Jump to content
The Dark Mod Forums

Search the Community

Showing results for '/tags/forums/pk4/'.

  • 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. Ultra-short setup guide: - Send sparhawk PM with username/password - Install TortoiseSVN (assuming you're working on Windows) - Download the Mod as soon as sparhawk has confirmed your access - Install VC++ 2005 Express Edition (in case you haven't another IDE of your choice) - Install Platform SDK - Add settings for shared libraries (look at D3world or ask me) - Install Doom 3 (no spaces in the path) - Install Patch 1.3.1 (important, use the one linked on the wiki) - Compile your DLL (debug/release) - Push the DLL into the \Doom3\ folder right next to the EXE (this will override the one in the PK4).
  2. There was, but there seemed to be a misunderstanding and he left to work on the opendarkengine project. From where I stand, it came down to complete and utter silliness. I messaged him at TTLG and invited him to work on the Dark Radiant renderer. His apparent assumption was that this meant access to the TDM assets, which it didn't. TDM and Dark Radiant are separate code bases, and you don't need TDM assets to work on the Dark Radiant Renderer...because it already works natively with Doom 3...which he obviously had because he was working on a doom 3 model something or another. If it was another part of Dark Radiant, like stim/response...then yes, I could see it...but not for the renderer. I know, I would like to see it improved too. I've been pouring over coding forums, it's not an easy sell.
  3. Looking at the current def folder there are several naming schemes in use: - tdm_ prefix. Special case: tdm_ai_ prefix for TDM AI. - Map-specific (e.g. bonehoard.def, blackheart_manor_items.def). Problem with these is, if this is shipped in the def/ folder, then mappers will use the assets in other maps (count on it). IMO, no map that's on the main SVN (and not in a PK4) should have its own .def file unless the items contained within are truly map-specific (and I can't think why they would be); if they're potentially useful for other maps then they should go in generalised .def files. - Doom 3 names, e.g. heads.def. This is done to override the standard D3 files of the same name. It's not ideal but there's no real way around this without causing errors. - Weapons are prefixed with weapon_. This is a D3 convention. It might be more consistent to change these to tdm_weapon_, but I don't think it's that important. OTOH I don't think it'd hurt anything to change it, unless the weapon_ prefix actually means something to the code (but I can't think why it would). - Others. e.g. soundprop.def. If there's no compelling reason why these shouldn't have a prefix, then IMO they should be renamed. Ishtvan, are you okay with renaming soundprop.def to tdm_soundprop.def? So yes, I'd say that you should prefix new .def files with tdm_ unless there's a specific and compelling reason not to.
  4. Please also note that in f.i. Germany, the games are quite crippled/self-zensored, which means that you are basically forced to buy your Steam game via some foreign mercchant. (via an proxy in another country as Valve checks the IP!) However, do not try to get a refund for these games when you bought them via your credit card, as this will not only disable the game you bought (AND returned legally), but your entire account: From: http://www.slyck.com/forums/viewtopic.php?f=31&t=37355 So, they can simple turn around and deactivate all your bought games for no reason whatsoever. I think this is the reason why "software-as-a-paid-service" will fall flat on it's nose. Hopefully soon.
  5. But tagging is not a grouping really - it doesn't change the structure of map objects. And you can assign some spawn_args (=tags) to brushes as well, so it should work. I added some "tag"" to one of my brushes, it was added to the list, not ignored, it was saved with a map, compiled with no problems, so actually the core functionality is there already - we CAN add "tags" to brushes or entities. But we cannot select by spawnargs (=by tags, as far as I know). It would be actually useful feature not only for tagging - you could use it by selecting all entities with f.e. "noshadows" spawn_arg etc. Missing any form of grouping feature is really bad. It takes ages to select complex group of entities - using brush for selecting usually ends up with selecting more than you need and than you have to spend some time on unclicking unwanted entities and so on... Tagging has another advantage over regular grouping - you could select f.e. only books in whole map. And together with filtering option you could hide everything except books, so you could focus on editing them only.
  6. I don't mind if tags would be a string as a property of some spawn_arg or they would be unrecognised spawn args (without a need for a property to put in). It's just a matter of aesthetics and functionality (practice would tell it). The thing is if selecting objects in DR by those tags is possible or not. For me it looks quite easy to do and gives really great possibilities of organizing stuff in the scene.
  7. Couldn't you just add a spawn_arg "tags" and have the property of it be the "tags"? Just like "name" contains an arbitrary string, "tags" could do, too. Or did I misunderstood you?
  8. As far as I know there's some limitation in .map file structure that makes grouping objects impossible. Recently I thought about alternative method - tagging entities instead of grouping them. Tags would be assigned just like any other spawn_args. Actually - the functionality is already there - you just write any word and it's added to the list. I'd say tag would be anything which is not a recognised as spawn_arg. The only functionality which has to be done is "Select by Tag/Spawnarg". It shouldn't be difficult to do, should it? And there's really plenty of possibilities to make selecting a group of objects easy and flexible. I mean diffrent modes of selecting etc., but these are details at this moment. Of course any object could have many tags, so you can have f.e. galleon with all stuff on it tagged with "galleon". But if you want to move only lamp on the galleon, you could select lamp and light source tagged f.e. "lamp_12" and "galleon" tag would be ignored. Another great functionality would be filtering by tags. What do you think about it?
  9. Been lurking on these forums for about a year now and figured id sign up and offer to help in any way i can. Heres a couple of textures i've been working on, let me know if there any use to you mappers? Preview Download I know theres only 8 but i'll keep working on more if there up to your standards? Also i can model if thats any help, already done a few simple crates and world objects. I don't have any portfolio or anything, but if you wanna assign me a modeling/texturing test, fell free?
  10. Hey nightshifter, Welcome to the Dark Mod forums I'm glad you enjoyed the vid. Yes, please show us some screenies, I think anyone who had enough patience with Dromed will have more then enough for Dark Radiant
  11. The original was really only meant for me, but Dram posted it in the forums. There is smaller version available that is 50 megs. Coming soon.
  12. Uhm, is it just me or is the normal map reversed? the left one (without) has the stones sticking out, the right one looks like all the "stones" are actually depressions: http://forums.thedarkmod.com/index.php?act=a...ost&id=1492 I notice a similiar effect on "sloppy_bricks_red" or something, where the mortar actually sticks out and the bricks are depressed. That should be the other way, as mortar sticking out would be the first thing that gets broken off and weathered down by the elements. (unless the wall was made 2 weeks ago with plenty of mortar quelling out between the bricks
  13. I was referring to this one: http://forums.thedarkmod.com/index.php?s=&am...st&p=121951
  14. If what you've listed above is the same as the rgb/color keywords, then it won't really desaturate the colour, it will just move it closer to black (or white if you use an additive blend). It's definitely useful for creating new textures without the need for more files, however. http://forums.thedarkmod.com/index.php?showtopic=6170
  15. We also have transparent lit and unlit glass. http://forums.thedarkmod.com/index.php?showtopic=6180
  16. *cough* Yes I know I shouldnt be poking around the content forums - but its eve-online downtime and I'm taking the evening to relax! Could glass not be done in a slightly more fancy way? I mean, sure glass like that is okay for low settings - but wouldnt some pretty water-like shader look a whole lot better? I was thinking a sort of startic water like shader with low and wide bumps. Like impure and old glass you find in ooold houses, nothing too busy so that it looks like the refraction is going everywhere, just a slight curve here and there I think that would be quite damn good looking for display cabinets and stuff. Anyway - donno too much about shaders and the doom3 engine yet, but I will get there Just my 1.99c Serp
  17. Take a look at tdm_damage.def: there are a couple of damage types you can choose as argument of the response effect. For instance, a response effect to STIM_FIRE would take the damage_fire entityDef as argument. Or do you rather intend to define the damage entityDef on the stim itself than on the player? Well yes, I had this already implemented, but it was not accepted. I think it's in a thread somewhere in the Level Editing forum, but I might have to dig it up. edit: Here it is: http://forums.thedarkmod.com/index.php?s=&showtopic=5646 edit2: erm, wrong forum for this?
  18. Uh, my mind is really bad I haven't even logged in into TTLG forums for years, but I think mylogin there would have been "Tels", too. Maybe my source code archive contains some credits file with a thank you note to you? Must check http://bloodgate.com/thief/pub/cow_023b30.zip Oh, last updated 2000....wow. jdsmith its the "xarax" from my signature. Credits ======= Go to: Mahk and Doug at Looking Glass Studios for their hints and tips. Looking Glass Studios, for making such cool games and creating one of the most flexible game engines in the world! Alex Fung for his help with the listbook script Larson, for his very usefull comments and emails and giving me cool ideas. jdsmith, for finding bux and actually fixing them :) Dan Nightfall, for running the coolest fan sites on the entire 'net O Love, for, you know what :) To all taffers on the Thief Editor Guild's Forum: http://www.ttlg.com/forums/ Thumper for his very usefull hints at the database file format. Tran for the GUI code and the long email discussions. I have learned a lot from you, pal! KFGecko for inspiring dome, Jonquil for the new fireplace idea. All game designers and map makers for their endless inspirations, especially from Thief, System Shock 2 and Unreal. Thanx to some games for their horrible architecture and maps as bad examples. Special Note ============ On May 24th of 2000 Looking Glass Studios died a sudden and unexpected dead. We will all miss you and your games, thank you for all the joy and fun you brought into our lifes! R.I.P. Sorry, I don't see you in there but I might just have forgotten to list you, or worse, this is an old copy. My current email archives go only back to 2004 - maybe I can dig up older emails.
  19. Hmmm... very possibly? My login on the TTLG forums was cypher628. Sound familiar?
  20. Ah... this would be the recent end-of-line indicator change talked about here: http://forums.thedarkmod.com/index.php?showtopic=6633 The files aren't actually broken; they're just using Unix-style line breaks instead of Windows-style. The change was made in order to be more consistent, since with both Windows and Linux users working on the files, we were using both styles. The best way to work around this problem is to use a text editor that isn't Notepad. Most decent text editors can handle Unix-style line breaks. I use and recommend TextPad, but there are lots of other good choices.
  21. Hey... I'd like to try out some beta-mapping for TDM. I know I'm a new face here... I used to be a member on the TTLG forums (still am, cypher628) and used to work with Dromed on both T1 and T2. I just downloaded the T3ED and am almost done running through Komag's tutorial. It's pretty different from dromed I'm still used to making everything out of brushes... I never got around to publishing much online but I could probably come up with some old screenies. My e-mail is ckahn@videotron.ca or cnetrix@gmail.com. :-D
  22. There is a sort keyword which is sometimes used on some original doom textures (mostly in the particle materials located in pak000.pk4 I think) but I don't know if that helps. I've also noticed that the vertex programs (water waves...) mess around with translucent stuff in front of them.
  23. Fidcal

    dds?

    Venus: I am using WTV as a simple viewer and the Nvidia convertor. Here's my old post. http://forums.thedarkmod.com/index.php?showt...st&p=120912
  24. OK, I've done one gold key in three versions for you to choose before I do the rest HERE. Drop the pk4 in darkmod and enter map inv_icons Scroll through the inventory and see a big icon, a small, and a big128 that is 128 x 128 (the other two are both 256 x 256) There is a big saving in disk space and I don't think I can tell the difference in quality. I like the big key because I like things nice and clear but probably many like small discrete icons.
  25. Hey there, Just a quick topic about a few things. *A wiki link on the front page: Could we get a wiki link stuck on the front page? even though it's pretty much all development linked, its kinda nice to have a link somewhere visible *BioShock Video Post-Mortem (thanks to BU) "Christopher Kline of 2k Boston runs through the entire BioShock production in an hour and twenty-three minutes. Starting from the beginning, he shows off lots of great video of tech demos and early prototypes, giving a pretty clear and fascinating picture of the ups and downs of the development cycle."(133mb/1h:23m) http://video.google.com/videoplay?docid=-4508664361400518462 or http://tinyurl.com/35uahw (flv for watching offline in a decent 3rd party player, with some nice post-processing) Quite interesting, altho a fair bit is about completely irrelevant sections - it does sort of raise a few good points that you generally dont hear the devs talking about. I felt it was time well spent *Paint.NET http://www.getpaint.net/ A few posts about alpha channel issues and what applications correctly support them etc made me think of what I do when testing image stuff.... and I generally just use paint.net. It's around 4mb and comes with some pretty damn decent tools, good resizing, awesome UI and design. Its not going to replace your Photoshop, but it does a great job for a quick doodle or to check out a final version of something in another app *ATi Tray Tools & AMD Drivers http://radeon.ru/downloads/att/attsetup.exe I'v noticed quite a few people using ATI/AMD gpu's around here - and specifically some people with crashes during OpenGL renders are running. A strange thing happened a while back when I removed the .net framework completely from windows(err... dont ask), the OpenGL driver would refuse to run or crash a lot while doing certain odd things. Completely removing the driver, installing .net and everything went back to normal. Anyway, I did find one thing that really helped when I was having the random crashes was to not use the CCC/CP release of the driver and instead opt for the Driver only package (14mb odd), crashes completely stopped in the OpenGL renders that I could open without .net. Anyway - ontop of all that, the tool that's insanely handy to have around without a CP etc (and is way more handy anyway) is ATT. Has everything you could ever want from a graphics card and more, while staying very minimal in memory requirements etc. Highly recommended. Dump CCC. (just disable the FPS overlay, kinda irritating most of the time ) ***** And that concludes my 3am babbling on about random topics that I though of this week while reading the forums and lurking If there are parts that dont make sense etc, drink + 3am + too much studying = this. Serp
×
×
  • Create New...