Search the Community
Showing results for '/tags/forums/patch/'.
Found 10179 results
-
Wow, those are great! I'll definitly include some of them in the future, there are some really cool ornaments there. (Interesting how much effort they've put into creating nice covers for man-holes... ) Welcome to the forums, BTW!
-
I spoke with SiO2 from TTLG and he is interested in taking a look at the Level Preview Render for Dark Radiant and potentially doing some work to improve it. The level preview really doesn't give an accurate representation of what you're actually getting, so it will be nice to see if we can get it a bit closer to what it actually looks like in D3. SiO2 should be signing up on the forums soon, and I'll setup his permissions.
-
Made a patch pillow with a fabric texture and normal. It looks reasonable without the normal... But when the normal is added (and player light to emphasise) I get... This view from the other side clearly shows the light is 'inverted' and I see dark shadow nearest the light and brightly lit where it should be shadowed.... I softened and brightened the normal so there is only really the soft crease marking on it and texture detail is lost. In Gimp'3 3D it looks OK, ie, not inverted. There are options in Gimp to invert X and Y. Should I use either or both of those? Failing which I can just ditch the normal as they are not too bad without.
-
It looks like the piles of dirt/straw/gravel could use some adjusting to make them rounder. I'm not a mapper, but wouldn't it be simple enough (not to mention more flexible) to use a patch instead? The compass is great.
-
Bioshock street date has been broken ! http://forums.2kgames.com/forums/showthread.php?t=3389 Oh and say hello to my little friend. Me and him will be running Bioshock from now on. Windows Vista 32-Bit Home Premium (QTY=1, Price=$111.99) DVD-ROM LITE-ON|DH-16D2P-04 BK % - OEM (Qty=1, Price=$16.99) HD 320G|WD 7K 16M SATA2 WD3200AAKS - OEM (Qty=1, Price=$74.99) CASE NZXT|LEXA BLACKLINE BK RT - Retail (Qty=1, Price=$99.99) MB GIGABYTE GA-P35-S3L P35+ICH9 RTL - Retail (Qty=1, Price=$104.99) VGA EVGA 640-P2-N821-AR 8800GTS R - Retail (Qty=1, Price=$379.99) MEM 512Mx2|CRUCIAL BL2KIT6464AA804 - Retail (Qty=1, Price=$69.99) PSU ROSEWILL|RP600V2-S-SL 600W RT - Retail (Qty=1, Price=$74.99) CPU INTEL|C2Q Q6600 2.40G 775 8M R - Retail (Qty=1, Price=$294.99) MEM 1Gx2|CRUCIAL BL2KIT12864AA804 R - Retail (Qty=1, Price=$109.99) DVD_BURN LG|GSA-H54NK RAM % - OEM (Qty=1, Price=$27.99) CPU THERMPASTE|ARCTIC SILVER5 3.5G% - OEM (Qty=1, Price=$5.99) CPUCOOLER|ARCTIC P4|ACFZ7-PRO R - Retail (Qty=1, Price=$34.99) Westinghouse 19inch LCD Monitor (Free already own one) $0 Razor Deathadder mouse (Free already own one) $0 Extended Warranty Fee: $0 Subtotal: $1407.87 TAX: $0 Shipping and Handling Charge**: $43.92 Total: $1451.79 SAY HELLO TO MY LIL FRIEND.
-
It might be possible to make wings flap with a particle, haven't messed with em that much but I doubt it. It really even doesn't need the flower model. It could just be a butterfly, but as I stated above, the flower is like a placeholder. It defines where the butterfly will be so the author doesn't place it and get weird results. If the author places a flower patch they know te butterfly will fly in that area, a lttle above the flowers. Without flowers they could place it too low and it would fly down into stuff, or into a wall... Also, part of the anim is the butterfly landing on a flower, then flying, then landing. Anyway, as the shading/shadows is weird I'm not planning on releasing as is. I might just do a butterfly standalone without flowers, it just won't ever land, at least not on something as small as a flower without alot of painful trial and error.
-
I also found the flowers strange, do we need dead models? Great screenies though everyone. I started this little project about 2 weeks ago just messing around. No screens as it's not worthy yet, probably never. I took the yellow flower patch and added a monarch butterfly. Did an animation where he takes of, flies around and lands back on the flowers. I like the idea but so far it's not working great. The flowers were modeled for twosided material which I found does NOT work with md5 meshes. So I had to double polys. Still acceptable in small quantities. But now I have z fighting/ shadow issues. So it' on the backburner. Another prob was that the anim had to be 400 frames long so the loop wasn't too noticable. fairly large file size. I would like to do a dragonfly (probably better than a butterfly for dark, would be good in swamps, besides, you never see butterflies at night), maybe even just recycle my T2 one. it's got a good tex and shrunk down to a large dragonfly size (instead of giant dragonflies like I had in L4D) it would look fine. The reason I started with the flowers was to keep the anim contained so the butterfly wouldn't be placed where it would clip into flowers, ect... At this time I'm thinking that it would be best as a simple animated creature when we get flying creatures working. Anyway, just thought I'd share one of the things I've been toying with. I plan to try and get a start on some machinery, animated pieces that will combine with statics for physics. This was kindof a test in that direction.
-
There have been a couple patches, I believe I downloaded and intalled patch 1.12, but I can't remember for sure. There are some bugs, but so far nothing bad. The AI seem stupider and easier to outsmart/exploit than in Gothic 1/2, but I'm playing on medium and maybe they're smarter on hard (though maybe they just hit harder, etc, but are no smarter). I have never had a crash yet, after dozens of hours of play. Perhaps if there were crash problems those were pre-patches. There are other minor issues for me, but I can't really think of them right now. The save and load times are quite long for me (about 15 to 20 seconds to save, about 40 seconds to a minute to load), but this "bug" forces me to try to play more "realistically", living with consequences and forcing myself to become much less of a quicksave addict. There are some ini tweaks you will definitely want to do to make it work better (there is one setting I remember that was missing a "0" so that it was like 100,000 instead of the proper 1,000,000). There are a lot of other ini tweaks to set things like grass draw distance, etc. The graphics are absolutely amazing, maybe the best I've ever played, but again it's surely a matter of taste. I'm quite impressed with the lighting though, the whole landscape casts proper shadows that properly adjust all day and night long (sunlight/moonlight). They've made some good improvements in the interface over Gothic 1/2, the menus are much easier to manage (I think), frobbing stuff to pick things up is a smoother process, the frob bias settings seem pretty good and helpful, etc. You don't have to cook your raw meat peices one at a time for instance, you can cook and then select "38" or whatever to just cook them all at once. Lots of other little improvements like that. I like the RPG elements a lot, some great things to choose from as you get learning points to spend. I am having a great time playing.
-
I hope I do not sound like an asshole, but I don't feel comfortable with the thought of Potterr producing a loader for The Dark Mod. Given the amount of crashes people are experiencing with GL and Poterr's lack of presence and support on the TTLG forums for more than a few months are not really strong pro arguments in my book. Also, GarretLoader is probably one of the ugliest applications ever produced. I vote for doing this on our own, if it turns out that we can't handle the process from within the game.
-
The reason behind me saying you should use an alpha plane for details is that I imagined the details would be paint and/or goldleaf (or silverleaf) designs. In which case you really don't need normals (bumps) for the details. Also because the wood on a lute would be sanded very smooth so you wouldn't get woodgrain bumps thru the paint. It will also allow you to use an existing wood texture and ONLY make a texture for the details (256x256 is probably fine) If you painted the entire lute on a tex you'd probably need to make a 512x512. So it'll save space this way also. The 2 polys MIGHT add 2kb to the model, a 512 map would add at least 1 MB over a 256. I made a wooden sign which I wouldn't do this on, because it is made from rough boards. I want the paint to follow the shape of the cracks ect... So it needs to be applied to a wood texture that matches the normal map. @Max For the sword I'd probably NOT add planes for details. Instead you probably want to use a plain metal diffues (no details) and any shapes in the sword will be in the normal map. That'll make it look forged 'cause all the details show in the shadows. The specualr only makes parts shiny or not. So a leather handle specular would be black (not shiny), the polished metal blade would be white. A rusty blade would be specaled grey/white/black Well, in 3dsMax it is the material browser, a pop-up window that has slots for each texture. Each slots material has properties, one of them (the important one for games) is the map. This is where you load your texture (you can drag from a folder and drop into max). Then drag it onto the object. Then use the uvw tools to align it on the object. @demagogue, Since you are using LW you have NO choice but to triangulate if you want to import into D3. (3dsMax files work fine without this step). I'm not sure how LW works in this aspect. But in 3dsMax I can turn the edges in the center of a square that aren't outlined (they can be guessed as to their location, or seen from the lighting sometimes). But it is tougher, so triangulating them (turning into 3 sided polys in Max terms) just makes them easier to work with, that's all really. But sometimes it makes detailed models harder to work with cause there are so many lines on screen (that's the main reason to work with higher sided polys). A little unclear about what exactly you mean in that last part, hope I'm getting it right: The engine DOES care about how many polys you have, thus the need to be conservative and try to build as low poly as possible while still getting the desired shape and lighting props. Of course times are changing. In Max's 'something for ladies' post I posted a pic of a chest I made. The finish one for game is about 800 polys, maybe a little too high but it's a fancy chest that I hope won't end up in EVERY room of a castle. The high poly version for the normal map is 25,000 polys. It loaded in game just fine and could be used in a small area just fine probably, but overkill. I think I get what you're asking after reading again. The engine will render the light and shape based on how the triangle of the back of lute are. No matter if the are triangulated or not. They are there, just hard to see without being outlined. So I'd probably finish fleching out the basic shape and get it right where you want it. When you are done shaping, then triangulate and turn the edges. Always turn edges that need it. --------------------- This is why GOOD low-poly modeling is usually thought to be harder than high poly. With high poly you can add all the curves, shape, ect and make something look real. Low poly really makes you work to get a convincible and good looking object, textureing also plays a huge part because it can mask the fact that something is low-poly. This is a really interesting thread you guys might like, Low Poly Models : Polycount forums http://boards.polycount.net/showflat.php?C...;gonew=1#UNREAD You can see lots of great work there, along with pics of the maps and wire frames to get an idea what those guys are doing. This is one pic I thought was cool, old school low poly Oh yeah, @Max you probably only wnat to load a normal in the editor. Like in the pic of the doors, I used the normal for the hinge because that's where all the shape is, I wanted to align that. The diffuse is plain metal so it doesn't show you any reference. Then you need to make a material file, combining all your maps (diffuse, normal, spec) into a material. The name of the material is what you put on the object before export (in LW I believe - I know its different than 3dsMax, for 3dsmax I have to edit the object files with notepad and put the material names in myself). I think LW can handle the material names somehow, it is on the Wiki.
-
Interesting thread at TTLG. The Mystery Dev is back...this time releasing some old materials from the unfinished LGS game, Deep Cover. http://ttlg.com/forums/showthread.php?p=1621710#post1621710
-
Just got a good news alert for you guys. I read on Gamespot forums but lost the thread. Basically PC Gamer UK says it's one of the best games ever made. Also there's a pivotal moment in the game that was very shocking and cool. You know one of those gaming moments that never goes away and stays with you in your fond memories. Like playing Thief: The Dark Project and hearing the A.I. talk with themselves.
-
Well then, this is the patch with the SoundManager changes: soundManager.diff. I only briefly tested it (copied changes over to clean checkout, got it to compile, one test run), but I guess it works. I think I'll restart with the Speaker class with a 1:1 copy of genericEntity. Since then it'll compile and work for once. I think I won't get anywhere when I continue to mix the light and genericEntity class without understanding what I do... Oh, should I now actually go with the name == "speaker" check?
-
It's really the kind of thing you pick up in wiki, forums, and tutorials. D3ed uses a similar system so its not completely new.
-
Feel free to PM me your reactions, Nyar... I'm interested that you didn't like some of it. Or you could use tags, with appropriate and visible warnings.
-
Nope. I'm .:MOO:.TheDestroyer|CK|, a JKA clan. I am also a member of The Jedi Academy [.net], also a JKA group. TJA is a major 12-13 thousand people family. Cool eh? for the links, get star wars jedi knight jedi academy, learn to use it, then download http://jediknight2.filefront.com/file/OJPE...me_Manual;80816. With this, and Open Jedi Project Enhanced v0.0.9v you will learn to fight. OJP-E changes saber fighting big time. Swdroids.com is just a good lookin' site w/ nothing on it, its just my major file center. I test forums on it, etc. etc. I'm working on different projects such as a RP kit for STar Wars Jedi Knight: Jedi academy. -TheDestroyer
-
Not sure I've understood this. I create a gate, rotate it 45 degrees so its rotation values are 0.707107 0.707107 0 -0.707107 0.707107 0 0 0 1 I want to make it 8 times thicker which is the Y value so multiply each of the middle column to get... 0.707107 5.656856 0 -0.707107 5.656856 0 0 0 1 But don't seem to have done it right as the result is clearly wrong. (sorry did the above off line in Courier New and it lined up correctly but somehow the code tags move it out of line)
-
Last day to vote for my band to open for Aerosmith!
demagogue replied to New Horizon's topic in Off-Topic
Anyway, if no one can vote at all, then it basically locks in the result as of last night. I don't think it will hurt you, all in all. I think being popular on some internet forums worked in your favor for having a consistent turnout throughout, so if anything a final push might have worked against you, in relative terms I mean ... but that's just a guess. -
Sorry for the global post, but this is joebarnin and I can't post to the private forums or sent a PM. Here's the error I get: ----------------------------------------------------- Forbidden You don't have permission to access /darkmod/index.php? on this server. Baby Jesus cries... ----------------------------------------------------- I am logged in as joebarnin when I try to post.
-
More animated obj/texture chit chat/ I been thinking
Springheel replied to Baddcog's topic in Art Assets
If you do a search in the public forums for "sinusoidal shearing", you can probably find Gildoran's examples of grass that sways using animated textures. There is also a tree that we were given by EOC that uses animated textures to make the leaves move. I don't know a whole lot about animated textures myself--I've used them a few times in menus, but that's about it. I know that you can scroll side to side or up and down, which works like a conveyer belt if you have a tilable texture. You can also rotate the texture. The speed of motion is customizable, and you can also make the texture go forwards and backwards (the swaying effect). I'm pretty sure you can also increase the intensity of the texture (a 'pulsing' effect). -
Here's an example of how the new weapons can easily be modified by different skins. By swapping different wood and metal textures, it's easy to make many different looks. These are just a couple. The rustic axe and mace could still use some work, but the others are "decent". I could work on them longer to make them even better, but I'm going by the philosophy that it's better to get lots of decent models in game now, so they can be used and then tweaked later, than a few excellent models here and there. Anyway, I think I'm going to take a break from the weapons for a bit and do something else. For those keeping track, our weapon totals are: 4 swords (longsword, shortsword, dagger, ceremonial sword) 3 axes (battleaxe, handaxe, rustic axe) 2 polearms (halberd, spear) 1 quarterstaff 1 hammer 1 mace ---- 12 melee weapons 2 longbows 2 shortbows ---- 4 missile weapons http://forums.thedarkmod.com/index.php?showt...enant&st=25
-
What languages does vanilla D3 support anyway? Just European ones? The patch notes for D3 1.3.1 suggest that at least English, French, Italian, and Spanish are supported. I've had a little internationalisation (i18n for short) experience. There are lots of potential pitfalls and it is a bit of a pain; even more so if you're trying to retrofit existing code.
-
Itches, Glitches & Anything Else...
greebo replied to greebo's topic in DarkRadiant Feedback and Development
You can't set a uniform texture scale on patches by entering a value in the Inspector, you can only change it relatively. Just hit the arrow buttons in the Surface Inspector and it will increase/decrease the scale by the specified step size. The entry widget is greyed out because there is no way to determine for DarkRadiant whether a patch texture is uniformly scaled or distorted.