Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/texture/' or tags 'forums/texture/q=/tags/forums/texture/&'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. I just read@motorsep Discovered that you are able to create a brush, then select it and right click "create light". Now you have a light that ha the radius of the former brush. Just read it on discord and thought it may be of use for some people in the forums here too.
  2. 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

  3. I think the reason the dev forums exist is to provide a place where the implementation of features can be discussed without getting mixed up with other debates when someone believes what the devs are doing is wrong. We often post public discussion threads for features with subjective elements like the frob outline, because community feedback is very important. But there will always be vocal defenders with strong views for or against certain features, or how exactly it should be implemented in their opinion. At some point a decision has to be made and be carried through, which is what the dev forums are for. Almost all of the threads are very technical, basically explaining and discussing recent or potential code changes with other devs. Its hard to say. Its a hobby the devs do in their spare time, so people come and go when they're in the mood and when they have the time. The team page is mostly accurate except for some relatively newer additions like myself.
  4. Just fired up TDM on new system after a pause, built dark radiant via ebuild from wiki install instructions and encountered this bug. Small texture preview in "media" tab is not updating, and so is "textures" tab. Texture selector in Surface inspector works fine however. Textures tab updates and show textures when typing into filter field. I also get a lot of spam in terminal, in shape of "(darkradiant:10678): Gtk-CRITICAL **: gtk_box_gadget_distribute: assertion 'size >= 0' failed in GtkSpinButton", but that may be unrelated. I upgraded wxGTK to latest (3.0.4) and then checked out and built last tagged version (2.6.0) of radiant, to no avail. Any ideas?
    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.

  5. So got a PM from JoeBarnin in relation to his current beta for some help looking for a window protection texture, so rather than just do the work I thought I would make a little howto vid - https://www.youtube.com/watch?v=UVest1d3jcg&feature=youtu.be
  6. Given that this is a community developed game forum, I thought some of you would know of a good place to get a large pack of textures for free. I wouldn't be selling them or anything, they would strictly be for personal use. I'm talking about stuff like carpets, wallpaper/wood/stone/you name it. Any good references? Thanks
  7. Maybe this texture maker (OpenSource) also can be usefull https://charmed.ai/splash
  8. I just found this thread on ttlg listing Immersive Sims: https://www.ttlg.com/forums/showthread.php?t=151176
  9. There's at least one thing I felt I need to ask about: I keep seeing this and it's making me think even conventional AA must be broken sometimes. In any case it's clearly not doing its job right at the moment. I enabled 4x MSAA just to alternate. As can be seen on most objects, it usually works as you'd expect. But then why do I get such sharp edges only on the newspaper? It's not an alpha texture, the model is fully opaque and this is its geometry edge... it should this be subject to AA as anything else, yet it doesn't seem to be affected and still looks jagged. I see this effect on bright lamps sometimes. I didn't report it as I presumed it's a high-res alpha channel which I know current AA can't address. But this clearly isn't the case so now I'm curious what's happening? Edit: The forum insists on scaling the image to a lower resolution so here is the full res.
  10. 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.

  11. 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.
  12. Hello, I'm not familiar with darkmod, but using darkradiant has been a blessing for me. I have a problem with texturing inverted endcaps, I can't seem to normalise the UV on the patch. I try everything in surface inspector but I keep ending up with "overstretched" texture. What am I missing?
  13. 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.
  14. DarkRadiant 3.2.0 is ready for download. What's new: Feature: Show entityDefs related to selected models in Model Chooser Feature: Support for rendering blend lights Feature: Implement sorting of Interaction Stages Feature: Recognise type of "set x on y" spawnargs Feature: OBJ files: loader supports usemtl keywords directly referencing material names (without .mtl file) Fixed: Material editor: additional preview object in textures/glass/ materials Fixed: Every attempt to load a texture will trigger a SIGSEGV signal caught: 11 Improvement: Update to wxWidgets 3.2.0 Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.2.0 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. Is this supposed to look like this or am I missing a texture or something: It looks like it should be a painting or something but it's looking info the void. This lamp is hanging in midair, not attached to anything. The other side doesn't even have a lamp:
    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?

  16. 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!
  17. I know this is possible and I vaguely even remember a "hidden" dialogue in the editor which was like a matrix of texcoord values to screw around with, and we were able to skew textures (precisely) instead of simply rotate them, but this was many years ago. I can't remember if it was the built-in editor for Doom or even GtkRadiant. It can be done by editing the .map file in a text editor, like so:- { ( 0 0 1 0 ) ( ( 0.125 0 0 ) ( 0 0.125 14 ) ) "caulk" ( 0 1 0 -512 ) ( ( 0.125 0 50 ) ( 0 0.125 40 ) ) "caulk" ( 1 0 0 -536 ) ( ( 0.125 0 1 ) ( 0 0.125 0 ) ) "caulk" ( 0 0 -1 -192 ) ( ( 0.125 0 0 ) ( 0 0.125 50 ) ) "caulk" ( 0 -1 0 -512 ) ( ( 0.125 0 14 ) ( 0 0.125 56 ) ) "caulk" ( -1 0 0 528 ) ( ( 0.001953125 0.0025 0 ) ( 0 0.001953125 0 ) ) "texture" }This last line, the 6th value, I changed to from 0 to 0.0025 and it skews the texture vertically but not horizontally. I can't figure out how to get a precise angle like 45' or 22.5' and to keep the proportions and texel-scale of the texture, which is really important. There's a lot of reasons to do this, like to avoid the "sawtooth" artifacts on things like hazard-stripe, etc, or to help avoid tiling on some organic materials, or to make sure all texels are used on a large texture that won't fit completely onto the brush.
  18. OK, let's start from the beginning (this will be a useful intellectual exercise and perhaps create some useful documentation that might help future development. A projected light works by mapping points in 3D space into texture coordinates, which are then used to sample a 2D light falloff texture and a separate 1D gradient texture resulting in a final color for each illuminated pixel. Every point within the light volume should be transformed into a triplet of texture coordinates, where the X and Y coordinates (conventionally called S and T in a shader) run from 0.0 to 1.0, and the Z coordinate runs from 0.5 at the origin to 0.0 at the target plane. The other half of the Z range (from 0.5 to 1.0) is actually behind the light origin but we clamp this to 0 to avoid the light projecting backwards as well as forwards. The projected light is defined by four vectors: The origin in 3D space (the tip of the pyramid). A light_target vector, labelled t in the diagram, which points from the origin to the center of the target plane, and is considered the light's local -Z axis. A light_right vector, labelled r in the diagram, which goes from the center of the target plane to its rightmost edge, and is considered the lights +X axis. A light_up vector, labelled u in the diagram, which goes from the center of the target plane to its uppermost edge, and is considered the light's +Y axis. Based on these vectors, and the expected resulting texture coordinates, we can assume certain properties of our projection matrix P which we need to construct: P · (0, 0, 0) = (0, 0, 0.5) The origin point must have a Z texture coordinate of 0.5, which is the brightest part of the Z falloff texture. For all x and y: P · (x, y, 0) = (0, 0, 0.5) Because of the singularity at the light origin point, any point with Z=0 should have X and Y coordinates reduced to 0. P · t = (0.5, 0.5, 0) The target vector points to the center of the projected backplane, which has texture X/Y coordinates of 0.5 and a Z coordinate of 0 (the darkest point in the Z falloff texture). P · (t + r + u) = (1, 1, 0) The "top right" corner, reached by travelling along the target vector then along both the right and up vector, should be at the (1.0, 1.0) edge of the 2D falloff texture. P · (t - r - u) = (0, 0, 0) Likewise the "bottom right" corner, reached by travelling along the target vector than backwards along the right and up vectors, should be at the (0.0, 0.0) edge of the 2D falloff texture. A reasonable approach to debugging, therefore, will be to print out the transformations of these vector combinations under our projection matrix P, and see how far off they are the expected texture coordinates.
  19. 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.
  20. 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.
×
×
  • Create New...