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  1. 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!

  2. 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

      teh_saccade

      Already tried this last year and got nowhere... What a waste of the week

       

      http://forums.thedarkmod.com/topic/19269-free-camera-free-tcm-noclip-that-shows-player-model

    4. teh_saccade

      teh_saccade

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

       

  3. 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.

       

  4. This resulted. No regrets. Really though, if anybody has any advice for me going through this feel free to give it, I'm not against spoilers. Definitely going to play this on impossible at some point, though I'm surprised by the large lack of documentation on the game, no good item listings or tables.
  5. Evening Would anyone be able to make a hanging version of the following model..? - models/darkmod/lights/non-extinguishable/standing_lantern02_large.lwo many thanks. b.
  6. 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.
  7. So I have been going through my city WIP converting FuncStatics into .LWO models using the new export menu Greebo added - Main Menu>File>Export Selected as Model - But then I discovered I could select normal FS and .LWO models and export them all as a single model So it them occurred to me I should be able to do the same thing with existing core mod models - https://www.youtube.com/watch?v=Ar5jP3XqOwM&
  8. 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.
  9. Did a great find today: Quake 4 mods for dummies. Now online readable. http://forums.thedarkmod.com/topic/5576-book-quake-4-mods-for-dummies/?p=412644

  10. 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?
    1. Obsttorte
    2. Bikerdude

      Bikerdude

      He changed ita long while back, it was so he was using the same name as he uses on other forums.

  11. 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
  12. Given that the latest version of DR allows you to export models while keeping their smoothing (thanks greebo!), I was wondering about the performance implications. My assumption is that if you have a shelf with five goblets on it, all static, all using the same texture, that it would be worthwhile to export them as a single .lwo model, since that would reduce the number of drawcalls by a factor of 5. I realize that the benefits would break down if the models were further apart, as the engine can cull individual goblets that the player can't see if they are separate, but in most cases where models are close together, it seems like it would be a benefit. Am I wrong? It also seems like there wouldn't be much performance impact from exporting different types of models together, since the number of drawcalls is likely to stay the same. It would reduce entity count, but not performance?
  13. 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
  14. That moment you log into TDM forums and suddenly feel nostalgic...

    1. Sotha

      Sotha

      Protip: if you never log off and stay for ever, there is no nostalgia when you visit.

    2. Melan

      Melan

      Welcome back!

    3. RPGista

      RPGista

      Haha yeah, I feel like that from time to time. Good to see you around.

  15. 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?
  16. I've noticed that if I use the model scaler on any type of model (ase or lwo), as soon as the map is saved, it loses its material. In other words, all I see is the 'shader not found' texture. Is this a known bug? Is there supposed to be an mtl file? edit: I just found the model export option in preferences. It turns out it's only a problem with the obj format, not ase or lwo.
  17. Been banging my head against the wall on this, Im trying to edit the D3 cave model that I used in St Albans Cathedral. What I have learned today - how to remove and merge vertices. how to extrude a bunch of selected vertices. Whats whats doing my head in is - moving the model around and zooming in and out is complete unintuative compared to DR. How the hell to a texture paint the cave model, I would like to be able to apply the texture in the same way as you can apply colour via vertext painting.
  18. Hi guys, Hope you had a good xmas and new year's. A question, related to the augmented reality / projection mapping of thief level. Is there some console command in the game of which I am unaware, or some way to force a noclip (not bug it so the arms are left using arrow glitch), so that the player model is shown while a level might be played..? ie, a 3rd person perspective. Would I have to alter an existing mission and have it played out in a mirror with the player looking up in order to achieve this, or is there a command to, eg - put the camera in the corner and have the player sneak into the pub and blackjack birdie (and everyone else) etc... Similar to a floating camera perspective. I know in doom 3 it was possible to use console commands, "pm_thirdperson 1" and "pm_thirdPersonAngle/Height/Range nn" in order to switch to third person, but the camera would follow the player despite FOV or angle/height/range settings. This "OTS" kind of 3rd person makes it very difficult to play the game using projection mapping, as the physical models (eg, tables) do not appear as... good (read "lame")... as if they are projected onto a static object (eg, a small box inside the "play area"/camera view [enclosed in 4 sided cube] cotaining a blank, printed model of the iwo table prefab). I can't really remember, but there was a trick whereby the player might be placed in a static position, use "pm_modelview" to act as a camera and then use 2nd player in 1st person to perform the gaming actions, thereby creating a drone from the 1st player. I am unsure if any of this is possible in TDM, as it would be in a demonstration of, eg - a bethesda game where the function is in-built (also eg, splinter cell CT, where player 1 views through security camera and player 2 performs the actions). It is proof of concept only. While it is possible in other games, I am unsure if it is possible to use the 2 player trick in TDM, although I believe the 3rd person will work (albeit without animations). It is possible in T2 due to the scouting orb, although there is a lot of lens correction for which to account, plus the multiplayer mods. Would be nice to use TDM...
  19. So I am trying to find a way to hide a specific model type, in this case .LWO - any ideas..?
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