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    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.

  1. Found this while searching for info on Uplay (Because The Division is free to play this weekend) https://tosdr.org/ Interesting to see how the consumer is being hosed left right a center..
  2. 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?
  3. I can't believe I'm strongly considering copying the shadow mtr reference just to rename it. If only it just used underscores instead...

    1. Show previous comments  1 more
    2. Springheel

      Springheel

      the majority of material names use slashes. What program has a problem with that?

    3. SeriousToni

      SeriousToni

      Maybe it helps to use Notepad++ and its auto replace feature in files? I don't know for sure though :(

    4. Epifire

      Epifire

      Since I don't have the luxury of using Lightwave for native lwo format, Softimage has some strange tendencies like replacing unknown symbols (and spaces) with underscores. Ordinarily that's fine because I never actually list names as file paths. I already have to re-export lwo files to correct smoothing with Blender but it just adds another unneeded step when I have to correct the materials too. This time it's really not an issue with TDM as much as it is with my software and prop...

  4. 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.

       

  5. I'm getting a compilation error on Archlinux x86_64 game/Shop/../Missions/../pugixml/pugixml.hpp:1071:2: error: reference to 'basic_string' is ambiguous Linux 4.7.2-1-ARCH #1 SMP PREEMPT Sat Aug 20 23:02:56 CEST 2016 GNU/Linux Log https://ptpb.pw/SYP2
  6. 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!

  7. HI all. While trying to make a custom model I noticed something looked wrong with the bump map. Upon looking in the material definition I discovered the problem. Material: textures/darkmod/stone/sculpted/ornament_relief_mold_eaglelshield Bug: The bump map is mistakenly using the image from the diffuse map, whereas it should be textures/darkmod/stone/sculpted/ornament_relief_mold_eaglelshield_local
  8. 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.
  9. I created this script for personal use, but thought it would be of enough interest to share here. I'm in the process of porting a few texture packs into TDM from Xonotic... each texture containing a diffuse / normal / specular map, as well as optionally a glow / reflection map. Obviously I don't want to have to manually create the same material for every texture, so I made a script to do it for me! Usage: Save this as a .sh file and place it in your texture pack's directory, next to the texture pack's subdirectories. Adjust the variables to match your texture package. Then just run the script: A mtr file should be generated, containing entries for each texture based on the maps it offers. #!/bin/bash # idTech4 material generator, by MirceaKitsune # texture pack info name="mypack" author="myself" # file and directory paths base="textures/mymod/${name}" mat="tdm_${name}.mtr" ext="tga" # special maps map_glow="glow" map_norm="norm" map_gloss="gloss" map_reflect="reflect" cubemap="env/gen2" # special parameter param="metal" rm "./${mat}" echo "// Name: ${name}" >> "./${mat}" echo "// Author: ${author}" >> "./${mat}" echo "// Material Directory: ${base}" >> "./${mat}" for d in *; do if [[ -d "${d}" ]]; then cd "./${d}" for f in *.tga; do if [[ -f "${f}" ]] && [[ "${f}" != *"_${map_glow}.${ext}"* ]] && [[ "${f}" != *"_${map_norm}.${ext}"* ]] && [[ "${f}" != *"_${map_gloss}.${ext}"* ]] && [[ "${f}" != *"_${map_reflect}.${ext}"* ]]; then f_noext=$(echo "${f}" | cut -d "." -f 1) echo "" >> "../${mat}" echo "${base}/${d}/${f_noext}" >> "../${mat}" echo "{" >> "../${mat}" echo " qer_editorimage ${base}/${d}/${f_noext}" >> "../${mat}" echo " description \"${name}, ${d}, ${f_noext}\"" >> "../${mat}" echo "" >> "../${mat}" echo " ${param}" >> "../${mat}" echo "" >> "../${mat}" echo " diffusemap ${base}/${d}/${f_noext}" >> "../${mat}" if [[ -f "${f_noext}_${map_norm}.${ext}" ]]; then echo " bumpmap ${base}/${d}/${f_noext}_${map_norm}" >> "../${mat}" fi if [[ -f "${f_noext}_${map_gloss}.${ext}" ]]; then echo " specularmap ${base}/${d}/${f_noext}_${map_gloss}" >> "../${mat}" fi if [[ -f "${f_noext}_${map_glow}.${ext}" ]]; then echo "" >> "../${mat}" echo " // Glow" >> "../${mat}" echo " {" >> "../${mat}" echo " blend add" >> "../${mat}" echo " map ${base}/${d}/${f_noext}_${map_glow}" >> "../${mat}" echo " }" >> "../${mat}" fi if [[ -f "${f_noext}_${map_reflect}.${ext}" ]]; then echo "" >> "../${mat}" echo " // Reflection" >> "../${mat}" echo " {" >> "../${mat}" echo " maskcolor" >> "../${mat}" echo " map makealpha(${base}/${d}/${f_noext}_${map_reflect})" >> "../${mat}" echo " }" >> "../${mat}" echo " {" >> "../${mat}" echo " blend gl_dst_alpha, gl_one" >> "../${mat}" echo " maskalpha" >> "../${mat}" echo " cubeMap ${cubemap}" >> "../${mat}" echo " texgen reflect" >> "../${mat}" echo " }" >> "../${mat}" fi echo "" >> "../${mat}" echo " // Frob highlighting" >> "../${mat}" echo " {" >> "../${mat}" echo " if ( parm11 > 0 )" >> "../${mat}" echo " blend gl_dst_color, gl_one" >> "../${mat}" echo " map _white.tga" >> "../${mat}" echo " rgb 0.40 * parm11" >> "../${mat}" echo " }" >> "../${mat}" echo " {" >> "../${mat}" echo " if ( parm11 > 0 )" >> "../${mat}" echo " blend add" >> "../${mat}" echo " map ${base}/${d}/${f_noext}" >> "../${mat}" echo " rgb 0.15 * parm11" >> "../${mat}" echo " }" >> "../${mat}" echo "" >> "../${mat}" echo " // TDM Ambient Method" >> "../${mat}" echo " {" >> "../${mat}" echo " if ( global5 == 1 )" >> "../${mat}" echo " blend add" >> "../${mat}" echo " map ${base}/${d}/${f_noext}" >> "../${mat}" echo " scale 1, 1" >> "../${mat}" echo " red global2" >> "../${mat}" echo " green global3" >> "../${mat}" echo " blue global4" >> "../${mat}" echo " }" >> "../${mat}" echo "}" >> "../${mat}" fi done cd ".." fi done
  10. For example, textures/darkmod/nature/grass/grass_edge/path/dirt/dirt_001_path defined in materials/tdm_nature_grass_edge.mtr. First problem, all of these 'path' textures display as the identical black and white alpha image in DR, so it's 100% guesswork as to what they might look like in game. Next, when I make a patch and apply the above shader it doesn't even display in game. There's no indication whatsoever that I placed a patch with shader in the location. At one point I copy/pasted a path from I think Bikerdude's Alberic (might be another FM) and it was actually a concatenation of two patches, a dirt_solid_nodraw texture on a patch cloned over a patch that'd been turned into a func_static (which seems to be necessary) with a shaderparm3 with value 0.9, and having a textures/darkmod/nature/grass/grass_edge/path/dirt/dirt_002_dark_path shader. Is there any wiki or whatever that explains what's happening here? eta: definitely shaderparm3 is essential to having the shader show at all. The wiki on shaderparm variables doesn't explain very well - why is it necessary on these paths and not on the decals I've applied, and transparent materials I've made? What should I keep in mind when giving it a value between 0 and 1? The dirt_001_path is totally wrong for the area. Rats. And with no easy previews, the rats triumphant. Maybe I should make my own shaders for this kind of stuff.
  11. 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

    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.

  12. 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.

    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?

  13. 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.
  14. 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
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