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  1. I hate writing poor reviews.. Maybe next time no speedbuilding contests?

    1. Show previous comments  12 more
    2. Sotha

      Sotha

      I do not understand thing #1 and I had to check external sources to get the meaning. I did not have a "go at you." It was not personal, it was just a mission review. The text therein would have been the same regardless of the FMA. And the discussion here is more like mapping or this contest in general. It is not intended to be any kind of personal attack against anyone.

    3. Bikerdude

      Bikerdude

      I've replied in the Mission thread.

    4. Melan

      Melan

      I really do think these conversations should belong on the forums, not here.

    1. nbohr1more

      nbohr1more

      I've got a little drool thing going on now... Sperry is one of those authors.

    2. Bikerdude

      Bikerdude

      Exactly..!! He is the one who inspired the Like's of Melan and Skacky!

  2. I have a material with a scrolling texture. I have a particle effect. At present the texture scrolls across all the particles in unison but I need to offset the texture randomly on a per particle basis. I thought shaderparms would be the solution here but it appears they are only applicable on a per entity basis. I tried looking through the source code to be sure but I don't see anything specific to particles that would help. This experiment also happens to use a vertex/fragment program. I bring this up because if shaderparms are not an option perhaps there is some vertex or fragment properties I can use to derive a static value unique to each particle?
  3. Hi guys, I have wondered, how the AAS decides, if paths are available for AI. Does it take the collision model into account or does it just calculate the width and height of passages and depending on that decides if the average AI should fit / not fit through that passage? Or to put it differently: does the collision model of an AI influence the path finding algorithm, i.e. will the AAS notice that a bigger non standard collision model is too broad for a regular passage or the other way around, that a smaller collision model would enable the AI to walk thrugh a smaller gap?
  4. So how do you fade one texture into another? Say grass into dirt, like on the edge of a dirt track. On my map, I have a driveway for carts etc, and it needs some cart tracks (patches) and grass humps (patches) and textures blending the two together. Is there a way to do this that is also clipped? Thx Neon
  5. I assume thus must have been discussed before, what was the outcome? Is it as simple as saving in a better or other file format, that wont have any adverse effects? The DDS folder uncompressed sits at 1GB and the Textures folder is at 1.9GB and the models folder Im guessing at around 500mb.
  6. In Doomedit you can simply align a texture by clicking on one brush, and then MMB click on the other brush. How do I do this in DR?
  7. Google mobile is on the forums online user lists (in addition to google)... never seen that before

    1. nbohr1more

      nbohr1more

      He's a pretty cool guy. You ask him to find stuff and he'll usually turn up the goods. A little nosy though...

  8. Personally I think this is the worst idea ever. The Reason forums has LOADS of info and knowledge, built up through years and years. I'm really sad to see it go away, and I can't understand why they've made this decision. https://www.propellerheads.se/forum/showthread.php?p=1579099#poststop
  9. This tutorial is for an "advanced technique" but is easy (and useful) enough for any mapper to try. One of the frustrations that mappers run into with decals is that you can only create one decal per surface. This means that if you have a wall with a door in it, you can't make a single decal for the whole wall, but rather need to settle for three separate, smaller decals (one per surface). In working on my most recent map, I figured out a method to get around this so that you can get a single decal texture across multiple surfaces. This means you can, for instance, create a wall with a hole in it and apply a single decal texture to it seamlessly: Here's how to set it up. First, create your wall and punch a hole in it. Next, select all three/four surfaces surrounding the hole and make decal patches for them. Next comes the important part. Create a brush the exact same size as the surface you want to apply the decal texture to (i.e. the size of the wall before you popped a hole into it) and place it exactly in front of the wall. Next select the surface of the brush and apply the decal texture to it (yes, you can apply decal textures to brushes). Then fit the decal 1x1 onto the brush. What you'll end up with is a big transparent brush with your decal painted across it. Then, just copy/paste from this large brush onto each one of the decal patches you made earlier. What will happen is that a piece of the texture from the brush will be applied to each decal patch such that the pieces mirror the whole texture seamlessly and you end up with a single texture fitting snugly around your door. Just delete the brush when you finish copy/pasting and you're all done. And there you have it. You can also use this strategy of copying a texture from a single brush onto multiple patches for other creative purposes too, such as smoothly wrapping a single decal across two brushes and a bevel: Hope this is helpful for you mapping endeavors!
  10. Do you know if it's possible to have 2 normal maps per surface (material) ? For example, I want to have a large rock with one normal map defining general shape details (non-tiling, fits the model) and second normal map defining smaller details, tiling over the surface. I recall there was something like adding normal maps or adding normal and heightmap in Doom 3, but I am not sure how (if possible at all) to make one texture just fit the model as if it was just a regular func_static with regular material, and have "detail" normal map being added to the original one, but having it tiling, as if it was like a wall textures. Thanks.
  11. Hi, i supose that the collision texture work like a invisible wall. My question is if this especial texture have some property to do damage whe on contact with it. Thanks JG
  12. Fantastic feeling when you finally fix something with a model that's been broken for months.

  13. Kinda missing being around here even having only done my one chair model. Still working on my HL2:EP1 Citadel project in Unreal but I'm starting to get that itch to wanna do something here again.

    1. Show previous comments  2 more
    2. Gast

      Gast

      More epic furniture ahead !

    3. VanishedOne
    4. Epifire

      Epifire

      Well that's a start! I'd be happy to lend a hand somewhere so I'll probably just pop the question there. Looking to try and use Substance Painter on something other than a PBR based model. Though D3's mesh lighting helps a lot.

    1. Show previous comments  4 more
    2. lost_soul

      lost_soul

      I've been considering reinstalling TDS for a wile now... I've still got my original CDs. Have these guys fixed the bug where you get stuck floating? Last time I played TDS, that happened and I was unable to get out of it, so I ragequit.

    3. chakkman

      chakkman

      You can surpass that bug by drawing your bow, performing a shot, and draw your blackjack when the bow is tensioned, to abort the bow shot. I'm hoping it's fixed in the Gold patch too though. Alongside the thing where you move sideways, when peeking left or right.

    4. nbohr1more

      nbohr1more

      @Biker Hmm.

       

      Build TDM mission in DR.

       

      Export as portions as ASE

       

      Edit in Blender and export in TDS compatible format

       

      Import into T3ED

       

      Edit

       

      Release TDS mission...

       

      (or just stick with TDM)

  14. Elo again As the title says, I'm after a model of a Hookah - its how the nobles smoke their Mandrasola. Its just for one user. Modern metal/Glass - Antique -
  15. inventor_goggles, I can find the Cm but not the model... grrr why is it I always find the thing Im looking for after I post a request for help finding it - models/darkmod/wearables/headgear/inventor_goggles.lwo
  16. Can someone remind me if we have a ewiki entry on how to do this..? I am looking to make a bklue version of our glass texture. - textures/darkmod/glass/clear ta.
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