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  1. It's alright, and that is normal: You won't see a huge difference on everything, just a few surfaces typically smooth metal and stone. The goal of the experiment was to see how close I could get to realistic reflections that would match what you get from a PBR engine... obviously this has nothing to do with PBR itself, just a comparison to its feel. Like in real life only some surfaces will produce reflections: You won't see sharp reflection on your walls for instance, but will see a light one on your door knob. The trick in my approach is only those materials with a specular map are given a cubemap reflection, the reflection is masked by the specular map and works as a supplement to it; This ensures every material is only as shiny as intended by the texture pack, which makes the effect barely noticeable on surfaces with low specularity. Making everything shiny could have looked prettier in the moment but would be fake and unrealistic. Also worth noting: There are three default /env/gen# cubemaps. gen1 is very low intensity (almost unnoticeable), gen2 is the strongest (makes everything bright), gen3 is somewhere in the middle (looks best so I used it). You can change the script to gen2 but apart from making the universal cubemap too obvious it might make everything too bright by default. I prefer Python myself, Bash is weird and uses strange syntax. It's what Linux has by default so I got used to thinking it's best for stuff like editing files, especially as I also need to zip / unzip archives. Something like this is easy to do though, if there was real need it could be easily redone in Python or Lua or NodeJS. That would be ideal and what I wanted, either something like this with light probes or actual SSR (screen space reflections). Unfortunately it's not currently possible with existing capabilities: I spent the first day trying to trick the material into using the _currentRender or _scratch pass to fake reflections, obviously it won't work. My approach is admittedly meant to be a crutch till we have that, for those of us who prefer seeing some kind of shine rather than just the boring specular reflections... both approaches are ugly and unrealistic but at the moment it's a pick between which is the least ugly.
  2. Hey folks! As a matter of interest what is Topic Tags? This is my hardware specs following which is the darkmod intialisation: SYSTEM INFORMATIONRunning Ubuntu Linux, the Ubuntu 14.04 (trusty) release.GNOME: unknown (unknown)Kernel version: 3.19.0-18-generic (#18~14.04.1-Ubuntu SMP Wed May 20 09:39:03 UTC 2015)GCC: 4.8 (i686-linux-gnu)Xorg: 1.15.1 (12 February 2015 02:49:46PM) (12 February 2015 02:49:46PM)Hostname: pj-X551MAUptime: 0 days 3 h 22 min CPU INFORMATIONGenuineIntel, Intel® Celeron® CPU N2815 @ 1.86GHzNumber of CPUs: 2CPU clock currently at 533.179 MHz with 1024 KB cacheNumbering: family(6) model(55) stepping(3)Bogomips: 3729.60Flags: fpu vme de pse tsc msr pae mce cx8 apic sep mtrr pge mca cmov pat pse36 clflush dts acpi mmx fxsr sse sse2 ss ht tm pbe nx rdtscp lm constant_tsc arch_perfmon pebs bts xtopology nonstop_tsc aperfmperf pni pclmulqdq dtes64 monitor ds_cpl vmx est tm2 ssse3 cx16 xtpr pdcm sse4_1 sse4_2 movbe popcnt tsc_deadline_timer rdrand lahf_lm 3dnowprefetch ida arat epb dtherm tpr_shadow vnmi flexpriority ept vpid tsc_adjust smep erms MEMORY INFORMATIONTotal memory: 3930 MBTotal swap: 3979 MB STORAGE INFORMATIONSCSI device - scsi0Vendor: ATA Model: HGST HTS545050A7 SCSI device - scsi1Vendor: MATSHITA Model: DVD-RAM UJ8E1 HARDWARE INFORMATIONMOTHERBOARDHost bridgeIntel Corporation ValleyView SSA-CUnit (rev 0c)Subsystem: ASUSTeK Computer Inc. Device 14ddPCI bridge(s)Intel Corporation ValleyView PCI Express Root Port (rev 0c) (prog-if 00 [Normal decode])Intel Corporation ValleyView PCI Express Root Port (rev 0c) (prog-if 00 [Normal decode])Intel Corporation ValleyView PCI Express Root Port (rev 0c) (prog-if 00 [Normal decode])ISA bridgeIntel Corporation ValleyView Power Control Unit (rev 0c)Subsystem: ASUSTeK Computer Inc. Device 14dd GRAPHIC CARDVGA controllerIntel Corporation ValleyView Gen7 (rev 0c) (prog-if 00 [VGA controller])Subsystem: ASUSTeK Computer Inc. Device 14dd SOUND CARDMultimedia controllerIntel Corporation ValleyView High Definition Audio Controller (rev 0c)Subsystem: ASUSTeK Computer Inc. Device 14dd NETWORKNetwork controllerRealtek Semiconductor Co., Ltd. RTL8821AE 802.11ac PCIe Wireless Network AdapterSubsystem: AzureWave Device 2161Ethernet controllerRealtek Semiconductor Co., Ltd. RTL8101E/RTL8102E PCI Express Fast Ethernet controller (rev 06)Subsystem: ASUSTeK Computer Inc. Device 200f Ok could someone check these Darkmod start up errors to see if I have a problem: pj@pj-X551MA:~/darkmod$ ./thedarkmod.x86TDM 2.03 #6455 linux-x86 Feb 8 2015 10:21:09found interface lo - loopbackfound interface wlan0 - 192.168.1.65/255.255.255.0Found Intel CPU with Hyper-Threading enabled, features: MMX SSE SSE2 SSE3 CMOVtdm using generic code for SIMD processing.------ Initializing File System ------Current search path: /home/pj/darkmod/fms/heartv2 /home/pj/darkmod/fms/heartv2/heartv2.pk4 (181 files) /home/pj/darkmod/ /home/pj/darkmod/tdm_textures_wood01.pk4 (317 files) /home/pj/darkmod/tdm_textures_window01.pk4 (345 files) /home/pj/darkmod/tdm_textures_stone_sculpted01.pk4 (424 files) /home/pj/darkmod/tdm_textures_stone_natural01.pk4 (123 files) /home/pj/darkmod/tdm_textures_stone_flat01.pk4 (281 files) /home/pj/darkmod/tdm_textures_stone_cobblestones01.pk4 (214 files) /home/pj/darkmod/tdm_textures_stone_brick01.pk4 (440 files) /home/pj/darkmod/tdm_textures_sfx01.pk4 (64 files) /home/pj/darkmod/tdm_textures_roof01.pk4 (65 files) /home/pj/darkmod/tdm_textures_plaster01.pk4 (140 files) /home/pj/darkmod/tdm_textures_paint_paper01.pk4 (42 files) /home/pj/darkmod/tdm_textures_other01.pk4 (51 files) /home/pj/darkmod/tdm_textures_nature01.pk4 (256 files) /home/pj/darkmod/tdm_textures_metal01.pk4 (465 files) /home/pj/darkmod/tdm_textures_glass01.pk4 (46 files) /home/pj/darkmod/tdm_textures_fabric01.pk4 (41 files) /home/pj/darkmod/tdm_textures_door01.pk4 (171 files) /home/pj/darkmod/tdm_textures_decals01.pk4 (367 files) /home/pj/darkmod/tdm_textures_carpet01.pk4 (92 files) /home/pj/darkmod/tdm_textures_base01.pk4 (375 files) /home/pj/darkmod/tdm_standalone.pk4 (4 files) /home/pj/darkmod/tdm_sound_vocals_decls01.pk4 (27 files) /home/pj/darkmod/tdm_sound_vocals07.pk4 (1111 files) /home/pj/darkmod/tdm_sound_vocals06.pk4 (688 files) /home/pj/darkmod/tdm_sound_vocals05.pk4 (128 files) /home/pj/darkmod/tdm_sound_vocals04.pk4 (2854 files) /home/pj/darkmod/tdm_sound_vocals03.pk4 (743 files) /home/pj/darkmod/tdm_sound_vocals02.pk4 (1300 files) /home/pj/darkmod/tdm_sound_vocals01.pk4 (82 files) /home/pj/darkmod/tdm_sound_sfx02.pk4 (596 files) /home/pj/darkmod/tdm_sound_sfx01.pk4 (924 files) /home/pj/darkmod/tdm_sound_ambient_decls01.pk4 (8 files) /home/pj/darkmod/tdm_sound_ambient03.pk4 (24 files) /home/pj/darkmod/tdm_sound_ambient02.pk4 (156 files) /home/pj/darkmod/tdm_sound_ambient01.pk4 (209 files) /home/pj/darkmod/tdm_prefabs01.pk4 (556 files) /home/pj/darkmod/tdm_player01.pk4 (125 files) /home/pj/darkmod/tdm_models_decls01.pk4 (93 files) /home/pj/darkmod/tdm_models02.pk4 (1836 files) /home/pj/darkmod/tdm_models01.pk4 (1915 files) /home/pj/darkmod/tdm_gui_credits01.pk4 (49 files) /home/pj/darkmod/tdm_gui01.pk4 (673 files) /home/pj/darkmod/tdm_game02.pk4 (2 files) /home/pj/darkmod/tdm_game01.pk4 (2 files) /home/pj/darkmod/tdm_fonts01.pk4 (696 files) /home/pj/darkmod/tdm_env01.pk4 (98 files) /home/pj/darkmod/tdm_defs01.pk4 (166 files) /home/pj/darkmod/tdm_base01.pk4 (155 files) /home/pj/darkmod/tdm_ai_steambots01.pk4 (24 files) /home/pj/darkmod/tdm_ai_monsters_spiders01.pk4 (82 files) /home/pj/darkmod/tdm_ai_humanoid_undead01.pk4 (50 files) /home/pj/darkmod/tdm_ai_humanoid_townsfolk01.pk4 (95 files) /home/pj/darkmod/tdm_ai_humanoid_pagans01.pk4 (10 files) /home/pj/darkmod/tdm_ai_humanoid_nobles01.pk4 (48 files) /home/pj/darkmod/tdm_ai_humanoid_mages01.pk4 (8 files) /home/pj/darkmod/tdm_ai_humanoid_heads01.pk4 (96 files) /home/pj/darkmod/tdm_ai_humanoid_guards01.pk4 (373 files) /home/pj/darkmod/tdm_ai_humanoid_females01.pk4 (169 files) /home/pj/darkmod/tdm_ai_humanoid_builders01.pk4 (91 files) /home/pj/darkmod/tdm_ai_base01.pk4 (8 files) /home/pj/darkmod/tdm_ai_animals01.pk4 (80 files)File System Initialized.------------------------------------------- Initializing Decls -----WARNING:file materials/tdm_ai_nobles.mtr, line 38: material 'models/md5/chars/nobles/noblewoman/noblebottom' previously defined at materials/helena.mtr:1WARNING:file materials/tdm_ai_nobles.mtr, line 120: material 'models/md5/chars/nobles/noblewoman/nobletop' previously defined at materials/helena.mtr:36WARNING:file materials/tdm_ai_nobles.mtr, line 157: material 'models/md5/chars/nobles/noblewoman/noblehead' previously defined at materials/helena.mtr:73WARNING:file materials/tdm_ai_pagans.mtr, line 355: material 'models/md5/chars/pagans/pagan_female/pagan_female' previously defined at materials/pagan_female.mtr:1WARNING:file materials/tdm_ai_pagans.mtr, line 406: material 'models/md5/chars/pagans/pagan_female/pagan_female_bare' previously defined at materials/pagan_female.mtr:38WARNING:file materials/tdm_ai_pagans.mtr, line 455: material 'models/md5/chars/pagans/pagan_female/pagan_female_head' previously defined at materials/pagan_female.mtr:74WARNING:file materials/tdm_ai_pagans.mtr, line 507: material 'models/md5/chars/pagans/pagan_female/pagan_female_cloth' previously defined at materials/pagan_female.mtr:108WARNING:file materials/tdm_models_kitchen.mtr, line 2592: material 'bc_silver_teapot_2' previously defined at materials/custom.mtr:374WARNING:file materials/tdm_models_readables.mtr, line 274: material 'book_red1' previously defined at materials/custom.mtr:342WARNING:file skins/tdm_readables.skin, line 333: skin 'readables/paperwad1_blank' previously defined at skins/heart.skin:28------------------------------------- Initializing renderSystem --------using ARB renderSystemrenderSystem initialized.--------------------------------------I18N: SetLanguage: 'english'.I18N: Found no character remapping for english.I18N: 1228 strings read from strings/english.langI18N: 'strings/fm/english.lang' not found.WARNING:Couldn't load image: guis/assets/splash/launchCouldn't open journal filesCouldn't exec editor.cfg - file does not exist.execing default.cfgUnknown command 'use'Unknown command 'console'Unknown command 'next'Unknown command 'prev'Unknown command 'previous'Unknown command 'next'Unknown command 'crouch'Unknown command 'Lean'Unknown command 'lean'Unknown command 'Readables'Unknown command 'spyglass'Unknown command 'compass'Unknown command 'lantern'Unknown command 'maps'Unknown command 'objectives'Unknown command 'keys'Unknown command 'lockpicks'Unknown command 'lean'Unknown command 'Inventory'Unknown command 'Mantle'Unknown command 'creep'Unknown command 'frob'Unknown command 'inventory'execing Darkmod.cfgCouldn't exec autoexec.cfg - file does not exist.I18N: SetLanguage: 'english'.I18N: Found no character remapping for english.I18N: 1228 strings read from strings/english.langI18N: 'strings/fm/english.lang' not found.----- Initializing Sound System ------sound system initialized.------------------------------------------- R_InitOpenGL -----Setup X display connectiondlopen(libGL.so.1)Initializing OpenGL displayUsing XFree86-VidModeExtension Version 2.2Free86-VidModeExtension Activated at 1366x768Using 8/8/8 Color bits, 8 Alpha bits, 24 depth, 8 stencil display.GL_RENDERER: Mesa DRI Intel® Bay Trail x86/MMX/SSE2GL_EXTENSIONS: GL_ARB_multisample GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_copy_texture GL_EXT_polygon_offset GL_EXT_subtexture GL_EXT_texture_object GL_EXT_vertex_array GL_EXT_compiled_vertex_array GL_EXT_texture GL_EXT_texture3D GL_IBM_rasterpos_clip GL_ARB_point_parameters GL_EXT_draw_range_elements GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_separate_specular_color GL_EXT_texture_edge_clamp GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_ARB_framebuffer_sRGB GL_ARB_multitexture GL_EXT_framebuffer_sRGB GL_IBM_multimode_draw_arrays GL_IBM_texture_mirrored_repeat GL_3DFX_texture_compression_FXT1 GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_transpose_matrix GL_EXT_blend_func_separate GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_secondary_color GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_INGR_blend_func_separate GL_NV_blend_square GL_NV_light_max_exponent GL_NV_texgen_reflection GL_NV_texture_env_combine4 GL_S3_s3tc GL_SUN_multi_draw_arrays GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_EXT_framebuffer_object GL_EXT_texture_compression_s3tc GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_MESA_window_pos GL_NV_packed_depth_stencil GL_NV_texture_rectangle GL_ARB_depth_texture GL_ARB_occlusion_query GL_ARB_shadow GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_window_pos GL_ATI_envmap_bumpmap GL_EXT_stencil_two_side GL_EXT_texture_cube_map GL_NV_depth_clamp GL_APPLE_packed_pixels GL_APPLE_vertex_array_object GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_vertex_program GL_ARB_vertex_shader GL_ATI_draw_buffers GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_MESA_pack_invert GL_NV_primitive_restart GL_ARB_depth_clamp GL_ARB_fragment_program_shadow GL_ARB_half_float_pixel GL_ARB_occlusion_query2 GL_ARB_point_sprite GL_ARB_shading_language_100 GL_ARB_sync GL_ARB_texture_non_power_of_two GL_ARB_vertex_buffer_object GL_ATI_blend_equation_separate GL_EXT_blend_equation_separate GL_OES_read_format GL_ARB_color_buffer_float GL_ARB_pixel_buffer_object GL_ARB_texture_compression_rgtc GL_ARB_texture_float GL_ARB_texture_rectangle GL_EXT_packed_float GL_EXT_pixel_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_rgtc GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_ARB_framebuffer_object GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_packed_depth_stencil GL_APPLE_object_purgeable GL_ARB_vertex_array_object GL_ATI_separate_stencil GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_gpu_program_parameters GL_EXT_texture_array GL_EXT_texture_integer GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_OES_EGL_image GL_AMD_performance_monitor GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_texture_rg GL_ARB_texture_swizzle GL_ARB_vertex_array_bgra GL_EXT_separate_shader_objects GL_EXT_texture_swizzle GL_EXT_vertex_array_bgra GL_NV_conditional_render GL_AMD_conservative_depth GL_AMD_draw_buffers_blend GL_AMD_seamless_cubemap_per_texture GL_ARB_ES2_compatibility GL_ARB_blend_func_extended GL_ARB_debug_output GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_shader_texture_lod GL_ARB_texture_cube_map_array GL_ARB_texture_gather GL_ARB_texture_multisample GL_ARB_texture_query_lod GL_ARB_texture_rgb10_a2ui GL_ARB_uniform_buffer_object GL_ARB_vertex_type_2_10_10_10_rev GL_EXT_provoking_vertex GL_EXT_texture_snorm GL_MESA_texture_signed_rgba GL_ARB_get_program_binary GL_ARB_robustness GL_ARB_shader_bit_encoding GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ARB_conservative_depth GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_shader_atomic_counters GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_texture_storage GL_ARB_transform_feedback_instanced GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_transform_feedback GL_AMD_shader_trinary_minmax GL_ARB_ES3_compatibility GL_ARB_clear_buffer_object GL_ARB_invalidate_subdata GL_ARB_texture_query_levels GL_ARB_texture_storage_multisample GL_ARB_vertex_attrib_binding GL_KHR_debug GL_ARB_texture_mirror_clamp_to_edge GL_ARB_vertex_type_10f_11f_11f_rev GL_EXT_shader_integer_mix ------- Input Initialization -------XKB extension: compile time 0x1:0x0, runtime 0x1:0x0: OKXKB extension present on server ( 0x1:0x0 )------------------------------------dlopen(libasound.so.2)asoundlib version: 1.0.27.2Alsa is available------ Alsa Sound Initialization -----opened Alsa PCM device sysdefault:CARD=PCH for playbackdevice buffer size: 5644 frames ( 22576 bytes )allocated a mix buffer of 16384 bytes--------------------------------------Checking portable OpenGL extensions...v - using GL_ARB_multitexturev - using GL_ARB_texture_env_combinev - using GL_ARB_texture_cube_mapv - using GL_ARB_texture_env_dot3v - using GL_ARB_texture_env_addv - using GL_ARB_texture_non_power_of_twov - using GL_ARB_texture_compressionv - using GL_EXT_texture_compression_s3tcv - using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000v - using GL_EXT_texture_lod_biasv - using GL_EXT_texture3Dv - using GL_EXT_stencil_wrapv - using glStencilOpSeparateX - GL_NV_register_combiners not foundX - GL_ATI_fragment_shader not foundX - GL_ATI_text_fragment_shader not foundv - using GL_ARB_vertex_buffer_objectv - using GL_ARB_vertex_programv - using GL_ARB_fragment_programX - EXT_depth_bounds_test not found---------- R_NV20_Init ----------Not available.----------- R200_Init -----------Not available.---------- R_ARB2_Init ----------Available.-------------------------------------- R_ReloadARBPrograms -----glprogs/test.vfpglprogs/test.vfpglprogs/interaction.vfpglprogs/interaction.vfpglprogs/bumpyEnvironment.vfpglprogs/bumpyEnvironment.vfpglprogs/ambientLight.vfpglprogs/ambientLight.vfpglprogs/shadow.vpglprogs/R200_interaction.vpglprogs/nv20_bumpAndLight.vpglprogs/nv20_diffuseColor.vpglprogs/nv20_specularColor.vpglprogs/nv20_diffuseAndSpecularColor.vpglprogs/environment.vfpglprogs/environment.vfpglprogs/test_direct.vfpglprogs/test_direct.vfpglprogs/interaction_direct.vfpglprogs/interaction_direct.vfpglprogs/soft_particle.vfpglprogs/soft_particle.vfp-------------------------------using ARB_vertex_buffer_object memoryusing ARB2 renderSystemFont fonts/english/stone in size 12 not found, using size 24 instead.gamex86 - Found SO in EXE path with timestamp of 1423391346 - /home/pj/darkmod/gamex86.sogamex86 - Found SO in pak file with timestamp of 1423391346 - /home/pj/darkmod/tdm_game02.pk4/gamex86.sogamex86 - SO in EXE path is newer, ignoring SO in pak fileFound Intel CPU with Hyper-Threading enabled, features: MMX SSE SSE2 SSE3 CMOVgame using generic code for SIMD processing.--------- Initializing Game ----------The Dark Mod 2.03, code revision 6470Build date: Feb 8 2015WARNING:file def/tdm_ai_heads_springheel.def, line 840: model 'head03_citywatch' previously defined at def/tdm_ai_heads_springheel.def:825WARNING:file def/tdm_shopitems.def, line 342: entityDef 'atdm:map_of' previously defined at def/custom.def:24WARNING:file def/tdm_shopitems.def, line 353: entityDef 'ShopItem_map_of' previously defined at def/custom.def:39WARNING:file particles/tdm_bikerdude.prt, line 421: particle 'tdm_dry_ice' previously defined at particles/tdm_bikerdude.prt:28WARNING:file particles/tdm_bikerdude.prt, line 554: particle 'tdm_floating_mood_dust_small' previously defined at particles/tdm_bikerdude.prt:54WARNING:file particles/tdm_bikerdude.prt, line 581: particle 'tdm_glare_chandelier_02' previously defined at particles/tdm_bikerdude.prt:1WARNING:file materials/tdm_ai_nobles.mtr, line 38: material 'models/md5/chars/nobles/noblewoman/noblebottom' previously defined at materials/helena.mtr:1WARNING:file materials/tdm_ai_nobles.mtr, line 120: material 'models/md5/chars/nobles/noblewoman/nobletop' previously defined at materials/helena.mtr:36WARNING:file materials/tdm_ai_nobles.mtr, line 157: material 'models/md5/chars/nobles/noblewoman/noblehead' previously defined at materials/helena.mtr:73WARNING:file materials/tdm_ai_pagans.mtr, line 355: material 'models/md5/chars/pagans/pagan_female/pagan_female' previously defined at materials/pagan_female.mtr:1WARNING:file materials/tdm_ai_pagans.mtr, line 406: material 'models/md5/chars/pagans/pagan_female/pagan_female_bare' previously defined at materials/pagan_female.mtr:38WARNING:file materials/tdm_ai_pagans.mtr, line 455: material 'models/md5/chars/pagans/pagan_female/pagan_female_head' previously defined at materials/pagan_female.mtr:74WARNING:file materials/tdm_ai_pagans.mtr, line 507: material 'models/md5/chars/pagans/pagan_female/pagan_female_cloth' previously defined at materials/pagan_female.mtr:108WARNING:file materials/tdm_models_kitchen.mtr, line 2592: material 'bc_silver_teapot_2' previously defined at materials/custom.mtr:374WARNING:file materials/tdm_models_readables.mtr, line 274: material 'book_red1' previously defined at materials/custom.mtr:342Initializing event system...830 event definitionsInitializing class hierarchy...169 classes, 810080 bytes for event callbacksInitializing scripts/proc/cpuinfo CPU frequency: 2132.79 MHzCompiled 'tdm_ai_lanternbot::startAlarmWhistle': 218.5 ms---------- Compile stats ---------- Memory usage: Strings: 40, 6352 bytes Statements: 19182, 383640 bytes Functions: 1227, 124848 bytes Variables: 88564 bytes Mem used: 1086700 bytes Static data: 2277552 bytes Allocated: 2810692 bytes Thread size: 7068 bytes ...6 aas typesgame initialized.--------------------------------------Parsing material filesFound 0 new mission packages.Found 17 mods in the FM folder.Parsed 20 mission declarations.No 'tdm_mapsequence.txt' file found for the current mod: heartv2-------- Initializing Session --------Font fonts/english/mason_glow in size 12 not found, using size 48 instead.Font fonts/english/mason_glow in size 24 not found, using size 48 instead.Font fonts/english/mason in size 12 not found, using size 48 instead.Font fonts/english/mason in size 24 not found, using size 48 instead.WARNING:Couldn't load image: guis/assets/heart3session initialized----------------------------------------- Common Initialization Complete ---------------- Warnings ---------------during The Dark Mod initialization...WARNING:Couldn't load image: guis/assets/heart3WARNING:Couldn't load image: guis/assets/splash/launchWARNING:file def/tdm_ai_heads_springheel.def, line 840: model 'head03_citywatch' previously defined at def/tdm_ai_heads_springheel.def:825WARNING:file def/tdm_shopitems.def, line 342: entityDef 'atdm:map_of' previously defined at def/custom.def:24WARNING:file def/tdm_shopitems.def, line 353: entityDef 'ShopItem_map_of' previously defined at def/custom.def:39WARNING:file materials/tdm_ai_nobles.mtr, line 120: material 'models/md5/chars/nobles/noblewoman/nobletop' previously defined at materials/helena.mtr:36WARNING:file materials/tdm_ai_nobles.mtr, line 157: material 'models/md5/chars/nobles/noblewoman/noblehead' previously defined at materials/helena.mtr:73WARNING:file materials/tdm_ai_nobles.mtr, line 38: material 'models/md5/chars/nobles/noblewoman/noblebottom' previously defined at materials/helena.mtr:1WARNING:file materials/tdm_ai_pagans.mtr, line 355: material 'models/md5/chars/pagans/pagan_female/pagan_female' previously defined at materials/pagan_female.mtr:1WARNING:file materials/tdm_ai_pagans.mtr, line 406: material 'models/md5/chars/pagans/pagan_female/pagan_female_bare' previously defined at materials/pagan_female.mtr:38WARNING:file materials/tdm_ai_pagans.mtr, line 455: material 'models/md5/chars/pagans/pagan_female/pagan_female_head' previously defined at materials/pagan_female.mtr:74WARNING:file materials/tdm_ai_pagans.mtr, line 507: material 'models/md5/chars/pagans/pagan_female/pagan_female_cloth' previously defined at materials/pagan_female.mtr:108WARNING:file materials/tdm_models_kitchen.mtr, line 2592: material 'bc_silver_teapot_2' previously defined at materials/custom.mtr:374WARNING:file materials/tdm_models_readables.mtr, line 274: material 'book_red1' previously defined at materials/custom.mtr:342WARNING:file particles/tdm_bikerdude.prt, line 421: particle 'tdm_dry_ice' previously defined at particles/tdm_bikerdude.prt:28WARNING:file particles/tdm_bikerdude.prt, line 554: particle 'tdm_floating_mood_dust_small' previously defined at particles/tdm_bikerdude.prt:54WARNING:file particles/tdm_bikerdude.prt, line 581: particle 'tdm_glare_chandelier_02' previously defined at particles/tdm_bikerdude.prt:1WARNING:file skins/tdm_readables.skin, line 333: skin 'readables/paperwad1_blank' previously defined at skins/heart.skin:2818 warningsterminal support enabled ( use +set in_tty 0 to disabled )pid: 40163936 MB System Memory256 MB Video MemoryAsync thread startedCouldn't exec autocommands.cfg - file does not exist.Widescreenmode was set to: 5 (1366x768)preparing audio device for outputsnd_pcm_writei 4096 frames failed: Broken pipepreparing audio device for outputShutting down sound hardware----------- Alsa Shutdown ------------close pcmdlclose--------------------------------------idRenderSystem::Shutdown()signal caught: Segmentation faultsi_code 1Trying to exit gracefully..idRenderSystem::Shutdown()double fault Segmentation fault, bailing outshutdown terminal supportAbout to exit with code 11ModelGenerator memory: No LOD entries.pj@pj-X551MA:~/darkmod$
  3. Recently revisiting the forums after a longer period of time I wanted to check the unread content. I don't know if I am doing this wrong since.. ever... but on mobile (visiting the unread content page on my smartphone) you have to click on that tiny speech bubble to go to the most recent post in a thread. If you don't click correctly you'll hit the headline and end up at post 1 in the beginning of the thread. It's terrible on mobile, since not only the speech bubble is really small and was to miss. But also the thread headline is just millimeters away from it so you go right to the first post that was ever made instead of the most recent ones. Am I doing it wrong? I just want to go through u read content a d the to the newest post from that topic.
  4. Though this is related to PBR as a component in getting it done right (like reflection probes) I thought it's an improvement of its own that's worth discussing. I don't know if this is implemented or estimated in some form, but working with light entities in my own FM's I haven't seen any spawnargs for it so I presume it's not. At the moment lights in TDM act as zero-scale points, light sources have no actual radius. I know what you might be thinking: Of course lights have a radius, it's the box that decides how far a light shines and what it affects! What I'm referring to is not the range but the emission radius, representing the scale of the bulb itself: Think of it as a minimum radius... at the moment lights only have a maximum radius, the minimum is currently a point. In modern engines this affects both specularity and shadow softness as well as how the light is distributed. Like most engines we shouldn't need anything more than a float describing the size of the bulb, a simple sphere ought to be enough... given we already work with radius boxes, we could instead use a separate box which would give us better control with unevenly shaped bulbs. Every default light entity should of course be updated to use this: Torches / candles would set it to the average size of their flame particles, gas / electric lamps should have it represent the scale of the light bulb or the lamp head. If done right this can greatly improve our graphics and add more realism, but as with most things it's not going to be that simple. Also this would create changes to the lightgem in all FM's but very minuscule ones that shouldn't even be detectable. There's 3 different components I presume we have to tackle independently. Soft shadows: Shadowmap softness is probably the easiest, just add the average bulb radius to their value. Specularity: At the moment all lights seem to produce specular orbs of the same fuzziness on shiny surfaces. What we probably want is for lights that keep their min radius 0 to produce a fully sharp orb or dot, softness is added to each light's ball based on this radius. Light projection: The biggest aspect is changing how light is distributed, the projection texture / falloff material would emanate very differently. Everything inside the bulb would shine at the intensity of the center pixel and should start fading from the min radius toward the max, the projection texture would get slightly inflated like a balloon. The best solution (which also accounts for blur) seems like a 2D shader that copies the light texture onto itself at slightly different offsets to make it fuzzy: There's already a blur filter that does just that when you're underwater for example, we could to get away with doing the same thing to light textures using the min radius as the offset parameter. As lights typically don't change scale, this should be possible to do only once at map start rather than every frame including for moving lights like torches, this way we should have no performance loss.
  5. You need to create a material that uses those diffuse and normal textures (can look at an existing plank material), the material name could be something like plank1. You then need to make sure that the name of the material assigned to the model surfaces in your modelling program is plank1.
  6. A@datiswous Ah yeah, well sorry, I was quiet busy and only visiting discord. First time here on the forums since months now I think.. Thank you for the subtitles. I encourage everyone who is interested in using them to download it from here as I'm not sure when I'll be able to implement them myself into the mission. Again, thank you for your work.
  7. DarkRadiant 2.13.0 is ready for download. A lot of fixes and improvements made it into this release. Several point files can be selected for display now. DarkRadiant is now capable of comparing maps, both in differential A vs. B comparisons as well as three-way merge scenarios (when both maps share the same ancestor). Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/2.13.0 and of course linked from the website https://www.darkradiant.net Thanks go out to all who helped testing this release! Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. Changes since 2.12.0 Feature: Ability to choose from several different pointfiles Feature: Aspect ratio preserving Fit Texture option Feature: ModelSelector: add ability to rescan folders without having to reload all models Feature: Add "Show Material Definition" to ShaderSelector tree views Feature: Paste material-header to surface from clipboard with hotkey. Feature: A way to display editor_usage in the Entity Inspector window Feature: Selection by coords Feature: Three-Way and Differential Map Merge Feature: Map Comparison/Diffing Feature: Git Version Control Integration Plugin Improvement: Show axis when 'R'otating entities Improvement: Improve workflow for adjusting light brightnesses Improvement: Map Loading Performance Improvements Improvement: Refresh entity inspector when reloading defs Improvement: Increase maximum zoom level of 2D views Improvement: "Choose entity..." button for all def_ spawnargs Improvement: CTRL + MMB in orthoview: place camera at height of most recent selection Improvement: Added Documentation for Layer Script Interface Improvement: "Shift textures randomly" shifts all selected faces by the same amount Fixed: Problems with particle preview obstructing the view Fixed: Cannot view or copy from built-in Filters Fixed: Auto-save is slow when animation or particle viewer is playing Fixed: Non uniform light volume scaling not working Fixed: BC5 normal maps cannot be loaded Fixed: Copying a particle in the Particle Editor creates an ___editor list entry which can lead to crashes Fixed: Create Entity window no longer remembers the previous item Fixed: Model exporter: no model is exported if folder path doesn't exist yet Fixed: Non power of 2 textures show up black in Fixed: 'Change game/project' fails to save if a decent-sized .map was loaded Fixed: Reload Defs is messing up the entityDefs Fixed: Crash when using Reloading Defs after placing an Entity Fixed: Entity & Speaker windows don't remember their size Fixed: Restore non-uniform scaling for texture browser. Fixed: Some ASE models do not load Fixed: Prefabs importing miles away Fixed: Path entites rotate 15 degrees, each time when dragged. Fixed: Crash when activating GameConnection Feature "update entities on every change" Fixed: Model previewer not displaying ASE or LWO models Fixed: Crash when selecting an MD5 model in "Create Model..." menu Fixed: Crash when activating the Material Editor in Doom3 game config The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  8. I've been wanting to post this topic for many months now. It's a continuation to ideas I posted a while back, regarding my wish to create a total conversion for TDM, adding a cyberpunk theme alongside the original steampunk world. The reason for making a new thread is that I have a plan laid out by now, but will need help from the community with it. I wish to know how many people would be willing to help out, so that I may know whether I should start laying out the foundation of this project. I will explain exactly what I plan to do in the form of a FAQ below, so that I can easily cover every aspect. This is going to be long, so make sure you have some time before diving into it! If you want to go straight to the points about what I require and skip the rest, read the titles in red which cover the essential paragraphs. What is this all about?The idea is in part inspired by one of the favorite games in my childhood, DeusEx - The Conspiracy. I used to spend weeks playing through it every few months, drawn by its adventurous story and its dark yet appealing environments. Since the last few years, it's been a dream of mine to create a FOSS cyberpunk stealth game with RPG elements, that would be entirely unique (similarly to how TDM is unique from Thief) yet have the same feel and atmosphere I loved about it (once again like TDM has the same atmosphere as Thief). My earliest thoughts were on trying to achieve this in Xonotic, which is a GPL licensed arena-type shooter I've been a long time contributor to. Of course I eventually abandoned the idea... mostly given that Xonotic has no features for single-player mechanics, such as saving / loading or any kind of AI except bots treated as real players. Then more than two years ago, I finally discovered The Dark Mod. After playing it for some time, I quickly realized it's by far my best option to making such a project come true. Why The Dark Mod, instead of building the game from scratch? It was designed to be a steampunk stealth game after all!The first reason why I want to use TDM as a basis is that it already has every crucial mechanic I need, in terms of AI and interaction and world programming. It does of course lack a lot of the features I ultimately hope to include, although most are optional and I could attempt scripting them at a later stage... for now little to no game code chances would be required. The most significant features are the AI (very advanced and intelligent), carefully balanced gameplay plus other common ideas, as well as the mapping system with its intelligent area portals. It should also be considered that while I'm usually a competent contributor, I'm terrible when it comes to programming something from the ground up, so there's no other way this could happen as a FOSS project unless I hire an entire team. The project aims to be a stealth game that works the same way after all, so why not? To exemplify what I mean: You can open DarkRadiant and build a medieval town with a tavern, then add a guard patrolling the tavern with a bow and a sword. In the conversion, you'll be able to build a futuristic city with a club, and have a guard patrol that club with a knife and a rifle. In both cases, the AI will do exactly the same things with equally correct results: The guards take the same patrol routes, chase after the player the same way, vocally alert one another in the same fashion, and search rooms and hiding spots as efficiently once the player disappears from view. There is no "medieval patrol style" versus "futuristic patrol style", the choices and decisions are exactly the same! The only considerable difference will be the assets and animations and settings. The second reason is that I'm a fan of the idTech engines as well as gtkRadiant based editors. idTech 4 is in fact one of my favorite engines in the line, due to how intuitively it was designed at its core and how much it pulled off during its day. Its only problem is that it hasn't had as many developers forking and modernizing it, unlike idTech 3 with say Daemon engine (for Unvanquished)... that is of course not its fault, and in part due to being open-sourced much more recently in comparison. How exactly would the mod work? Are you thinking of creating your own TDM fork?I don't plan to create an actual fork of TDM, which would be impossible to maintain on my own and only divide the community and its efforts. My plan is to create a mod that will run on top of vanilla TDM, adding new content without affecting any of the existing functionality. The mod would be distributed as one or many pk4 files, which are simply dropped into the main directory next to the stock pk4's! Its assets will be grouped under the mod's own name, so that they're always distinguishable from the normal ones... just like every default component is listed in a "thedarkmod" directory inside DarkRadiant, they would be listed in a "howeverthiswillbecalled" group. Once you have the pk4(s) of the mod inside your TDM installation, normally download any mission using them it in order to play it! So missions will be able to use entities and assets from both stock TDM and this mod?My plan is to allow that, and nothing should prevent maps with mixed assets. Keep in mind however that I ultimately want the mod to be independent, and encourage relevant missions to only use textures and entities included with it rather than a mix! If you take out every single stock TDM asset (excluding md5anim's which will be reused) the mod will be expected to work on its own. Will the new assets also be non-commercial?Unlike vanilla TDM, I don't wish to include any CC-*-NC and CC-*-ND assets with the mod. That's primarily because I find them limiting, and feel that they ruin the openness of the project. Is there a name for the mod yet?I've been thinking about it but haven't fully decided so far. I want it to be something familiar and related to TDM; Initially I wanted to call it The Dark Modern, but that sounds rather silly. The name I'm considering now is The Dark Machina, which retains familiarity with TDM and is also more theme relevant... further suggestions are appreciated. What is the benefit for the community? Why should anyone put any effort into this?The project is targeted to everyone in the TDM community who alongside a steampunk stealth game, would enjoy a cyberpunk stealth game of equal or greater visual fidelity... with exactly the same base gameplay and core functionality, but an entirely different world and atmosphere. The project will be publicly available on a Git repository of its own (most likely Gitlab), and anyone will be able to easily install it on top of vanilla TDM. Simply put: If you help and things go according to plan, you'll have a triple-A scifi game inspired by the look and feel of the DeusEx series, just as you currently have a triple-A game victorian game inspired by the look and feel of Thief. What do you need help with exactly? What would others have to do?Obviously I'm not asking others to do the work for me. But at the same time, it's not something I can just go ahead and do on my own either! For this reason I've come up with a plan, which would allow contributions to happen gradually whenever someone willing to dedicate their time to helping adds something new. This is mainly a call to existing TDM developers, who know best how to export and define new assets. If the project takes off, based on the answers I get in this thread, the starter plan is as follows: I will be creating two Git repositories. One will be the official repository of the mod, which will contain assets in working format and condition... the other will contain images, sounds, blend files, and other resources in their native format. This will include freely licensed assets I find on the internet, which I will hand pick and tweak to make sure they're in the readiest state possible, then sort them in a way that's easy to work with. Most will be taken from http://opengameart.org and http://www.blendswap.com and I'll likely use a few things from Xonotic altogether! The assets included in this repository are to be exported and / or converted to TDM compatible formats, then included in the real mod repository. A list will be maintained in order to keep track of which assets have already been ported. Every ported asset can be issued as a pull request, or sent to me personally in case the contributor doesn't have access to the Git service that will be used. The rigging, exporting, and conversion processes are what I require the community's help with! As far as models textures and sounds go, no new content will need to be created... I plan to use freely licensed resources which are already available and plenty, enough to create a full mod out of. Obviously I'll be doing some of the exporting and definition writing myself, but since there will be so much new content I can't do it all on my own... unless I dedicate every waking hour of my life to it for over an year, which would be more than I can handle TLDR: I'll be compiling a repository of game-ready assets, such as textures and models and sounds. Anyone who wishes to help is only asked to pick them up, adjust the TDM specific necessities (exporting to md5, creating material definitions, etc) and publicize the results for inclusion. So no new content is going to be needed?For the most part, no. There is only one exception to this rule: Voices. As they're something TDM specific, they have to be created to match the world and what's happening in it. They are however not a priority, and can happen at a later stage in the project. Until then we can live with a few cyborg troops saying things like "in the name of the Lord Builder, you shall go to the gallows, you heretic" Other than that, I will eventually want to add new functionality. Including a Minecraft type inventory system, computer chips the player can install into their suit or body in order to gain enhancements (modules / augmentations / whatever), and most importantly a re-implementation of the interactive touchscreens in Doom 3. Those are however even more distant needs in comparison, and not what this thread will focus on at this point... I plan to look into such once I'm sure there are enough contributors to be certain this is happening altogether. What do you need done for each type of asset explicitly?Here is a list of every new asset type the mod is going to introduce, and the steps I estimate to be required for each: Characters: I will be offering the blend files of all characters scheduled for inclusion. They will contain the mesh, textures, as well as the rig that the character comes with (if available). Steps to be taken include: Rigging the character to the TDM animation skeleton after using the original rig for initial posing (including face rigging), generating the shadow mesh, making sure polygon count is within acceptable limits, and finally exporting to md5. Lastly, generating and tweaking the character definitions (stats, team, social status, voice, etc) and the material definitions for the character's textures, which should be all that's needed for the model to become a working character. Notice: I'll be preparing a blend file containing the simplified / optimized TDM rig in order to ease the process, including the face rig which I remember had to be extracted from existing characters. Models: A similar process would be needed with static models and simple entities: They will be distributed as blend files which include the model and texture, and need to be exported to ase / lwo, with entity and material definitions in place. Textures: Most will likely be distributed as jpg and png, and will need to be converted to dds and tga. The material definitions will need to be created as usual. Sounds: Will be distributed as wav or ogg, which normally don't need to be converted. Sound definitions need to be created however.As far as specific TDM functions go, this is how I intend the modifications to work per component: Weapons: The plan is to keep each weapon the same in terms of purpose and functionality, and mainly modify the models animations and sounds. The same core code will therefore be used by each, but new entity definitions should be made in order to not affect maps using the existing items while the mod is installed. Menu: When a mission intended for the mod is installed, the main menu will use different textures and a different background song... no modifications to the entries or functionality will be made otherwise. I'm uncertain as to how this can be achieved, although it is lower on the priority list.What will be the modern equivalent of existing TDM items, as well as new content?Like I said, I plan to keep the functionality and purpose roughly the same, at least for a while. Therefore items will serve the same goals, and work almost exactly like the existing ones in TDM... it will be basically the names and appearances that change. The important replacements I currently have planned include: Weapons: Blackjack becomes Police Baton or Taser. Sword becomes Knife. Bow becomes Crossbow or Sniper (arrow types and behaviors unchanged). Items: Lantern becomes Flashlight or Keychain Light. Telescope becomes Binoculars. Compass remains Compass. Snake and Triangle lockpicks become Physical and Electronic lockpick (mechanical doors are unlocked with the first, electronic doors with the later). Potions become Medkits, Syringes, or special types of enhancements.As far as completely new content goes in regard to items and entities, here is a rough list so far: Books & Notes: Alongside the existing books and notes, laptops / smartphones / tablets will be added. They are unrelated to future plans for interactive screens, and simply refer to new types of visuals for readable items found throughout the world. Lighting: The replacement to existing candles and torches will mostly consist of desk lamps, particularly neon and LED based ones. Characters: A similar structure of factions will be followed, compared to the existing guards + thieves + civilians + beggars + nobles. In this case the main categories will be: Police (ideally different suits for various units), gang members (once again different clothing for each gang), with modern looking civilians of various classes. There will also be entirely new outfits covering jobs existent in modern times, such as scientists or industrial workers. Robots: The existing code behind the Steambot will be used to implement multiple kinds of security drones patrolling an area. Especially in early stages before new scripts are considered, they can have the same function of only sounding an alarm when the enemy is spotted. Props: There will be various modern props added throughout the world, depending on what content I find. This will include: Flaming barrels for poorer areas, futuristic cars and bikes parked on the sidewalks, televisions that play videos (in case itTech 4 allows video textures), and the list goes on.Closing thoughts:First of all, thank you for reading this enormous post, regardless of whether you wish to support the project or not. This is something I've dreamed of creating for a while now, and I really hope at least a few artists out there are willing to support it! Please leave your thoughts if you want, as well as voting on the pool so I can more easily estimate the help I may expect.
    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?

  9. True just haven't seen this type of prettiness yet. As for trees casting alpha shaodws, I'm afraid that won't work by default, and I wish this were fixed in vanilla: The leaf material has "noshadows" enabled... I think: What we need is to only use noshadows on transparent materials if shadowmaps or alpha texture shadow casting are disabled, otherwise cast shadows... I enabled those settings but for me trees still cast shadows only from the trunk, I think the noshadows flag needs to be removed from some surfaces. Edit: I might be wrong on that. Looking in tdm_models_decls01.pk4 at materials/tdm_models_nature_trees.mtr the materials with "leaves" in their name don't have the "noshadows" flag. But then why didn't I see shadows cast by lights on trees even with r_shadowMapAlphaTested set to 1? I'm positive I looked in Seeking Lady Leicester and it wasn't working for the small trees and plants in the yard, either from my lantern or lamps I think shined over the trees.
  10. In my mission, I have a round door that rotates AND translates. I started this 4 years ago before I got cancer, and then the door worked. Not anymore! I finally got a ROUND to testing this. It does not matter the type of door, if the door is a round brush OR a round model, in the game the door is non-solid and non frobable. I can, however trigger it in the console and it works as it should. I am going to try and make a solid (rectangular) door in front of it as an overlay and use script to achieve my goal. Will let you know how it goes. Update: Works great, had to do a screen grab of the circular door+ wall of the size of rectangular door. Create dds image and material file, so I textured the rectangle door and you can't see difference in game. frob the rectangle, it vanishes and circular one rolls out of way. YAY
  11. I am trying to make some chinese lanterns - I have already created some two-sisded textures from existing paint textures,I added the transparent arg to the material def, but it appears to be 100%.So then I wehn to the wiki and found 'shaderParm3 and applied that to the FS model, but it dosent work.So, can I vary the mount of transparency say by 50%? or is the shaderParm rout the right and I am just doing it wrong..? ta.
  12. I think it is a good idea! Our ingame mission downloader and mission view has long been subject of multiple improvement suggestions. Due to the sheer mass of missions that have been released in the last 15 years, things got really cluttered and especially newcomers will have a hard time finding what they want. However, improving the ingame guis is quite a task, so a web-based application might really suit this scenario well. Maybe we could even add a linke to it from our ingame menus, so user can access it quicker. Some more things to think about Would users be able to add custom tags and downvote / upvote certain tags, much like the system of Steam? This would also allow to add tags like "beautiful", or "difficult". Actually, the more users can contribute to this system, the better, because it will be automatically maintained then. The browser should also contain a flag for whether the FM belongs to a connected series of FMs or not and have the capability to go to the previous or next FM in that series. There should also be a flag for fully fledges campaigns. Some might like a flag whether or not an FM is "ghostable".
  13. DarkRadiant 3.7.0 is ready for download. What's new: Feature: Skin Editor Improvement: Script Window usability improvements Fixed: Hitting escape while autosaving crashes to desktop Fixed: Def parsing problem in tdm_playertools_lockpicks.def Fixed: DR hangs if selecting a lot of entities with entity list open Fixed: Float Property Editor's entry box is sticking around after selecting a float key Fixed: Spline entities without model spawnarg are unselectable Fixed: Entity window resets interior sizing forcing resize each time it is opened Fixed: Spline curves should not be created with a model spawnarg Fixed: Newly appended curve control vertices aren't shown at first Fixed: Light entities are zoomed out in preview window Fixed: Entity inspector spawnarg fields not always updated by UI windows such as Model Chooser Feature: Skin Editor (see video) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.7.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
  14. Yes, it does. Which makes it interesting that you yourself explicitly said that it's interesting nobody had complained here on the official forums: I did, which is why it stood out to me so much that even though you yourself had personally been involved you would reply claiming nobody had complained here on the official forums. I'm not colorblind at all. Does that make people pointing out that almost no modern games have proper colorblindness support hyperbole? Just because it doesn't affect you, or you choose not to pay attention to the discussion of something, doesn't make it hyperbole. Pick pretty much any modern FPS and you will find plenty of discussion about the near universal disregard for FOV and camera movement as accessibility issues. Denigrating those as hyperbole because you personally don't feel the affects is as bad of a look as demeaning people who bring up the importance of valid allergen warnings like gluten or colorblindness and deafness support.
  15. The steps for non MD5 models are relatively simple: create a model and make sure it is all in a single layer (when exporting) be mindful of the scale diference between the 3d tool and the game, one way to see the scale needed, is to create a cube in DR export has obj and import in blender. make sure the model is made of triangles no quads (you can work in quads then triangulate at export) uvmap the model and make sure the uv's fall within the 0/1 window and don't overlap create a diffuse texture (colors only no shading) create a normal map create a specular map (you can put color on it) create or edit a .mtr material file and define your model material there. make sure the material name, for the model surfaces, in blender, is the name of the material you have created inside the .mtr file if you want to create, a shadow mesh or a collision mesh make sure the surfaces/models lay in the same layer as the main model (they overlap it) apply to each model the invisible "texture/common/collision" or "texture/common/shadow" material names depending on the model function you want (for collision models if making a physics enabled model a 'movable' in idtech 4 parlance, make sure the collision proxy has no more than 16 faces) export as a single .ASE or .LWO hope I didn't forget anything.
  16. I removed DSF_SORT_DEPTH flag and new sorting code. I committed test map to assets SVN as test/5990_render.map. I did a few adjustments to the map, most importantly set "drawSortOffset" "1" on the window: now it renders properly always. However, this assumes that player cannot get into water: it player is inside water, then he won't see glass windows behind water obviously. Speaking of "drawSortOffset", I think it has some issues right now: 1) I have a pool of water, and I know player cannot get into this pool since the level is too low. I'd like to make sure this piece of water renders before all the surfaces with similar material. I set "drawSortOffset" "-1" on the water, and its rendering is totally broken because it is no longer considered "postprocessing", thus framebuffer is not saved. Setting "drawSortOffset" on the window is possible but hardly a good idea: I don't have any guarantees about window, so I should not have to tweak it. 2) drawSortOffset is an integer, so it is not very applicable to ordinary translucents. In fact, the original D3 way of tweaking translucents is by classifying them into "close", "medium", "far", but that's only possible in material. softOffset works well only for afterFog, postProcess, last classes, since their "sort" values are far from each other. But: mapper must know that he cannot set large values, or he'll break everything. Wouldn't it be better if we: Sort by "sort" class first, then by mapper's "drawSortOffset", lastly by surface index. In other words, let softOffset be tie-breaker, instead of a way to break classes in implementation-defined way. Allow mappers to override "sort" class of entity by spawnarg. So if mapper decides that some object is not really "close" but should be "medium", he sets "drawSort" "medium" spawnarg on entity and this is used instead of the value from material. I'm not even sure it p.2 is necessary. Ideally, these close/medium/far classes either should not exist, or should be totally certain so that mappers don't need to override then on per-entity basis.
  17. I understand the confusion The material language describing subviews is quite odd, and I added to that myself when some time ago when I made the code ignore some of the material parameters while people keep trying the older examples that don't work for them any more Do we have any docs on material language in the Wiki that you based your attempts on? If so, we need to update the docs so it's clear that fragmentMap sends a texture to a GL program (shader). It has no relation to what texture is used as a render target for subviews. It also has no use in 'legacy' stages (that now use shaders too internally but take their inputs from the 'classic' parameters) mirror subviews do not usually use GPU shaders (unless you explicitly want a fancy FX like waves or something). First thing you should do when debugging materials is to remove anything related to shaders. mirrorRenderMap will use _scratch if not explicitly specified otherwise in the material declaration mirrorRenderMap takes the material stage texture as its render output the keywords for material stage texture are: map, cubeMap, cameraCubeMap Based on that, here's an example material that seems to work for me textures/darkmod/decals/dirt/puddle { qer_editorimage textures/darkmod/decals/dirt/puddle_ed noShadows noimpact translucent { blend GL_DST_COLOR, GL_SRC_COLOR map textures/darkmod/decals/dirt/puddle } { maskColor map textures/darkmod/decals/dirt/puddle } { maskAlpha blend gl_dst_alpha, gl_one mirrorRenderMap red .75 * Parm0 green .75 * Parm1 blue .75 * Parm2 map _scratch2 // avoid conflicts with other mirrors, like skybox sea in PD3 } } Having said that, I still think it's better be fixed on the FM level
  18. Yes, exactly. There is single code piece which handles "fromVideo", and it accepts material name, as FFmpeg video wiki says. And the virtual sound sample is named like "fromVideo {mymaterialname}", by this name you assign subtitles to it. Yes, but you need to change the SUBTITLE_NAMEPREFIX to something unique, or you'll get a ton of warnings about name collisions. I think standard debriefing video should not be skipped. As for debriefing, we don't have anything like that yet in core.
  19. Ok I got it working. The reason is that it's explained wrong in the wiki. The wiki example says this: subtitles fm_briefing { verbosity story srt "fromVideo video/briefing/briefing.mp4" "video/briefing/briefing.srt" } and But it should actually state the video briefing material, instead of briefing video file. Correct? It must be, because now it works correctly, also in The hare in the snare.
  20. 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
  21. Ignoring is somewhat inadequate as you still see other members engaging in a discussion with the problematic user, and as Wellingtoncrab says such discussions displace all other content within that channel. Moderation is also imperfect as being unpleasant to engage with is not in itself banworthy, so there is nothing more to do if such people return to their old behaviour after a moderator had a talk with them, except live with it or move away. I'd be more willing to deal with it if it felt like there were more on-topic discussion, i.e. thoughts about recently played fan missions or mappers showcasing their progress, rather than a stream of consciousness about a meta topic that may or not have to do with TDM. I guess the forums already serve the desired purpose, or they just compartmentalise discussions better.
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