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  1. Someone was working on a lute in the public forums but I don't know what happened to it.
  2. That is one option, however the top of the arch is badly stretched (as in DoomEd) with that method. I was looking for the one to 'follow' the patch best with no stretching at all. Paste natural definitely did what I was looking for, except for the texture inversion. That is the only problem - I don't even mind the hand adjustments to fix the alignment, but I can't, since it's inverted (or, I haven't figured out how yet). That's awesome. Well, I guess that explains the inverting. My second arch is the mirror partner of the first, so it gets the same texture 'rolled' up, from the opposite direction... I think I follow your description above, and it makes sense. Now my question would be, can we have a way, or another paste method, to keep the benefits of paste natural, without this resulting consequence? Either: 1. a way which intelligently uses the same points of reference as 'nearest' (how? I dunno ) 2. an invert texture function/button. I actually spent some time last night wracking my brain thinking, "there ISN'T an invert texture option? anywhere?" and even now, I'm not sure there isn't, and I'm about to open DoomEd and search for it. If there's not, and it's at all possible to implement, there should be. It would be a very welcome addition (I'll submit an entry for it). I know, for a fact, I've done this in other editors. It would have to be DromEd or UnrealEd, as I haven't used any others in recent time. I think it's UnrealEd... I'll track #2. I guess #1 decides the future of entry 79, unless you think of a way or have a desire to further address it. I realize it works as designed, though. Edit: Re: #2 - Ah, I knew I saw it: DoomEd has Flip X, Flip Y. Either of those alone creates a mirror image. Using both together creates a rotation.
  3. As far as I know, the instructions in this thread are still current. A Private Message on these forums is probably OK too. Would be great to have another programmer on board.
  4. It looks like there are several options. (1) Figure out what logic DoomEdit uses to divide patches when they are not explicitly given a tesselation value, and mimic this in DarkRadiant. It may be, for instance, that the algorithm is identical but DoomEdit uses n subdivisions and DR uses n - 1 by default. (2) Advise mappers that if they want patches to line up with each other, they should be explicitly subdivided before saving (to be honest I would always do this anyway, because the default subdivision results in too many polygons). (3) Ignore the issue entirely. Presumably this only affects the way DR displays the curved patch, rather than saving it to the map file (because the file only contains the vertex coordinates which do not change), or am I mistaken here?
  5. Doesn't that "17" in the example code above indicate the tesselation levels? Next to it is the "1" I chose for the other dimension, so I'd guess all needed info about that is there. What, for the "240" fixes I mention? That's a hypothetical map with X number of patches. And it needn't be all arches, it could be floors or walls or whatever else. A designer would have to fix every one of those? Ah, crap. That does not sound good. So then, at current status, an author has the choice to explicitly define every patch on export from DE, or to explicitly define them on import to DR. This is really not good.
  6. There's the number: patchDef3 { "textures/base_floor/a_bluetex1a_02" ( 3 3 17 1 0 0 0 ) ... I planted the 17 to locate it. Yep, that's what I'm submitting. If I save and compile in DE, and then open, save in DR, and then recompile, I'll get different tesselation levels in the end product. They're separated, as shown in the image (due to the difference), and even strangely different, as also shown in the original entry image - it doesn't have 2, or 4, or 8, or 16 subdivisions, but 7 . That may be a separate problem in itself. Anyway, fixing one patch once is fine - having to adapt an entire map just because you switched editors is extremely troubling.
  7. So is the problem that correct and completed geometry from DoomEdit suddenly breaks and requires fixing up, when opened in DarkRadiant? That does sound more serious. My previous understand was that if you created geometry in DoomEdit and then tried to match new geometry to it in DarkRadiant, you would have to fix up the original patch first (which is acceptable IMO).
  8. Tool? I am a weapon, an invisible weapon, for an invisible war. http://www.eidosinteractive.co.uk/gss/dxiw/ Ahh the memories of hyping this game up and failing a college class only to be dissapointed with the end result hehe. It was ok but the forums made me think the game sucked. In the end I liked it . Anyway Deus Ex 3 must succeed. If Deus Ex 3 bombs Thief 4 very well could be canceled due to lack of funding. Eidos is in a bit of financial trouble at the moment. Also need the newest Tomb Raider to sell well .
  9. I'd prefer no fixed tesselation by default, because I would have to increase it manually when making the patch larger or drag its vertices around. It's far less flexible and won't look good in larger patches. The only cases where this is important is when aligning patches to each other (like in this archway) - and there it's always possible to turn it on when needed. I wouldn't call it a serious defect as long as we don't know how the Doom3 engine tesselates the patches. If sparklies appear in-game, you can always turn on the fixed tesselation.
  10. What the hell, might as well ask. We've generally gone the photo route for textures, and there are still more to be had, so I'm not proclaiming that we've run out. Just thought I'd post this general request and see if anything comes of it. Even if it's a trickle, a good new texture now and then, cool. Not all of our textures are photos (for example blocks_008-14 are hand painted by David Gurrea from RebelAct Studios/Blade of Darkness), so our artists shouldn't feel that they can't submit handmade textures for use. And handmade textures are often (usually?) better, because they are specialized to fit exact needs, instead of having to hunt around for a perfect photo, of which almost none exist. Finally, remember that virtually all of Doom3 was handmade. So, artists, if you've the desire, make some pictures! That's all you have to do, if you don't want to do the rest of the steps. I'll be happy to do my best to take what I can and normalmap, specularmap, and prep them for use in TDM. Need suggestions? 1. Wood. Planks, beams, reinforced beams!, raw wood and fancy. You name it. 2. Stone. Stuff that's interesting and appealing. We have plenty of stones in the repository, but let's face it, not too many of them are pretty to look at. They're usually plain and dull (some are downright ugly), because the reality they're taken from is often plain and dull (and ugly). 3. Metal. Reinforced machinery parts. Girders. Rusted, new, damaged. 4. Windows. You could go nuts with decorative, fancy, stained glass, plain, broken. Needed! 5. Skyboxes. Backdrops, wispy clouds, starry skies, mountain scenes, city scenes. We need 'em! We currently have two choices with our missions - a horizonless starry night sky, or Mars. 6. Arches. Needed less (thanks to patch texturing), but useful anyway (especially for facades) 7. Trims of all materials - needed! From the fancy to the mundane. Also stair fronts. 8. Doors. Reinforced, iron, gated, scratched, decorative, plain 9. Decorative scrollwork. A few of our woods hint and what could be done with this. Liven it up! 10. Decals. Cracks!, burns, dirt, grafitti, snow, spiderwebs All - add more as you think of them.
  11. http://forums.thedarkmod.com/index.php?showtopic=7366
  12. While we're on the subject, how are moss arrows going to be implemented? I did a search on the subject and nothing came up. I always thought that it was kind of stupid that a guard wouldn't notice a newly grown patch of moss under his feet, especially when it was in the middle of a bank. Are there any plans to change the way they work?
  13. Not knowing how much work goes into one little suggestion, I feel a concept artist should be entitled to propose an artistic thought on something. If the coders, mappers and other departments who are "in the know" say, "no way. too much work," then fine... we'll drop it. From my ignorant viewpoint, though, applying a fisheye or blur effect seems like it would hardly be difficult so it's worth mentioning/proposing. If I were to throw up a retarded moss patch with a simplistic (lame) moss sprouting animation on CVS, does the team have to accept it just because it's "done" and "checked off our To-Do list"? No, I'd hope there would be some conversation in an effort to make it better, especially if it's felt simple tweaks could make it more polished.
  14. Hm. It might just be the wrong combination of gl_ settings. I had trouble wrapping my head around that before, despite people trying to explain it. Maybe we can find something in the window thread: http://forums.thedarkmod.com/index.php?s=&am...st&p=148796
  15. Feature requests should have severity "feature" unless they are serious -- for example the missing "feature" of being able to save your map would be quite a serious bug. I am not altogether convinced that Patch Thickening is a "major" bug however, even though it may be "important" as a feature: a major bug is something that actually stops you from working, such as the problem with entity inspector not displaying or rendermode changes giving an assertion failure.
  16. I posted a new build (0.9.8pre1) in the public TDM Editing forums, you can use that one.
  17. I know this is in the off topic forums, but you do realize this is more of a Dark Mod/Thief oriented forum...right? I haven't seen anyone on here who quite shares your level of enthusiasm for Deus Ex.
  18. Hey guys, I've been following the mod for a while now and finally decided to get off my lazy ass and register for the forums. I most likely won't be an active member but I just wanted to tell you that you're all doing an awesome job and I can't wait to see a release! Good luck and keep up the great work
  19. I might have an idea for a way to do the bubbles with a texture... I'll go see if I can bang something out. The effect will be similar to Thief, except instead of a line of bubbles, it'll be a patch of bubbles where there's fewer and fewer as your air drops. Edit: Unfortunately, apparently alphatest only works if you have a depth buffer, which isn't the case with GUIs, so my idea didn't work. I'll see if I can come up with anything else. Edit 2: It occured to me that I may still be able to achieve this idea with the modelrender def...
  20. Here's the relevant thread that explains the issue: http://forums.thedarkmod.com/index.php?s=&am...st&p=162282
  21. This is really hard to accomplish, as the click in the 3D view reflects a line and not a point as in the Orthoview. So, it's really ambiguous where you want to put the camera. I can't think of a good solution right now, but it would be possible to place the camera in the surrounding or the center of the brush/patch/object that has been clicked on.
  22. I put another drive in, formatted and reinstalled windows. Installing visual studio now. I thought about something after I did most of this already.... I wonder if I could have just setup another user and had it working again ? Man wish I had thought of that sooner sigh. Probably would work. I should be able to work again on the mod by tomorrow, still have to finish the install, install msdn, patch up windows and vs, reinstall tortoise.
  23. Well, I can't give you a 'professional opinion' But this might help. I'd do 2 things. First, the polys on the inside of main body. they are made of a skinny row, a wide (middle row) and a skinny row. Get rid of that and just make them 1 row. Then 'float' those trim pieces top/bottom. No need to waste polys building around the trim. It'll also give you fewer polys so easier to uv and less trouble shooting. You can also save uv space by putting those trims inside the window holes (just turn 'em sideways and leave some space). You got a lot of wasted space in the uv, you could get better resolution by moving stuff around. Then I'd take both the hi and low poly models, select all of the faces on the 'flaps' and detach them. Basically make 2 objects, 2 normal maps. Then you'll render the outer frame as one, and render the flaps as another. That'll get rid of the weird overlaps I bet. Then just put em back together (or just save the original) and copy/paste the textures together in photoshop. Since you have them uv'ed in one piece everything will line up. (But I'd compact the uv'es more first. I know alot of guys over at polycount forums (and excellent place for modelling help) that do very details models and characters do them in several pieces.
  24. Hmmm, I didn't notice a lot of reverb on them when I was playing them on my system...but when trying them ingame, that's when I noticed it more. I noticed reverb was more abundant in D3 after the 1.3 patch though...everything seemed to echo far more than I liked. I'll crank through them and pay closer attention. I was keeping more of a check on the volume than the other effects when I tweaked them. If there is too much reverb, I'll try to tone it down.
  25. The actual model feedback I have is consistent across all of them (and part of the gripe is due to my nature, so take it with salt): polycounts, polycounts, polycounts. There's no reason a small cylinder (e.g. panflute) can't be a rectangle. Or a larger one (an organ pipe), an octohedron. We do this with patches in the map editor all the time, using square cylinders. Rounded sides and tapered edges can be achieved with smoothing and materials. Sometimes it's okay for a scene to contain an item or two with a high count, but they do add up, and reduce a mapper's ability to add map detail. I'll reference a bell I made back in the stone age: http://forums.thedarkmod.com/index.php?s=&am...ost&p=83650 It's only got 12 sides (I could've, and maybe should've gone higher), but unless you're looking specifically at the edge, it looks round. All of the detail -- the trimming, the rivets, the scrollwork -- is in the material, none of it is modeled. Now imagine that on a much smaller scale; it wouldn't matter at all if a panflute pipe was 4 sided, maybe even 3. Look at the heads of the original Doom3 characters. They're a pretty extreme example, and I think id should've bumped it up. But still, unless you're looking for it, you don't really notice. Edit: Almost forgot: also, they appear faceted (e.g., the cauldron), though I haven't seen them for myself in game besides screenshots yet. Are you enabling smoothing? ASE supports it, and I believe LWO does as well. With it, most of the roundness detail and poly cost isn't needed.
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