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  1. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  2. This just started today with my update of SVN to 15737/8388 followed by a rebuild. Some textures (not limited to the door texture shown) are painted black in-game. (Working fine prior to the latest update.) For textures on frobable items, normal highlighting appears when the item is frobbed. For textures on non-frobable items, the texture remains black regardless of distance from the object. Backing away to turn off highlighting paints the texture normally. Anyone else seeing this?
  3. I encountered a rather weird bug today: The floor grate is just an .ase model, one metal material, no unusual collision models or anything. Player can walk on it just fine. Obviously, I needed a MonsterClip brush for AI, so it doesn't avoid walking on it, but again, nothing weird about its placement: Is there anything wrong with this setup, or is it a bug?
  4. My compass renders as all white, ensuring I can't use it effectively. Images of the problem and the settings I have: https://i.imgur.com/Z7P6jkk.jpg https://i.imgur.com/TyEwpqE.jpg https://i.imgur.com/c2pMqhb.jpg I'm running TDM no tools due to AMD card. System specs: Computer Information: Manufacturer: Lenovo Model: IdeaCentre K330 Form Factor: Desktop No Touch Input Detected Processor Information: CPU Vendor: GenuineIntel CPU Brand: Intel® Core i7-2600 CPU @ 3.40GHz CPU Family: 0x6 CPU Model: 0x2a CPU Stepping: 0x7 CPU Type: 0x0 Speed: 3392 Mhz 8 logical processors 4 physical processors HyperThreading: Supported FCMOV: Supported SSE2: Supported SSE3: Supported SSSE3: Supported SSE4a: Unsupported SSE41: Supported SSE42: Supported AES: Supported AVX: Supported CMPXCHG16B: Supported LAHF/SAHF: Supported PrefetchW: Unsupported Operating System Version: Windows 7 (64 bit) NTFS: Supported Crypto Provider Codes: Supported 311 0x0 0x0 0x0 Video Card: Driver: AMD Radeon R9 380 Series DirectX Driver Name: aticfx32.dll Driver Version: 25.20.15031.1000 DirectX Driver Version: 25.20.15031.1000 Driver Date: 3 26 2019 OpenGL Version: 4.6 Desktop Color Depth: 32 bits per pixel Monitor Refresh Rate: 59 Hz DirectX Card: AMD Radeon R9 380 Series VendorID: 0x1002 DeviceID: 0x6939 Revision: 0xf1 Number of Monitors: 2 Number of Logical Video Cards: 2 No SLI or Crossfire Detected Primary Display Resolution: 1920 x 1080 Desktop Resolution: 3840 x 1080 Primary Display Size: 26.65" x 15.00" (30.55" diag) 67.7cm x 38.1cm (77.6cm diag) Primary Bus Type Not Detected Primary VRAM Not Detected Supported MSAA Modes: 2x 4x 8x Sound card: Audio device: Headset Earphone (HyperX Virtua Memory: RAM: 8174 Mb Miscellaneous: UI Language: English Media Type: Undetermined Total Hard Disk Space Available: 4972480 Mb Largest Free Hard Disk Block: 726828 Mb OS Install Date: Dec 31 1969 Game Controller: None detected VR Headset: None detected
  5. Still spreading the word about TDM on forums to new peops... Funny to see people say "Awesome, I loved playing Thief back in the day!"

    1. Show previous comments  2 more
    2. kano

      kano

      Yes it was in a discussion where someone was saying how unhappy they are with the way game companies grant themselves permission to do whatever they like to your PC and personal info today. I pointed out that giving up games completely is an unnecessarily overkill solution when there are free games like TDM to play.

    3. Epifire

      Epifire

      Honestly the mod/Indie genre is still really booming right now. And they aint got no reason to do shady invasive privacy bs.

    4. Petike the Taffer

      Petike the Taffer

      What Epifire said. :-)

  6. Is there a quick way to view the player model without decking the walls with mirrors?

    1. Show previous comments  8 more
    2. teh_saccade

      teh_saccade

      jeez, i was using DR 2.2...

    3. teh_saccade
    4. teh_saccade

      teh_saccade

      AHA - pm_thirdpersonAngle goes more than 360 - 900 is a front view :)

       

  7. I thought there is a "hanging skeleton" model somewhere, but I cannot find it. Any ideas?

    1. Show previous comments  3 more
    2. chakkman
    3. JackFarmer

      JackFarmer

      Skeletons hanging in graveyards? I really doubt that. :)

    4. Springheel

      Springheel

      Everything related to bones/skeletons is in graveyard.

       

  8. As part of my mission I'd like to have more than a handful gentleman scientists studying and cataloguing specimens discovered on an expedition. A vintage, well-used microscope would be an essential asset. No doubt that this would be a versatile model for many other settings as well. What I'd like most would be a simple, worn-textured model like in the first shot. The other shots show additional or alternative style elements that could be interesting to use.
  9. I was trying to export a collision model to make a frobbable brush and I clicked 'save selected as collision model'. The 'select model' menu popped up with the last entity I had placed, a crate, highlighted. I x'd out. Now whenever I try to place any entity it's placing a crate with it. 1. how do I un-taff my collision models and 2. how do I actually make a brush into a frobbable object? Meaning, how do I actually export a collision model? Also, I know I have to assign the 'custom grabbable' entity, but do I place that entity and then set something in the spawnargs to refer to the brush I want movable and the collision model? Thanks as always for the help. Coming really close to having a map that is fully playable and getting pretty excited, so it's heartbreaking to get stuck like this in a way that I can't continue for now!
  10. Hey, I'm looking for a texture with normals and material file for this circular cobblestone. Anyone have anything like it? It's a central part of the level and sort of a feature piece so I really need it. Nothing we have really works as a circle. I'm also looking for a delapidated alpha jetty/wharf as well which will go around this, and extend out into different areas.
  11. @Nbohr1more has pointed out a strange visual glitch with the hanging light model: models/darkmod/lights/extinguishable/cagelamp_hanging.lwo It's casting unwanted shadows when in the shadow maps mode. It has two surfaces: main surface with material tdm_streetlamp_metal which is noshadows - this one is OKbottom of the holder with material tdm_coals_hot - this one is supposed to cast shadows but for some reason it's not casting shadows in stencil mode - it looks as if the surface is deemed back-facing by stencil code even though it's clearly front-facing to the light view.I would appreciate anyone shedding some light on why the bottom surface is getting culled with stencil - is it a renderer bug or am I missing something? Maybe something's special about the model itself? The map in question is NHAT (anoot.map)
  12. A few times now I have run into a situation where I have needed an tweaked version of a model, either to remove a chain from a light model or trim or column from a wall model etc. As we now have a few modelers with proper modeling tools in the community it made sense to create this thread instead of struggling away in Darkradiant as I and other mappers have been doing. My first request is for some tweaked version of Springheel's interior wall models that remove the end column/s so we just have a nice flat wall/panel where they meet. And to allow for some flexibility LH/RH and non-column versions of these models would be useful - models/darkmod/architecture/modules/interior_set01_default.lwomodels/darkmod/architecture/modules/interior_set01_corner.lwo My second request is in addition to the removal of the column to also have part of the lower wood panel removed to accommodate a fireplace (models/darkmod/fireplace/fireplace_wooden) so neither are poking through into the firebox. And again LH/RH version would be useful. - models/darkmod/architecture/modules/interior_set01_default.lwomodels/darkmod/architecture/modules/interior_set01_corner.lwo My third request is just to have a hole cut in the center lower wood panel to accommodate a fireplace (models/darkmod/fireplace/fireplace_wooden) so its not poking through into the firebox. models/darkmod/architecture/modules/interior_set01_default.lwo All of the above new models need to be able to snap-able to grid, and line up with the existing models like the current models do. So it may be recommended to keep the origin in the exact same location as the donor model before saving/exporting.
  13. Following on from Springheel's thread for Poor textures I figured we should have thread for models, so what do we mean buy poor models, if we use the model below as an example - models/darkmod/fireplace/fireplace_wooden.ase Whats needs fixing - mis-aligned textures - on the model above you can see on the front of the mantle face where the brick textures isn't aligned.mis-scaled textures - the brick textures are blurred up close - which us highlighed by a patch I placed at the back of the firebox to cover part of the wall-model poking through.The poor texture on the upper mantle face - that even in direct light is very dark and show little detail.Whats not to do - change the dimensions - as this may break existing maps that have used that model.radically change textures - for the same reason as above, but if unsure ask the team.remove hidden/internal shadow mesh - as this directly effect model performance with lit, but if the shadow mesh is poor, ask the team.
  14. Are there any such resources like that in dromed where you can download models, AI's and texture packs for Dark Mod, I have seen in FM's some different models that are not included (I think) in the choices available in Dark Radiant.
  15. Given that this is a community developed game forum, I thought some of you would know of a good place to get a large pack of textures for free. I wouldn't be selling them or anything, they would strictly be for personal use. I'm talking about stuff like carpets, wallpaper/wood/stone/you name it. Any good references? Thanks
  16. Would it possible to tweak or add to the model (.LWO and .ASE) export function the ability to reduce the amount of textures, or better still to export a single custom texture for the exported model..? For example atm if we take a bunch of Springheel's modular models, or just random models and brushwork and export that collection to a single model there is X number of textures which as I understand it increases the draw call count by the number of textures used. With Springheels modular models the texture count is lower due to the way he created them, due to the small amount of and similar textures used. But for maps like the one Im working on, I'm taking .ASE, .LWO and exiting brush/patch work and exporting to a single model.
    1. Tarhiel

      Tarhiel

      Awesome, congratulations!!! :o

    2. Bikerdude

      Bikerdude

      Yup, all the remianing bugs were ironed out, so it nigh on perfect now.

    3. AluminumHaste

      AluminumHaste

      version 2.1 is now uploaded to mirrors ready to download.

  17. So got a PM from JoeBarnin in relation to his current beta for some help looking for a window protection texture, so rather than just do the work I thought I would make a little howto vid - https://www.youtube.com/watch?v=UVest1d3jcg&feature=youtu.be
  18. Just fired up TDM on new system after a pause, built dark radiant via ebuild from wiki install instructions and encountered this bug. Small texture preview in "media" tab is not updating, and so is "textures" tab. Texture selector in Surface inspector works fine however. Textures tab updates and show textures when typing into filter field. I also get a lot of spam in terminal, in shape of "(darkradiant:10678): Gtk-CRITICAL **: gtk_box_gadget_distribute: assertion 'size >= 0' failed in GtkSpinButton", but that may be unrelated. I upgraded wxGTK to latest (3.0.4) and then checked out and built last tagged version (2.6.0) of radiant, to no avail. Any ideas?
  19. can somebody fix the mainpage of our site? http://forums.thedarkmod.com/topic/19469-new-layout-error/

    1. nbohr1more
    2. Springheel

      Springheel

      It's under construction at the moment.

       

  20. Hello, I'm not familiar with darkmod, but using darkradiant has been a blessing for me. I have a problem with texturing inverted endcaps, I can't seem to normalise the UV on the patch. I try everything in surface inspector but I keep ending up with "overstretched" texture. What am I missing?
  21. Hello, I want to discuss DR's texture tool and the way Radiant handles texture mapping in this topic. The texture tool is a window (Ctrl+Alt+T) where you can fine tune how a given texture gets mapped on a brush's face. I have noticed that, oftentimes when selecting multiple sides of a brush, the unwrapped UV islands are placed way too far from each other. Not something you'd care about during regular mapping, but I think this is a problem in theory, which can become a problem in practice when exporting models from DR. This is actually my impetus for starting this thread, as I imported a DR model in Blender only to find its UV map being all over the place. Here is an example of what I consider problematic. You can see that the face I've selected, behind the Surface Inspector, is already in the negative quadrant of the UV coord grid. Yet the surface inspector shows both horiz. and vert. shift to be at 0. Moreover, if I start changing those values with the arrow keys, the shifts will go up to 255 and then wrap back to zero, while the UV map will continue to scroll through the UV grid infinitely, instead of looping back to where it was. Couple this with the arcane way in which the Paste Shader commands work, and you have situations where two brush faces might look aligned in 3D but have their UV maps be thousands of units apart in 2D. Is there an explanation for why this works the way it does? Any way to make it better? Obviously, I'm not asking for DR to magically clamp all UV maps to the 0-1 UV space or unwrap brushes' sides like a modelling app would. It does, however, seem weird why there'd no apparent anchor for mapping faces to the UV space and they keep straying from the origin constantly.
  22. Experimenting with TDM on Steam Link on Android. see topic http://forums.thedarkmod.com/topic/19432-tdm-on-steam-link-for-android/

    1. freyk

      freyk

      Did the TDM team removed D3's internal Joypad feature? (tdm works only with systemkey binders for joysicks)

    2. freyk

      freyk

      Thanks to shadrach, i got my joypad working in TDM on steam link!

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