sure come in handy. edit: FlipX/FlipY buttons are available now. @New Horizon: Thanks.
  12. Keeps getting better! Only problem I've had: Did that make it into the upload version? Doesn't seem to work for me. With the textool having focus, I select some control points, and then ESC to clear them, and ESC again (and again) to try to deselect the patch, but nothing happens. Edit: Also, after snapping to grid, how does one turn off grid snapping again? I seem to have it stuck on.
  13. Does the new tex tool make Row, Column, X, Y, Z, S, and T obsolete? Perhaps it does. I hadn't really thought about it. Tesselation per brush/patch as a menu item shouldn't have any problems, I think?
  14. The new Surface Dialog is feature complete and the TexTool is up and running. Do we still need the Patch Surface Inspector (Shift-S) as a dialog window or should I incorporate it into the menu as "Curve > Edit Tesselation"?
  15. I've got news on this. The preference "Patch Subdivide Threshold" does influence how the patches are tesselated in DarkRadiant. Lowering this value (and restarting DarkRadiant) makes the patches subdivide smoother. A value of 2 yields the same result as DoomEdit, I believe: However, I don't know if this is the remedy for all inconsistencies, but at least it's a start. If everybody agrees I will make 2 the default threshold value. Performance issues in game are unlikely because this affects only the tesselation in DarkRadiant itself, not in the Doom 3 engine (unless you choose fixed tesselation, a patchDef3).
  16. Yes, I let the window catch the ESC key to make it more intuitive. I also thought about pressing ESC twice to let the "Deselect" command propagate to the main window (first ESC = deselect texture vertices, another ESC = deselect the actual brushes/patches). I was already working on that, but my first attempt failed. This is on the plate. Yes, vertex editing for brushes is impossible, although (as you already stated), a scaling would be possible. I will probably remove the corner vertices and replace them by axis-aligned scale manipulators. With rectangular faces, it would be ok to have the manipulators on each edge, but with more than four-sided faces this won't work. Agreed, this would be helpful. Don't know how hard this would be to achieve, but I'll see to it. This may be impossible, but I'll try to think of a solution. Currently, the TexTool gets notified upon selection change, but it is not possible to compare the previous selection to the current one, you just get a bunch of objects. It could be the same face as selected before or it could be a patch, you can never know. Perhaps it's possible to link the TexTool more deeply into the SelectionSystem, so it may be possible to get a grip on what exactly happened during the last selection change.
  17. Asked, and answered. Good thing they did research this in advance, or there would've been one monster sized patch shortly after release.
  18. Dram

    Parkan II

    Has anyone herad of Parkan II? I just noticed it today and suddenly want it...bad. I heard Parkan Iron Strategy was good too, and you can download a demo, unfortunately my internet just got capped (went over the 20gb limit) which is absolutely fucked. Should be uncapped tomorrow, so im gonna get it then. Apparently its already out, but on their forums someone said that the US version should be out in december, that means January for Australia..ugh. Anyone know anything about this? Russians especially should hehehe...
  19. The names are the one you posted in the inventory thread here: http://forums.thedarkmod.com/index.php?s=&am...st&p=163038 I can easily change them, they are defined in the map's worldspawn. The "gui::yyyyyy" variables are interacting with the SDK code, things are kept very flexible. The parchment, title text and position are set dynamically by the code, depending on which menu is visible. Just give me the graphics and I'll handle the code changes - some might not be trivial, but we'll get there.
  20. OK, started up DR empty. Create coffee table. func_static_1. Create bottle. func_static_1. Rename DR folder to disable and also the config on in docs & settings. I'm downloading the snapshot. Don't know where the info is on this. I recall reading something in forums recently that wasn't in the issue I had which is very recent (only days old) One glitch with XP is when saving, select a folder & click, Folder opens and files list. Whatever file happens to fall under the cursor is instantly highlighted. Can't stop it. This means the filename in the save box is changed so the download would get saved with the wrong name, eg, darkradiant-0.9.8pre6.exe becomes darkradiant-0.9.7pre6.exe almost without noticing if you are not aware of it. I have to copy and paste the name.
  21. I just checked the code for CAP Texture and I think it should be the patch equivalent of Axial. But it doesn't work, and I think the command can be ditched along with the weird code. It seems to be trying to calculate a normal out of the control vertices and this normal is checked for its axis dominance (which component of the vector has the largest absolute value). A projection is then performed on to that axis, but this doesn't seem to be functional. Given the fact that we already have better tools to texture such (inverted) endcaps, I vote for removing that thing.
  22. Here's a general question (not a request, necessarily). I'm not sure if, a.) I just don't know how to do this, b.) there's a possible bug which prevents this, or, c.) there's currently no way to do it See the image below. In testing out the texture stitching, I used the left patch stitched to the top right, and then the bottom right stitched to the top right. These were the expected results, because the patches are completely different in grid space. What I'm interested in is the flattened, warp section of the texture in the middle, because the endpoints meet up nicely. We have the S and T fields. These have wacky calculated values in them where the editors handle texture layout for us and spit out a number we can see or modify if we're daring enough. The other dimension is the dropdown boxes above these fields, with values of 0,1,2 and 0,1,2. These correspond to the control points. For example, changing values on 0,0 will move one of the corner control points. And changing S and T for 0,0 will affect the shift and what appears to be the tile values. Sometimes these are actually useful. What I'm wondering is the following: How to affect the texture at the center of the bend, the flat warped area? One would suspect they could by going to coordinates 1,1; 0,1; and 1,0. But changing the S and T values for these points does nothing at all. Is this a bug? It seems so. And it's in both DarkRadiant and DoomEd. Or is it just impossible to affect the texture layout at those points through these editors (or even the game itself)? "Natural" does it, so surely it can be done, but why were we not given that ability? It'd certainly be useful, and consistent, to be able to affect the texture at all three sets of control points instead of just the ends.
  23. Wow, that's interesting and should definitely be useful, especially with terrain patches! I couldn't use it to make the arch faces align, but that much is to be expected, as the layouts of the patches are completely different. Is there any way to get rid of the drift that it does toward the front edge of the left patch, and instead keep it going with the original alignment? Either way, it's another cool tool for the toolbox. Note: I had a crash on resizing the camera window - I haven't reproduced it yet, so I'm not sure what may have caused it. I assume it's not related though.
  24. Concerning this issue #82, this is what I could accomplish so far: It works currently with brushes only, I haven't looked yet at the patch code (this might be more complicated, but I don't know yet). The according GUI elements / buttons are still missing, but this is something related to the new Surface Inspector dialog that should come in the near future.
  25. Damn! I got really excited when I read your second suggestion, almost positive it would work... but it didn't. :-/ The problem with single geometry comes if you want to be able to do more diverse things with it (like have it bend on the other axes too - like that guy that did the advanced arches map somewhere on d3world) or if you don't want a full arch. Or, when it's not even an arch (this was just a simplified example to make the request clear). For now at least, I can still open DoomEd and get the mirror alignment, if worse comes to worse. Also, there is the option to just twist and shift it around until I eventually get the right orientation by hand. Took me long enough before that I gave up though, and went to DoomEd. Is it really tough to get edge coords and continue from there on the next patch?
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