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. SneaksieDave, we better continue the texture flip conversion here: You posted these two images: But I still don't see what you're trying to accomplish here. In the first image (the 123456789 one) do you suggest that the texture should be continued on the second patch?
  2. I agree, the mapper certainly shouldn't be forced to create a brush if there is an alternative option. However the feature is useful if a mapper wants to specify in advance exactly how large the patch should be, just like when creating a light.
  3. Moreover, it creates a patch that fits the size and location of the last selected brush (doesn't have to be selected anymore). So it gets created where you are actually working (I think this area is called "workzone", but I'm not quite sure. At least it gets created in the orthoview where you are currently looking at.
  4. Well I'd say it already is! This is a public part of the Dark Mod forums, and I posted it at Shadowdark. I just figured it was a silly editor test, sort like my barrel drop and guard drop vids, so nothing to hide.
  5. Yep, but it actually looks like the first has a problem too. I probably should have specified a thickness, so that it's easiest to see. It's hard to tell if it is warping down in the first pic (which would be much more troubling), or back toward the camera, but based on the known behavior, I assume it's back toward the camera. Instead of the normals being perpendicular to the surface, they're collapsing back toward the viewer. My original image above shows not just the before/after fix, but could also be seen as DR/DoomEd. The image on the right is what DoomEd builds. Probably the easiest way to see it is a square - all sides equal. Edit: In fact, looking at my original image and considering the basis for the original patch to be a square, and looking at the control points, it speaks to how it is built. It looks like two control points are placed on the endpoint edges, each half of the desired thickness inward (away from the surface), and then at the corner point, the same is done diagonally.
  6. I think your second thickened patch is displaying the behaviour -- notice how it gets thinner in the middle and the lines in the "side wall" go diagonally. If it was extruded along the normal, I would expect both the start and end patches to be parallel at all points.
  7. Ok, I just followed your instructions, but I didn't get a weird patch out of it. This is what I did: Created a cube: Clicked: Curve > Bevel, then deleted the cube: Then thickened the thing (first with thickness 16, then undid that one and thickened it with thickness 100): What did I wrong?
  8. Ok, renamed. The new dialog is now on SVN and allows to choose whether the selected brush should be deleted from the scenegraph after patch creation (Is only clickable, if exactly one brush is selected):
  9. OrbWeaver, I noticed that the map::countSelectedBrushes() method does not actually count the brushes only, but takes the patches into account too (it checks for Node_isPrimitive == true). This is ok I guess in the context of func_static creation (which can consist of patches as well), but I needed it to set the sensitivity of the "Remove selected Brushes" checkbox in the new patch creation dialog. Can I rename this method to countSelectedPrimitives() so that I can write another walker that only counts the brushes without patches?
  10. Could you show me an example of such a patch, I'd like to look into that. I already though about taking a "mean" normal vector, as there are 4 available (at most, for a vertex surrounded by four nearest neighbours).
  11. Thanks! Got it. Here's the result of my first official DarkRadiant thickened patch (there's a small issue which results in some distortion of it, but it looks like a simple problem - image is before/after a tiny amount of vertex manipulation): Will let you know if I come across any other issues of course.
  12. Exactly. Two adjacent control vertices are taken into consideration for the normals, which allows the thickened counterpart to follow the shape of the source patch. @SneaksieDave: I will upload a new build for you, you can check it out soon.
  13. Some pretty funky shapes there, especially in the bottom picture. How does it calculate the "thickness", is it extruding the patch along its normal vectors or what?
  14. Greetings! Let me first give you my story. I had my dad's old dell latitude C840, I was curious about Linux and the machine had a broken fan and kept crashing in windows from overheating, so I checked out an Ubuntu book at my school's library, installed it and I liked it a lot, never overheated, (at least enough for the powerdown failsafe to kick in). Well bout 2 days ago, after my lappy was running fine at school, either the ram, ram slots and/or mobo are dead (The evil capslock blinking 10 tens, than shuts off). So now I'm in the market for a new laptop, and I have about $700ish to spend. I think a few of you guys talked about your linux laptops, playing tdm on them (was it Komag?) and so I'd like to know if you guys know any good laptops that can install with Ubuntu pretty good, and if possible run doom3 well. Now I have my desktop that is my hardcore gaming machine, but if possible, I'd like to play TDM on my laptop, because I usually get a lot of sudden mapping creativity at school (of all places!) and I think it would be cool to be able to just put em down, plus vacations, I can have a portable Darkradiant :-D. I don't know how feasible that would be with my price range to get a laptop that can run doom 3 due to it being quite the hardware tester even to this day. I've looked at Dell's Ubuntu laptops and also I've been thinking about getting an Ideapad y530, but it has a shitty onboard video card and probably won't run doom3 at all. My main reason for this laptop is for School, Finances maybe, I'm also trying to teach myself Python, and play some classic old games in WINE like fallout 1 and 2. But If I can manage to get a lappy that can play some doom3, I'd be more happier, but if not, I'll still be good. I think I might register on the ubuntu forums as well and pitch my Q there. Thanks,
  15. Oh but that's what I mean; even with reclicking the source, I can't get it to copy the coords anymore. But anyway, that's 0.8.1. It's fixed now. I made myself a small list of things to try out with this new one, to be sure I'm not reporting stuff that's been fixed already. Even with that single fix, things already feel better. Ahhhh. Edit: and hooray for Flip X, Flip Y, the very point of this post! Just successfully made a fully continuous ceiling arch with it. Edit: Oh man, this is beautiful. Hours of struggle yesterday trying to get one patch to pick up the same texture alignment as another has been replaced with three clicks: MMB, Shift-MMB, Alt-MMB
  16. Okay that probably explains much. Make sure to see my previous post and edit (we're posting at the same time ) where I indicate some possible real issue with the Shift-MMB from a brush mode. That and the alt-mmb acting wonky above it might be the only 'real' (or at least serious) bugs I guess. I'd definitely like to be able to compile, assuming it's not some giant ordeal... Please say there's some tiny command line compiler and I can use WinCVS to get the source? I don't have any microsoft compilers installed on this system and would not like to (although, I suppose I could see about putting it on my work/test machine). Edit: I remember that post; it was about seeking a corner, right? Will that cause the texture to warp if the source brush is small, but not if the brush is large? Anyway to get around that programmatically? (the mapper could just oversize the brush, clone the texture, and then downsize the brush again). The second issue in the edit might be the same, but it's almost certainly more serious in result, and I'm not sure how a mapper could fix that. Edit: workaround: user can make a cut in the brush at the patch edge and texture it again to fix the warp.
  17. First of all, thanks for testing, SneaksieDave, this is appreciated. I think most part of the undefined behaviour can be explained easily: if you click on any brush during DarkRadiant runtime, the Face you clicked on is remembered (in some sort of "Texture Clipboard"). I just checked in the code and discovered, that the face is even remembered if you load an entirely new map (resulting in a nice crash if you try to paste the texture onto a patch ;-)). I will fix this and I believe we have to postpone further testing, as most of the weird stuff will presumably be gone after my changes. SneaksieDave, would you be willing to setup a DarkRadiant compile environment so that you can compile directly from source? This way you wouldn't have to wait till the next release and we could carry on testing. Additionally, I will have to take care that users get more feedback than they currently do, as everything else is inferior design, I have to admit.
  18. It was this thread: http://forums.thedarkmod.com/index.php?showt...amp;hl=launcher Though on re-reading it I may have misunderstood. When I use the Start Mission menu, the shop screen loads correctly, but there is no difficulty screen (actually there is but it is very out of date and with no objectives), so I thought I was doing something wrong. Are you saying that's what everyone currently sees?
  19. http://forums.eidosgames.com/showthread.php?t=76531 Don't know if this is old news to any of you, but there is a fix called DDFIX for the Thief2.exe to use proper colours on new video cards; no crashing, no horrible bright banding, and no dithering. And another fix called Widescreen, that runs it at super high resolutions, with support for wide screen. I got mine running at native resolution - 1650x1080 Also the other main thing for me is I found a built in colour profile on my LCD monitor "Movie", which actually looks crap in day time, but at night time, it seems to more closely resemble the richness of colour I used to get from playing my CRT in the dark. Not quite as good, but not as washed out as the default profile. Enough to make me want to get back into playing the Thief 2 FMs again And as for Garrett's voice being too loud - edit cam.cfg, find master_volume, and replace the -1 with 1600. That fixes it.
  20. It will not happen anytime soon anywhere. The predisposition towards irrational and superstitious beliefs is a flaw in humans for which no patch is available.
  21. I just saw this on D3World in the new patch discussion: http://www.doom3world.org/phpbb2/viewtopic...7&start=20: We've had problems with the ambient lights acting on surfaces as if they're lit from a particular direction. Does this solution of placing two ambient lights coming from opposite directions actually "fix" this issue?
  22. @Baddcog: I elaborated the gargoyle statue shader issue here: http://forums.thedarkmod.com/index.php?s=&am...st&p=160680 edit: and I totally do care about your models, they are always awesome. Actually, I'd like to see more of your models in the game, and I'd love to activate your lantern bot whenever I can find the time.
  23. This bug might be related to an animation: http://forums.thedarkmod.com/index.php?showt...mp;#entry163653
  24. In addition to the models you could make use of prefabs. That would save much time and it will be easier to create own missions in higher quality. A good example is the Amisfield Tower made by Komag: http://forums.thedarkmod.com/index.php?showtopic=8255 That would make a wonderfull prefab. Most people won't spend weeks for a building you may see only a few seconds in game, walking by or in the background. But if they are there as prefabs you just need to load it to your map, change a few textures rotate and scale it, remove or add a few brushes if u need to and it's ready. A wonderfull building which adds great atmosphere finished in a few minutes. You could do the same with candels with already added light entity, finished fireplaces, columns or evelators. The advantage of these prefabs is also that you can change them very easy to avoid that players think "I know exactly that from the last map, it's boring." What do you think about it?
  25. lol That would be hilarious. It was pretty funny...right after I posted on a couple of forums, the votes really took off. I think the Thief fans turned the tide. If only the entire country of Canada loved Thief, I could probably run for Prime Minister and win! haha
×
×
  • Create New...