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    1. demagogue
    2. jaxa

      jaxa

      I've found it difficult to find where TDM is listed as #1 on Greenlight. This page ( https://steamcommunity.com/greenlight/ ) has no ranked listing. This one ( https://steamcommunity.com/sharedfiles/filedetails/?id=858048394 ) has no visible rank or stats page. Is it my script blocker?

  1. Hi! (My problem is very similar to this topic : http://forums.thedarkmod.com/topic/15619-rather-odd-performance-problem/ but sadly the solution can not apply to me) I'm a fan of the thief games since the beginning, i loved the FMs we could add in Thief 2. I was thrilled when i knew the existence of The Dark Mod, and playing it reminds me so much good memories. But I have some performance problems which are rather disturbing... I use the TDM updater, last version, to date, to install the game. I have two computers : An Asus G53, i7 2630QM, 8gb, GTX560m, Intel SSD A custom made pc, Q9550, 4gb, GTX285. By default, the game is (nearly?) maxxed out (16AA, max effects etc). First problem : Loadings are VERY long. Though compression is enabled, I have Nvidia cards (regarding to the solution in the FAQ about slow loadings for Ati cards). I don't think it should be THAT long. For the training mission : 1.52 minute for the first loading bar. 5.07 minutes in total! On an SSD! Second Problem : I quickly discovered I lagged a LOT when going outside in the training mission, for example. I decided to lower the quality, but i still had some lags now and then. I thought it was a problem with the game files, because I think my computer (I only tried the Asus Laptop at that time) is still decent enough, so i reinstalled with a freshly downloaded TDM updater. Same problem. I thought it was because the laptop wasn't good enough, so I tried to install it again on my second pc (GTX285, old but still pretty good for that game, no? ) I still had some fps drops. In fact, even with ALL the effects to the minimum, in 1024*600, vertycal sync disabled, etc, i have some fps drops from 59/60 to 30/20 in some lightning, in the streets of the first mission pre-installed (I don't remember the name) , on the GTX285. Is this supposed to be "normal" ? Because, to be frank (NOT trying to disrepect the work at all), with those settings, the game looks so flat and the colours so unrealistic i feel like playing a bad thief 1 fm. But I don't really care about the graphics quality of the game, I just want it not to lag at all. What I also tried : -> I suspected the performance management mod on my laptop, nothing strange, the GTX560m is used, the cpu goes to 2.6ghz in the game (loading too), nothing seems wrong. Plus on my desktop I don't have any kind of power management software. -> I played Diablo 2 a long time ago, and used an openGL wrapper (a dll file) to make it work. I thought TDM was openGl too, and that it could be the cause, but I checked and I no longer have that dll installed. -> Both my computers are on windows 7, with the last nvidia drivers, and freshly installed TDM from the updater. No problems with other games nor softwares.
  2. I know this is possible and I vaguely even remember a "hidden" dialogue in the editor which was like a matrix of texcoord values to screw around with, and we were able to skew textures (precisely) instead of simply rotate them, but this was many years ago. I can't remember if it was the built-in editor for Doom or even GtkRadiant. It can be done by editing the .map file in a text editor, like so:- { ( 0 0 1 0 ) ( ( 0.125 0 0 ) ( 0 0.125 14 ) ) "caulk" ( 0 1 0 -512 ) ( ( 0.125 0 50 ) ( 0 0.125 40 ) ) "caulk" ( 1 0 0 -536 ) ( ( 0.125 0 1 ) ( 0 0.125 0 ) ) "caulk" ( 0 0 -1 -192 ) ( ( 0.125 0 0 ) ( 0 0.125 50 ) ) "caulk" ( 0 -1 0 -512 ) ( ( 0.125 0 14 ) ( 0 0.125 56 ) ) "caulk" ( -1 0 0 528 ) ( ( 0.001953125 0.0025 0 ) ( 0 0.001953125 0 ) ) "texture" }This last line, the 6th value, I changed to from 0 to 0.0025 and it skews the texture vertically but not horizontally. I can't figure out how to get a precise angle like 45' or 22.5' and to keep the proportions and texel-scale of the texture, which is really important. There's a lot of reasons to do this, like to avoid the "sawtooth" artifacts on things like hazard-stripe, etc, or to help avoid tiling on some organic materials, or to make sure all texels are used on a large texture that won't fit completely onto the brush.
  3. Hey, a .. missing feature here? In GTK Radiant you have an option named "CAP" for patches, which would "align" the textures as if on a normal brush. As you can see in the image below, it doesn't "align" correctly regardless of how I make the caps for the bevel.. So, is this a missing feature or am I missing something?
  4. I'm currently trying to troubleshoot a FPS drop in my wip and ive hit a bit of dead end - The DC in that location is hitting 2500 which while high isnt that bad and all VP's have been checked and are working correctly. All the surfaces that have more than 1 light touching it have been split. All entities that are applicable have had thier shadows turned off. My GFX card is a Radeon R9-290, so I shouldn't be seeing any FPS drop but I'm wondering if its the age old case of amd drivers have shite OpenGL support..?? So in an effort to uncover some other ways of bug testing I thought I would list to the tools I have used thus far - r_showprimitives 1 - shows a draw call counts, vanilla D3 max was 1500, TDM average is 2000-3000 r_showlightcount 1 - shows how many lights are hitting a particular surface, as follows - red = 0 green = 1 blue = 2 cyan = 3 pink = 4 white = 5+r_showtris 2 - this shows all the tris in a given scene(same as r_showtris 1), but crucially show's tris that are hidden from the player view but that are still being rendered. r_showshadows 1 - this shows where shadows are being cast by objects in a scene - but I dont find the in-game indicator that user friendly. r_showOverDraw 2 - shows how much is drawn that the viewer never sees. Good for scenes with lots of alpha-test materials or post-processing 1 = geometry overdraw 2 = light interaction overdraw 3 = geometry and light interaction overdraw What other console command's are there that might explain what & Commandss killing the FPS in certain locations? I will update this Op with any new info we come up with.
  5. @Springheel I think you made this model?, could I make a request please - unattchedand the chain on its ownThis will allow mappers to then use it in rooms made with your indoor module set. thanks biker
  6. I feel like this should be pretty straightforward, and I'm pretty sure I've even explained how to do it to someone else a while ago, but for the life of me I can't remember or find the method for doing so: I have a model that is essentially an electrical effect. I'd like to trigger its visibility on and off. I thought we used to have a func_hide, but I can't find one. Anyone remember how you trigger something to hide?
  7. So I have two textures that I created for a roulette table I made in DR, but the bloody textures is appearing incorrectly in DR and in-game. The transparents bits are appearingh black, and whites bits transparent. Could someone have a look and see what the hell I have done wrong please? -mega
  8. Hey, Every time I've try to use the Full Editor when PM'ing someone, and every single time I get an error. Whoever is in charge of the forum, is it possible that this could be fixed? Thanks Neon
  9. Look for my Xendrox's model topic - make wallpaper texture, and even I like result very much.. Looks great like for me :) Want to make carpet and composition become full accomplished

    1. grayman

      grayman

      link to thread?

    2. Xarg

      Xarg

      http://forums.thedarkmod.com/topic/15868-xendroxs-models/page__st__100__p__339457#entry339457

       

      Looks like that's where the material starts, and very nice work XendroX, keep it up!

  10. Using DarkRadiant to plan model houses for Malifaux...

  11. Learning and experimenting with LOD spawnargs for meshes. Even one LOD model and e.g. turning off shadows for LOD stage 2 can really make a difference when it comes to scene complexity. I love it!

    1. Epifire

      Epifire

      I really ought to look into LODs for my shadow casters as well. Probably would help optimize the outdoor scene I'm doing right now.

    2. Springheel

      Springheel

      Absolutely. LOD is extremely powerful, especially for people who can make their own models.

       

  12. I'm playing around with DarkRadiant and can't seem to import a new texture. It doesn't display in the media browser. I'm using Gimp and it's plugins for all the processing. =Texture creation= - create Diffusemap from image at 1024x1024 -- save as 'wall_01.tga' -- save as DDS (Compression DXT1, Mipmaps yes/no?) - create Normalmap from image -- save as 'wall_01_local.tga' (uncompressed) - create editor image -- save as 'wall_01_ed.jpg' =Texture locations= For Diffusemap: /DarkMod/maps/mymod/dds/textures/darkmod/plaster/wall_01.dds --(can I add the original TGA texture here instead? Wiki is not clear) For Normalmap and editor image: /DarkMod/maps/mymod/textures/darkmod/plaster/wall_01_local.tga /DarkMod/maps/mymod/textures/darkmod/plaster/wall_01_ed.jpg Also? /DarkMod/textures/darkmod/plaster/wall_01_local.tga /DarkMod/textures/darkmod/plaster/wall_01_ed.jpg --(wiki mentions this is for 'mapping' but it's not clear if it's required?) =Material File= textures/darkmod/plaster/wall_01 { stone qer_editorimage textures/darkmod/plaster/wall_01_ed diffusemap textures/darkmod/plaster/wall_01 bumpmap textures/darkmod/plaster/wall_01_local } + ambient info and map location (textures/darkmod/plaster/wall_01) Is this the correct process? Am I missing something obvious?
  13. Can someone point me to the thread with this info, as I cant seem to find it. I vaguely remember that this could be done with a shaderparm? and the texture would only moved when triggered..?
  14. Testing TDM + Intel gfx on my home server, poor lil Celeron fella.

    1. Show previous comments  4 more
    2. nbohr1more

      nbohr1more

      I've got an i3 sandy bridge. It is actually out-performing my old HD4650. But that's obviously due to the CPU bottleneck fr the old P4. Can't speak to the performance on Linux though.

    3. lost_soul

      lost_soul

      When I ran TDM on a Vista-era celeron with Intel GPU, it ran fine... I mean it looked fine. The frame rate was slower than a slide show, but all effects/shadows were fine.

    4. nbohr1more

      nbohr1more

      i3 2130 is what I've got... Hope to get a real GPU soonish...

  15. Sign out of TDM forums, close browser, re-open later, "Huh...I'm still signed in?"

    1. Show previous comments  1 more
    2. Bikerdude

      Bikerdude

      Its a cookie thats keeping you logged in.

    3. Sotha

      Sotha

      Another visitor! Stay a while; stay forever!

    4. Tarhiel

      Tarhiel

      We´re like a Shalebridge Cradle: what comes in must never leave :)

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