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  1. I decided to try, one last time, to bring up some long-standing issues I've personally had with DarkRadiant, and I have just added these to the bugtracker. Some of these things, I have no idea why they were ever changed, or at least made optional. Others, I hope some can appreciate how handy they might be as we move into the future... ____________________________________________________ - Restore non-uniform scaling for texture browser. DarkRadiant used to display textures in the texture browser with relative scaling, based on the size of the actual texture. This is important for mappers to easily see what size of texture they're dealing with. In other words, the "uniform texture thumbnail size" should be optional, like it used to be. ... - Apply textures to surfaces using "normalized" scaling. DarkRadiant used to abide by the "default texture scale" set in preferences, when applying textures to surfaces. Currently, textures seem to apply to surfaces based on the texel scale of the previous texture, such as a 2K texture being applied to a surface that previously had a 32X32 caulk texture using the 32X32 texel scale, instead of the "default texture scale". ... - Paste material-header to surface from clipboard with hotkey. Ability for a hotkey to be assigned that will instantly take whatever is in the user's clipboard and paste/apply it to the selected surface as the "shader" in "texture properties", _without_ needing to use the "surface inspector". This will allow mappers to easily use other third-party texture browsers such as HTML galleries, which with modern huge textures in huge collections is much more efficient. ... - Selection by coords. Ability to make selections by exact coordinates with a dialog, preferably with an ability for a Python plugin to help automate this process, so large maps can be easily exported by exact coordinates. Basically, the dialog has XYZ-min and XYZ-max fields, then makes a new selection using those coord values. ... - Ability to zoom 2D view in, beyond current standard. Ability to zoom in with the orthographic view to a "microscopic scale", to make it easier to work on extremely fine details, so that 0.125 unit brush will display larger than just a crumb. An option to "reset zoom" would also be required, if the zoom range is to be completely unlocked. ... - Selection Sets (faces and vertices). Ability to save specific selected objects/subobjects and items, and able to restore those selections later. Things like certain vertices selected, or certain brushfaces selected among many selected brushes. Preferably these selections would be dumped to some unique config file and support multiple of them, to save and restore multiple selection sets. ... ____________________________________________________
  2. 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.

       

  3. 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!

  4. id Studio did a poor job in defining its categorization of variable nomenclature, so in subsequent documentation and discussions there are divergent views (or just slop). In my series, I had to choose something, and went with what I thought would be clearest for the GUI programmer: Properties, which are either Registers (like true variables) Non-registers (like tags) User Variables (also true variables) I see that your view is more along these lines (which perhaps reflects C++ internals?): Flags (like my non-registers) Properties, which are either Built-in (like my registers) Custom (like user Variables) Also, elsewhere, you refer to "registers" as temporaries. I am willing to consider that there could be temporary registers during expression evaluation, but by my interpretation those would be in addition to named property registers. I'm not sure where to go next with this particular aspect, but at least can state it.
  5. Yea, it seems models are going to be a problem. DR doesn't detect gltf or dae. It does detect obj, but crashes as soon as I click the model. I don't know if I can work with lwo or ase in Godot, but I don't even have plugins for that in blender. I've only made one model for TDM once, and it was back in Blender 2.79. As far as textures go, I suppose it's not much of a problem. I could work with tga. It's just that free textures are usually distributed in jpg or png, so working with .tga requires going through the trouble of converting each of them (base texture plus normal map, ao map, rough map, etc).
  6. The *DOOM3* shaders are ARB2 ('cause of old GeForce support) carmack plan + arb2 - OpenGL / OpenGL: Advanced Coding - Khronos Forums
  7. To get a pure black background, one way is to use the view pane in the "Choose Model" picker. In the controls under the view pane, select "Lighting Mode" instead of "Texture Mode". You'll want to turn off grid lines there too, and play around with the filter options. I see there are helmets (without heads in them) under models/darkmod/wearables/headgear/
  8. Ok, so I remembered that TDM textures are declared in mtr files in the materials folder, so I copied over `tdm_internal_engine.mtr` and it works. DR sees textures, but... only .tga files. The console has quite a few lines like: "[shaders] Unable to load texture: textures/tool/clip.png", referring to my own textures. Can DR not work with png files? EDIT: I presume it can, and maybe it has to be set in the game config file, but I have a very feeble understanding of those files, and I can't find any information anywhere on how to set them up. I've used NRC a bit, which uses the same kind of game config files, and I also had trouble detecting textures. But the only way I could get it to work was... the NRC developer gave me a working config that could see my textures. So... I'm not very confident that I'm gonna get this working on my own. I tested the NRC game config in DR, but nothing seemed to change.
  9. Doing it in DarkRadiant sounds easiest: What's the best texture to put on a bush to screenshot the item behind, is there a fully white or black one by default? Main issue is cutting out the outline and getting the same consistent style across items, but I do lots of editing in Gimp so this shouldn't be a problem. As for the AI vis check it turns out to be a bit more complicated: visScan() only notices the player if they're an enemy to the AI, while the AI is friendly it stops working. findFriendlyAI() does work instead, but the name makes it sound ambiguous to use it to check for the player although it seems to work, also the documentation says it's costly and not to call it each frame which I'd have to do in my case, lastly it only detects the nearest entity so if another ally is standing closer to the AI than the player this won't report them. Am I out of luck with this one and need to not implement the check? I'm not seeing any other way to trace the AI's FOV cone.
  10. Summary A new plague threatens Bridgeport. There are rumors of a cure - let's see if you can find it, and get it to the people who deserve it. Background This is my first released DarkMod mission. Four years ago I created an FM and got it into beta testing. Based on the feedback, I tried to expand it and clean it up at the same time, and it fell apart (I lost focus and got frustrated). So I put modding aside. This time I plan to stick with modding for several reasons, not the least of which is that I have much more free time (I'm recently retired). To ensure that I would actually finish this FM, I kept it short and straightforward. Don't expect anything ground-breaking. (How's that for a soft sell?) My next FM (already sketched out in my head) will be more ambitious. Download The mission is available here: https://www.dropbox.com/s/ymy4v38x7k286tx/warehouse.pk4?dl=1 (version 2, with a bug fix). Place the PK4 in your \fms folder. TDM will recognize it as a new mission. Build Time Six months running time. I have no idea how many actual hours I spent. I18n I have not yet done the work required for internationalization. Thanks Many thanks to the numerous beta testers, who really helped me get this mission into shape: Bikerdude, s.urfer, kingsal, Boiler's_hiss, Cambridge Spy, Abusimplea, Judith Bikerdude provided a window light projection texture, as well as instructions so that I (and others) can do it myself in the future. The video series by Springheel and Sotha were helpful and energizing. Thanks to the entire Dark Mod community for building an amazing project. Note This mission has only been tested on TDM 2.06. I have no idea if it works on older versions. Screenshots
  11. Thanks, I can also recommend gog galaxy. The idea of the custom tags is really nice, I'll have to try this out too!
  12. Keep in mind also that mission size, and complexity have increased dramatically since the beginning. For a lot of veteran mappers, it can take over a year to get a map made and released. The last dozen missions have for the most part been pretty massive, with new textures, sounds, scripts, models etc. We seem to be long past the point of people loading up the tools, and banging out a mission in a few weeks that's very barebones. We still do see some of those, but I noticed in the beta mapper forums and on Discord, that mappers seem to make these maps, but don't release them, and instead use the knowledge gained to make something even better. Could just be bias on my part scrolling through the forums and discord server though.
  13. YOU TAFFERS! Happy new year! Deadeye is a small/tiny assassination mission recommended for TDM newcomers and veterans alike. Briefing: Download link: https://drive.google.com/file/d/1JWslTAC3Ai9kkl1VCvJb14ZlVxWMmkUj/view?usp=sharing Enjoy! EDIT: I promised to someone to write something about the design of the map. This is in spoiler tags below. Possibly useful to new mappers or players interested in developer commentary.
  14. DarkRadiant 3.6.0 is ready for download. What's new: Feature: Selection Focus (Ctrl-F) Feature: Add Radiant.findEntityByName script method Feature: Media Browser shows a thumbnail preview when selecting folders Feature: Map is remembering layer visibilities between loads Fixed: ModelDefs are shown in T-pose Fixed: Patch vertices are the wrong colour Fixed: Shader Clipboard source gets cleared on 'copy shader' operation Fixed: Nodes of hidden layers are still visible after loading the map Fixed: Can't close properties window Fixed: Merge Action rendering is broken Fixed: After using ToggleMainControl_Camera, the center panel is grey after restart Fixed: When using ToggleMainControl_Camera, arrow keys cannot be used to move the viewer Fixed: Property Panel not remembering undocked/closed tabs Fixed: Texture Tool not updating during manipulation Fixed: Orthoview ignores filters for surfaces in models Fixed: Blue dot when selecting one face removed Tweak: Conversation Editor: double-click opens selected conversation Tweak: Preference option to disable drag select in camera view Tweak: ESC key should clear the resource tree view filter text Tweak: New layers function: tooltip popup getting in the way Feature: Selection Focus (see video) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.6.0 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. Have fun mapping!
  15. Hey, I'm looking for a texture with normals and material file for this circular cobblestone. Anyone have anything like it? It's a central part of the level and sort of a feature piece so I really need it. Nothing we have really works as a circle. I'm also looking for a delapidated alpha jetty/wharf as well which will go around this, and extend out into different areas.
  16. Does the bright area appear to move over the texture as you move the camera around, or does it remain in the same place? The defining feature of specular lighting is how it varies based on the positions of the viewer, surface and light source. If the bright area appears to move, then this is specular lighting; if it is fixed in place, it is diffuse lighting. Specular lighting is not defined by brightness. It is possible to have a very bright diffuse texture which will max out to full white under a light source (as in your image), just as it is possible to have a very dull specular texture which is difficult to see even in darkness. From a rendering perspective, there is no real distinction between "intensity" and "color" other than the fact that "intensity" affects RGB channels equally, without changing the apparent hue. There would be no increase in render quality by having a separate intensity value that was tracked and calculated independently of color. However, recent DarkRadiant versions add a slider into the Light Inspector which allows mappers to vary the brightness of one or more lights without having to use the color chooser or risk changing the hue. This is purely a user convenience feature, and does not unlock any new rendering possibilities (the intensity changes are just baked into the RGB color applied to the light entity).
  17. Seems to confirm: https://bugs.thedarkmod.com/view.php?id=5718 does it happen in the latest dev build: https://forums.thedarkmod.com/index.php?/topic/20824-public-access-to-development-versions/
  18. I'm new to modeling in Dark Radiant (using Blender), and having some noob issues. I've exported the model as .ase, model appears as it should but has no texture present. I modified the BITMAP margin in the .ase to the path of the texture (ie: //base\models\darkmod\props\textures\*texture name*). I've browsed countless times through the wiki re-reading everything concerning this general issue with no luck. What other steps am I missing for the texture to show up in the model? Any help will be greatly appreciated!
  19. Would it possible to tweak or add to the model (.LWO and .ASE) export function the ability to reduce the amount of textures, or better still to export a single custom texture for the exported model..? For example atm if we take a bunch of Springheel's modular models, or just random models and brushwork and export that collection to a single model there is X number of textures which as I understand it increases the draw call count by the number of textures used. With Springheels modular models the texture count is lower due to the way he created them, due to the small amount of and similar textures used. But for maps like the one Im working on, I'm taking .ASE, .LWO and exiting brush/patch work and exporting to a single model.
  20. Hope I'm not being too off-topic for this thread, but I was playing a lovely new FM and something I saw reminded me of another reason why I hate MSAA apart from bad performance: It doesn't even always do the job right, including (but not limited to) to fixing pixel-sharp patterns on textures. Zoomed in for a close look and to catch a good example, see at full res. Seems to be the bumpmap in this case. Possibly caused by the texture being so high-res it surpasses the screen resolution so there's no blurring any more? I set MSAA to 4x and it didn't affect it. Which makes sense since I'm sure it only handles geometry and has no concept of textures. It would further be great if we had an alternative form of AA, which weren't just cheaper than MSAA but also handled sharp pixels on textures including alpha edges alongside geometry edges: Right now I think we have no fix to that grain.
  21. Are there any such resources like that in dromed where you can download models, AI's and texture packs for Dark Mod, I have seen in FM's some different models that are not included (I think) in the choices available in Dark Radiant.
  22. TTLG? That's Through the Looking Glass Forums. A looking glass fan community. Has been around for a long, long time. https://www.ttlg.com/forums/
  23. https://github.com/HansKristian-Work/vkd3d-proton/tags <- directx 12 wrapper for dxvk https://github.com/doitsujin/dxvk/tags <- directx to vulkan wrappers D3D 9 to 11 eg. dxvk if you want to try it with horizon zero dawn you need to copy out dxcompiler.dll from Tools\ShaderCompiler\PC\1.0.2595\x64 and bink2w64.dll from Tools\bin and place them next to HorizonZeroDawn.exe. then copy over dxgi.dll from dxvk and d3d12.dll from vkd3d and place them next to it to. now fire up the game and let the shaders recompile -> profit.
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