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  1. I'm new to modeling in Dark Radiant (using Blender), and having some noob issues. I've exported the model as .ase, model appears as it should but has no texture present. I modified the BITMAP margin in the .ase to the path of the texture (ie: //base\models\darkmod\props\textures\*texture name*). I've browsed countless times through the wiki re-reading everything concerning this general issue with no luck. What other steps am I missing for the texture to show up in the model? Any help will be greatly appreciated!
  2. This is something I had in mind a while back. To me, both names and usage of those tabs is kind of overlapping and confusing, especially to newcomers. First off, the naming convention. Media tab lists all available material shaders (and not any other media, like sound shaders), while Textures tab is a list of material shaders currently used in the map. Not only the tab names are technically wrong, but also the functionalities could be merged into one tab, I think. If you ever worked in other engines, a typical content/material browser does load all materials used in current map, but it also has a folder structure list on the left hand side (this would be the equivalent of Media tab). Double clicking a package name loads the material and displays its preview tile in the pane on the right hand side. To achieve similar functionality, I imagine the Media and Textures tabs would have to be merged into one Materials tab. I only have doubts about having it as a embedded window in Regular or Regular Left window layout (i.e. under the perspective view and sharing its width lock with it). Having it as separate floating window, as with other inspectors, would probably work better. In general, this should speed up mappers work and make the use of materials more intuitive (I hope). Your thoughts? @greebo, @OrbWeaver are there technical blockers in terms of DR coding? Edit, a mock up:
  3. 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.
  4. I was wondering if there's a special DarkRadiant technique/tool for adjusting a texture orientation by an edge. A level designer I'm working with made a demo video describing this: Basically, right now he is doing some calculator work to angle a texture along an edge -- is there a shortcut of some kind to do this? Thanks!
  5. 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.
  6. Hi please could you help I'm looking for a way to generate a materials file for the textures for a model that has a large number of textures that i want to bring into Dark Radiant, i have the model as a .lwo in lightwave 2020, i have seen references to a php script? or is there a simple tool available to do this? Many thanks in advance.
  7. Hey all, This is a simple technique to ensure quick texture alignment across brushes, but I haven't seen it recorded anywhere so I thought I'd write it down. When you're texturing the walls of a room, you'll normally apply a texture to one brush, then copy/paste it onto the adjacent brushes until everything is textured: The problem with this copy/paste method is that, like you see above, the textures will almost never align properly, and then you'd have to shift/move the textures on the second brush in order to get them to line up. The reason for this is that DarkRadiant will only smoothly move textures between surfaces if the brushes are set up in a certain way. The surfaces can't be overlapping at all. They need to touching only at a single point: If you move the brushes so that they are set up as shown on the right (i.e. the copy/paste surfaces are only touching each other at one point in space), then copy/pasting will result in perfect texture alignment. And there you have it; as long as you set up all your surfaces so that they are touching at one point, you'll have seamless texture alignment when you copy/paste. For more complicated sections of brushes, the same setup will work, just cut up your brushes so that the copy/pasted surfaces are only touching at one point. It's a simple principle to remember, but it works wonders and will make aligning your textures a breeze.
  8. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
  9. 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?
  10. 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. :-)

  11. 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?
  12. Hey there, I've been making a map for a few months now, and am finishing up with polish before I can pass it off for critique. One thing I want to fix is making it so that an instance of the model the_hammer_small1.lwo can highlight when frobbed, as the goal of my map is to steal this particular item. I understand that this particular model wasn't intended as a loot item (as I had to make it an atdm:loot_broach entity), but I figured getting a highlight wouldn't be too much work. Several hours later, I'm ready to pull my hair out. I've managed to make a .mtr file: sk/the_hammer_small_highlight { metal diffusemap models/darkmod/props/textures/thehammer_small_bronze_d_ed { if ( parm11 > 0 ) blend add map models/darkmod/props/textures/thehammer_small_bronze_d_ed rgb 0.15 * parm11 } } As well as a .skin file, which is showing up in DarkRadiant: skin small_hammer_highlight { model models/darkmod/decorative/statues/the_hammer_small1.lwo sk/the_hammer_small_highlight models/darkmod/props/textures/thehammer_small_bronze_d_ed } However, the texture used in editor and the game isn't the bronze texture that I've specified, which makes me believe there's an issue with the .mtr file, either in its being read, or its syntax. Would someone be able to explain to me how to get this working? Much appreciated!
  13. 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!
  14. 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
  15. in DoomRadiant if you stretched a patch mesh (pmesh) but you elected a "normal" projection in the texture settings of the pmesh you would end up with the texture un-stretched, a completely planar projection of the uv's of the stretched pmesh over the texture plane, with DarkRadian though, if you stretch the pmesh you always get a stretched uv's that result in a stretched texture. is there a way to get the planar projection while stretching the pmesh?
    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.

  16. 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.
  17. Hi guys, through the "cheats" topic I got the idea, that it would be quite useful, if there were tags for missions (the post was about removing the killing restriction in some missions to suit the prefered play style). I don't know how easy or difficult this is, but with them, it would be quite convenient to pick missions with playstyles, environment, etc one does want to use. This could also be expanded to other mission properties. I remember a discussion about climbable drains, handles on doors, that cannot be picked and other things the map author chooses for himself. That way these things would be clearer and as I said before, it is easier to choose missions with playstyles that suit oneself. What do think?
  18. @Springheel/Melan I have uploaded the pack to mega, could you guys when you get a minute have a look through and let me know which textures we can dump. - mega There are currently 83 unique textures in there, so Im hoping we can reduce that number. I can then make a start on getting them added to svn etc. ta.
  19. 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.
  20. Hello. No matter what settings, with vsync on i have all the time 40-60fps ( but it feels like freezes all the time ). When vsyn off, is stable 63 but tearing is killing me. Pls, help. My spec : i3 2120 HD 6850 4 GB Win 7 , 64
  21. 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.

       

  22. @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)
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