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. Good question Ishtvan. That's certainly something we hadn't anticipated, and I think our coders should be reprimanded for not having their thinking caps on straight! We'll settle this issue in the private forums!!!!
  2. Hey All, This is all so cool ok Wishlist: Another question. What is the height of the mantle limit, and will he be able to jump mantle? If so, whats that height? Also, whats his jump height? Secondly, for Dark Radiant. Could you add the ability to use a bounding box to select verts in patches? That entry above would not be possible without that feature (it was done in GTK 1.4). I'm sure you can see the advantages. In the same vien, a wish would be, that I could toggle off the verts on the far side (half) in cam view so it makes it easier to manipulate without accidently altering those on the other side. Also, could you please give it the ability to select faces akin to GTK 1.4. In 1.5, it takes twice as many clicks to texture multiple faces as it did in 1.4. More clicks=more time. Be cool if the first n last of those suggestions were aadded. I think this was added before, but colour the patch verts, as in radiant, so the key verts are different to the minor ones. Another of my wishlists for DR is: A good entity viewer, that gives a discription on the use of an entity. There are so many, and so many ways to use them, its impossible to keep it all in memory. Love the idea of a model viewer, and alternate skin viewer. How about a shader viewer? (ie so you can quickly see the effect of a shader change on a texture) a Q3 tool had this. Also a map packer. (prob too much to ask with those two extra add-ons. I think thats all for now... Venus
  3. Ok, Im still bumping along with LW8, so here are some dumbass level questions that I cannot get answers for either in the manual or in the tutorials: Im trying to make a spoon, yes, a goddamned spoon, quit tittering I can hear all of you! When I make the bowl of the spoon, Im supposed to bevel twice, then remove some excess polygons, then weld some points then merge some points to get a nice, rounded spoon. The problem: the image in the tutorial looks nothing like the image in my modeller. When I remove, and weld all points then sub-patch I get a warped looking spoon bowl, not smooth. WHen I remove, weld some points, then try to merge the ones in the middle, i get a message "No points merged" and nothing happens. I finally figured out how to get the goddamned holes out of my goddamned cups, by merging all points. Now I want to put handles on one of my cups to make a chalice. How do I make an exact mirror of the handle for the other side. Do I A. clone the handle I already made then weld/attach it somehow? B. Is there a way to smoothshift two objects in tandem? Or C. is there a way to extrude in tandem?
  4. I've mostly used Cubase earlier, but have switched to Reason for it's midi capacities. I was wondering if any others use Reason, and maybe if you have any general or specific advices concerning making ambient music in this program? Let this be a thread for us (I presume there are more than me) who use Reason and who want to share our thoughts, tips and tricks about it with the other contributors/team members. Since I believe most people that make ambient music use Reason, I thought this thread justified in the DarkMod forums. One thing in particular I would like to know is recommended patches for bass ambience, like the one in 'Outside the Mansion' and 'Defiled Church'? I've tried a lot of patches, but can't find any that really has the right Thief-sound, not necessarily like in the aforementioned tracks mind you. (I may just be picky, but that's better than sloppy methinks) /K
  5. ahh righty ill have a scan for the patch then! cheers! regarding this subject, I dont suppose anyone knows how to create a distortion effect that only applies to certian areas of a texture? I basically wanted it so the very edges of the camera frame had a slight distortion effect, but no matter what combination i've tried (playing about with alpha maps and whatnot) it always applies it to the entire texture. I've been told there's no way around this though but I'm always open to suggestions.
  6. That's the one! Yeah it was brilliant and extremely immersive. Because you had no sound, you had to keep looking around for the...things. AFAIK you need the most recent patches to run it, I had the same problem until I downloaded patch 1.6 or whatever it was, then it worked fine. I highly recommend the mod
  7. So....how many of the changes I just finished making to the mesh two weeks ago are now obselete? http://forums.thedarkmod.com/index.php?s=&am...st&p=151102
  8. I think there is some misunderstanding about my problem with the entity list size in my post @ http://forums.thedarkmod.com/index.php?showt...st&p=142541 It's not the panel size (though that needs saving as well) but the entity list itself (see the image of waste space in the picture in that post and the tiny entity list.) So this problem is still present in the latest snapshot. I only see 2 or 3 lines of entity properties with a very large empty panel. Does nobody else see that?
  9. I had a very minor accident where I hit a patch of oil on the road as I was going around a small roundabout at about 15KpH. I was fine, as I lowsided the bike as the front wheel lost tracktion, and I basically landed on my feet running. My bike was another story - cracked fairing, several bits bent out of shape, and a ~$1500 repair bill. My insurance only kicks in when the damage is above $2000, so I had to pay out of my own pocket. I have mates who have had much more spectacular crashes where it would have cost them more to fix the bike than to buy a new one, not to mention the medical cost of spending months in hospital having extensive skin grafts and physiotherapy because they thought they were invincible and didn't need leathers. EDIT: I don't ride so much anymore now that I have a daughter - while motorcycling can be made relatively safe if you ride intelligently, it is still too risky when you have family responsibilities, IMO (read: my wife won't let me ). So I'm taking a long break from bikes until my kid(s) are older.
  10. Fidcal also has been working in this, you can see his thread in the member forums below
  11. You can copy a brush face texture onto other brush faces by Ctrl-Shift-MMB (you have to copy the face texture beforehand). Or did you mean something different? What I really miss is D3Ed's feature for copying brush face textures onto a patch (the MMB feature in D3Ed). I could not find any function like this in DarkRadiant, which is my main reason for switching between D3Ed and DarkRadiant at the moment. But I could imagine, that this would be a feature hard to implement.
  12. Yeah the hallway is very old (as should be evident... it's just a hallway ). It started out as a concept piece, I believe by kfmcall (his stuff is simply incredible, you'd have to see to believe them... maybe we have some on the site?), then I said 'hey that looks nice and simple, I can do that' and threw it together (didn't even know what a patch was at that time), and then later, BlackThief used it to design the textures seen on it. At least that's how I think it went. Although I have no full maps at this time (far from it), I mean to update at least my selection with a few better shots. I'd be inclined to show some WIP stuff too - I have a couple of early castle scenes which are becoming more likely abandoned by the day - but I've learned the result of that all too well. The public (and hell, even the team) are not very forgiving of WIP stuff. Edit: yep, some of kfm's stuff is in the gallery. *drool*
  13. Oh on the Doom3 forums they said that parallel lights should be at least twice the size of the map link Relevant part: This also tends to make parallel lights dimmer than their point light counterparts, so you often need to increase the physical size a parallel light's volume well outside the area of a map you want to influence in order to get an equivalent brightness to that of a point light. Keep this in mind when designing maps that have outdoor and indoor areas, you need to keep and eye on light volume overlaps.
  14. Unstoppable

    Thief 4

    Welp I was dead on about Deus Ex 3. Soon the prophecy shall be fulfilled and Deus Ex will return to it's glory. It shall fulfill it's destiny. However this post isn't about Deus Ex, it's about Thief, specifically Thief 4. There's a curious little tidbit located at this webpage. http://www.eidosmontreal.com/en/games.html AAA games, with high quality licenses that offer exciting challenges – e.g., the first two games we develop will revive successful franchises Games for next-generation consoles – Xbox 360, PS3, PC, and Wii What other franchise could they revive other than Thief? Man I would love to work on those games. Anyway Thief 4 perhaps in the year 2011. Just remember, Unstop told you first. He can see the future. By the way here's the new and improved Deus Ex 3 forum. You can use your regular Eidos forum name and password. http://forums.eidosgames.com/forumdisplay.php?f=252
  15. Fidcal, have you read this thread? Was the crate you attached a moveable? http://forums.thedarkmod.com/index.php?showtopic=7637
  16. @New Horizon: Can you set kshatriya up as Contributor and give him (am I right assuming you're male?) access to the sound forums?
  17. Yes, there's definitely interaction. Contributors are allowed to air their opinion just like everybody else on the team, so Contributors are definitely not second-class team members or production slaves. It basically reflects how much you want/plan to be involved in the project. Team Members are the full-time employees, and Contributors are the freelancers, so to say. Team members are expected to show somewhat more dedication, time-wise. They are expected to stick around, and pull on the same string as the other team members to get the mod done. Sometimes this includes doing stuff which is not that much fun. Contributors can choose to work on whatever they wish. They may also take requests from Team Members to work on something specific. They are more loosely bound - as the name states, they contribute assets (textures, models, sounds) like freelancers and everything they share with the team is appreciated (this applies to Team Members too, of course). Everyone is happy when Contributors are sticking around nonetheless, that's for sure - but people are less surprised if Contributors are disappearing after a short amount of time. There are certain forums, which are only visible to team members, but these generally don't matter to Contributors. Valuable Contributors who stick around are eventually becoming Team Members anyway, the status is not set in stone at all. So it boils down how much motivation and dedication you're willing to offer - we surely need your help, but the decision is yours.
  18. Ah. Ok. Seems to be a missunderstanding. Well, the programming instructs the computer what he should do. So if you move the mouse on your desktop the computer doesn't know what a mouse is or a mousepointer. The software tells the computer that if the device that is connected to this particular port, should cause an update of the mousepointer whenever it is moved. The same thing is done when you program a game. The programmer intstructs the computer to move the player character wheneever you press the MOVE_FORWARD key and so on. Kind of like a recipe: If MOVE_FORWARD key is pressed, then move the player in the current viewdirection. If FIRE_BUTTON key is pressed AND the weapon still has ammo fire a round and decrease the ammo. This kind of thing. My code does the same. Stim/Response is a system that looks in a given radius wether something is there that reacts with each other. For example. If you fire a water arrow, then the water arrow constantly looks wether there is something it can impact with. If this is the case it explodes and shows the water splash. When the splash is deploed, the Stim/Response system checkes if there is something in the vicinity that reacts to water, like a torch that needs to be doused. So the Stim is the water and the response is that the torch is doused. Of course the response can be different. For example you could say that if the response is coming from a moss arrow, the moss patch grows a little bit, and if he response comes from a blood poodle, the response is that it gets washed away. So the stim is always the same (water, fire, heat, etc.) but the response is different, depending on what was made contact with.
  19. To Komaq Who are you talking to? If you want hard puzzles, there's always Riven. A great game, too. But I certainly don't like OoT for puzzles. "Don't be ridiculous, you can't learn a language by reading a foreign book, unless you have some pre-existing knowledge of the language, or some kind of rosetta stone for transcription purposes, such as a copy of the book in your own language as well." I had a Russian-English vocabulary. At first I was translating every word but then I just started ramming though it... "How could I learn Russian only by reading a Russian novel, I don't know a single Russian word, and never would no matter how long I stared at the pages" Russian is a bad example, it's a lot more complicated than English. English is a very intuitive language. You need to know a few words, but what is more important is the ability to recognize a noun from a verb. My vocabulary was pretty non-existant, it wasn't even the 300 ESL words. I understand that not everyone can drone onto a book like that. I can. "You obviously had many other resources available to you for learning English, and reading English novels did nothing but help straighten out your grammar a little." Complete rubbish. The vast majority of my vocabulary, and pretty much 90% of my grammar knowledge and feel (since learning English grammar through rules is pointless) came from Harry Potter. You obviously have no idea how the brain works when it reads books do you? Never tried it yourself, have you? I go as far as I want to go, and I find proper to go. And where did you draw that conclusion? What tells you that I am obsessed with Oblivion, for that matter? Last game I played was Lander for like an hour (that game won't let you play it too long). I haven't had Oblivion installed for like a year now. Well, that's your opinion on games. But not mine. I wouldn't know, didn't play BG much. I played NWN as NWN. Nope it doesn't. It just means you don't like certain games, that's all... And you hang around a forum. I don't see a difference. IRC is just another medium (which I only use for the Project Offset game at the moment because, you know, the forums are down). You should understand that the medium is not the message if you have brains. Oh, but, you know, while people join games on SC, they also sit in bnet, discussing the game, which is pretty normal for anyone who wants to be good in that game. Where the heck did that came from? lol I am probably less obsessed than most people on this forum. <quote>First of all, what matters or what doesn't each person decides for themselves. To some, music making matters, or drawing matters; to me, computers, and what they include, particulary programming and gaming matters, and also I watched movies who's names you probably never heard of. Gaming is a hobby just like anything else is. Even then, I don't spend that much time on them. I actually do my homework, and I have some sports to do, and I read (reading Dune at the moment), I exercise, I expore the robotics field on occassion, I program, and I play my games. Don't accuse me of the obsessed scheme, please. I simply don't agree with the label of "horrible" applied to a game that perhaps is not great, but is certainly not horrible. "Anyway, I can tell you're quite a young person, so I'll assume for your sake that you'll grow out of all this nonsense at some point in the future." I am only 17, and already a lot more mature than you are, and I suggest you are past 20. That's kinda sad.
  20. Show me a game like OoT which is not kiddish and I will play it. But the only games designed like OoT that I know of are heXen and Turok 2, and very few others (that mostly suck). The genre of of hub-based fantasy fast-paced games is extinct, and OoT is one of the few ones that I found in addition. There is no game like heXen, Turok, or OoT, and until that genre becomes popular, I'd play anything from it as long as it's worthwhile. Graphics to me don't matter. Your statement that adults can't play games like OoT is similar to football athletes saying tennis is a girly sport. I read the books, that's where I learned my English from, and I'd like to see you read Harry Potter in a language you know 5 words in. Tell me how "childish" that is. No, it can't. TV is not interactive, and is limited in video image. OoT is a lot more than just that video image that annoys you so much. I understand that graphics ward you off, but please don't call a great game horrible just because it was intended for children, but it has such high gameplay quality that adults love it, too. No value for you doesn't mean no value for me. It's a battleground for me where I can forge my own history, especially with the editor. The thing about Oblivion is that it doesn't really matter what you do in it. You do not appreciate that, I understand. I do. I love Gothic 1 (Gothic 2 wasn't my cup of tea, or Gothic 3), and I like it better than Oblivion, but I also think it's pointless to compare it to Oblivion. Moreover, Oblivion is not what I call an RPG. It's more of a free ride action game with dialogs for me, but not really what I view as an RPG. You can accept Gothic with a low amount of detail, but not OoT with childish design? Inconsistency. If you actually believe advertisements, I wonder how you live. Advertisements are a bureaucracy curse, they are to be completely ignored, disbelieved, and despised. To consider what a game represents you look at what company made it, the name, the team, the design, and the gameplay. Not what someone said in the PR department to make the game sell a bit better. That has nothing to do with the programmers and designers of that game, they did not generate that advertisement. Speaking of advertisement, this may give someone a laugh, a guy criticizing Bethesda's Fallout 3 promotion tactic and Fallout 3 previews: http://www.diablo3.com/forums/showpost.php...amp;postcount=1 And you are...? What makes you better than people who like FF? You remind me of this guy from Twin Peaks, Albert. He was really good at something, too. But he was an ass. And that's what the sheriff told Albert: "I hear that you are real good at what you do. And, well, that's very good. 'Cause normally when a stranger walked into my station talking this kind of crap, he'd be looking for his teeth two blocks up on Queer Street." But I am used to such ignorance. I got kicked out of an IRC channel for liking LEXX and got accepted into another channel for the same reason. Members of the StarCraft Battle.net think I am some freak because they believe StarCraft and girls don't go together. Then again some guys don't want to talk to me because they are aware that I think bisexuals and homosexuals are people, too. All I can say that, unless you change your attitude, and stop being so shut down, you'll miss out on a lot of things in life, be it games, people, or anything else. Perhaps you like it that way, I don't know.
  21. Woops, absolutely not Sneaksie. Infact I tried out the TAB method to cycle through the surfaces and it helped me fix a few niggling problems I had with another patch. Read your comments before work and forgot to reply, that's all
  22. I had EXACTLY the same problem on the mansion I'm working on. I solved it by just cloning and chaning it around a bit. But what I suspect is happening for you there is the same effect that happens when you try and align a texture on one berush with another brush via middlemouse. Basically it seems to try and align it. This works fine in editor but BSP-ing rejoins surfaces that match with the texture (are aligned) and do not form an acute angle if joined together. So what you can try (I have'nt confirmed this but it's a theory [have'nt been able to stuff up a patch again, never happens when you want it to]) is to disalign the texture very slightly. Try it out and tell me what it did, hopefully this is the solution to this annoying crap.
  23. Are you using an editor other than D3ed? When I try selecting a patch mesh then pressing tab a few times, nothing happens. I suspect S and T are related to the U and V in UV mapping. My guess is that they're coordinates in texture space for each of the vertices.
  24. Guys, I'm getting a few probs with textures on capped areas. Sometimes they look fine and work as expected, Other times they just look mush and, what ever i try, I cant improve them and usually end up rebuilding the patch from scratch... any ideas? Like that^^!
  25. I made a new thread for this discussion, and uploaded videos of Oblivion AI sitting http://forums.thedarkmod.com/index.php?showtopic=7618
×
×
  • Create New...