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  1. I'm playing around with DarkRadiant and can't seem to import a new texture. It doesn't display in the media browser. I'm using Gimp and it's plugins for all the processing. =Texture creation= - create Diffusemap from image at 1024x1024 -- save as 'wall_01.tga' -- save as DDS (Compression DXT1, Mipmaps yes/no?) - create Normalmap from image -- save as 'wall_01_local.tga' (uncompressed) - create editor image -- save as 'wall_01_ed.jpg' =Texture locations= For Diffusemap: /DarkMod/maps/mymod/dds/textures/darkmod/plaster/wall_01.dds --(can I add the original TGA texture here instead? Wiki is not clear) For Normalmap and editor image: /DarkMod/maps/mymod/textures/darkmod/plaster/wall_01_local.tga /DarkMod/maps/mymod/textures/darkmod/plaster/wall_01_ed.jpg Also? /DarkMod/textures/darkmod/plaster/wall_01_local.tga /DarkMod/textures/darkmod/plaster/wall_01_ed.jpg --(wiki mentions this is for 'mapping' but it's not clear if it's required?) =Material File= textures/darkmod/plaster/wall_01 { stone qer_editorimage textures/darkmod/plaster/wall_01_ed diffusemap textures/darkmod/plaster/wall_01 bumpmap textures/darkmod/plaster/wall_01_local } + ambient info and map location (textures/darkmod/plaster/wall_01) Is this the correct process? Am I missing something obvious?
  2. Can someone point me to the thread with this info, as I cant seem to find it. I vaguely remember that this could be done with a shaderparm? and the texture would only moved when triggered..?
  3. Sign out of TDM forums, close browser, re-open later, "Huh...I'm still signed in?"

    1. Show previous comments  1 more
    2. Bikerdude

      Bikerdude

      Its a cookie thats keeping you logged in.

    3. Sotha

      Sotha

      Another visitor! Stay a while; stay forever!

    4. Tarhiel

      Tarhiel

      We´re like a Shalebridge Cradle: what comes in must never leave :)

  4. During beta-testing, I had one tester report a black texture, but everyone else see is properly. The texture has an alpha channel, but that is the only unusual thing about it I can think of. Anyone able to test this, just add the entity movers/doors/atdm:mover_door_industrial01_grate to your map and see how it appears to you. Below is how it looks to me, and how it looks to Xarg:
  5. The Black Parade is coming! http://www.ttlg.com/forums/showthread.php?t=146501 Woo-hoo!

    1. Show previous comments  8 more
    2. demagogue

      demagogue

      I suppose making a campaign as an individual and building for Thief Gold go hand & hand. You need to be pretty obsessed to do either. XD

    3. Epifire

      Epifire

      I'm just very happy to see how much work still goes on with the original Thief games. Good mods = long life after release!

    4. lowenz
    1. SeriousToni

      SeriousToni

      What? The mysterious saviour is back to make our Thief lives happier again after such a long absence? I can't believe it's true! Wow thanks so much!

    2. demagogue

      demagogue

      He's like our own Game of Thones mystery crow that leads us to secret treasures.

    3. SeriousToni

      SeriousToni

      Or to an old tree with lots of zombies around.. xD

  6. Hey All, Does anyone have any coloured plaster and coloured broken plaster textures with material files and bump mapping? I'm working on a new map, in Venice, and it needs a lot of those sorts of textures, and we have so few coloured concrete textures. I need some oranges, yellows and ochres mostly. Preferably aged, and broken, though I can work around it if it's not broken, but I desperately need some to make it look convincing. If you've got some, could you post a link here for me please? Due credit of course. Thanks Neon
  7. I'm wondering if anyone ever checks new posts in the Fan Missions Forums? I've posted 4 questions asking for help for 4 different missions that I can't finish because I"m stuck, and I don't get any help. I posted a question this morning so I don't expect an answer right away for that one. Its frustrating because I would like to finish them. I've read through the posts for each mission and I'm not getting anything from them. If there's someone who could help me I'd really appreciate it. Thanks I guess I'm spoiled from the TTLG forums.
  8. I love the texture changes in 1.08. The original visportal texture was one hell of an eye sore!

    1. Show previous comments  1 more
    2. PranQster
    3. Serpentine

      Serpentine

      My pleasure - Please be on the lookout for other editor textures which look bad. Shout when you find some :)

    4. Sir Taffsalot

      Sir Taffsalot

      Thank you serpentine! I also love the unique ladder textures too. Eg climbable foilage, climbable chains. Its great fun finding all these neat little changes in DR.

  9. Is it just me or does the TDM Forums favicon look whack?

    1. Show previous comments  1 more
    2. SeriousToni

      SeriousToni

      Yes I was annoyed by that, too!

    3. Epifire

      Epifire

      Glad I wasn't the only one noticing that.

    4. Bikerdude

      Bikerdude

      Will drop Taaaki a message.

  10. Hi all, me again Now that I've learned how to take screenies on DM (thanks to Aluminumhaste) I wanted to post one that I took but I got an error saying that the image ext that I used was not allowed in these forums, It was .jpg so I changed it to .png and I got the same error again. They're on Photobucket.
  11. https://www.youtube.com/watch?v=rLtVh_1Bwfw
  12. Hey there, I've been making a map for a few months now, and am finishing up with polish before I can pass it off for critique. One thing I want to fix is making it so that an instance of the model the_hammer_small1.lwo can highlight when frobbed, as the goal of my map is to steal this particular item. I understand that this particular model wasn't intended as a loot item (as I had to make it an atdm:loot_broach entity), but I figured getting a highlight wouldn't be too much work. Several hours later, I'm ready to pull my hair out. I've managed to make a .mtr file: sk/the_hammer_small_highlight { metal diffusemap models/darkmod/props/textures/thehammer_small_bronze_d_ed { if ( parm11 > 0 ) blend add map models/darkmod/props/textures/thehammer_small_bronze_d_ed rgb 0.15 * parm11 } } As well as a .skin file, which is showing up in DarkRadiant: skin small_hammer_highlight { model models/darkmod/decorative/statues/the_hammer_small1.lwo sk/the_hammer_small_highlight models/darkmod/props/textures/thehammer_small_bronze_d_ed } However, the texture used in editor and the game isn't the bronze texture that I've specified, which makes me believe there's an issue with the .mtr file, either in its being read, or its syntax. Would someone be able to explain to me how to get this working? Much appreciated!
  13. Got the following pack from Cbeam thats been sitting on my hard-drive for a long while now, In a nutshell I would like someone to help me create this pack or better still take over from me (as I have numerous other projects to be getting on with) https://www.youtube.com/watch?v=uco5WHa0aTQ The list of tasks that need to be done and I will update this as we go are - Create correct folder structure as per TDM norms. Create good hi-res normals. Create DX1/3 .DDS files. Create material defs.
  14. Hey guys, So in the course of building my most recent map I've run into several situations where I wanted to place a trim texture on a rotated brush. Something like this: The best way to apply a trim texture to a standard brush is just to use the fit tool on the surface inspector to align the texture. However, if you try to fit a texture onto a rotated brush, you get something like this: The standard solution to this would be to rotate the texture until you (hopefully) got something that looked decent. That method is both time consuming and prone to failure. Aligning a trim texture on two rotated brushes this way is also out of the question. So here's an alternative: use patches on the rotated surfaces. In my example, I apply caulk to the rotated face: Then select the surface, and create a decal patch for it. Unlike rotated brushes, patches can be properly aligned using the fit tool. So, just apply your texture to the patch and fit/flip accordingly (in this case I fit it 1x2): You might want to filter caulk while doing this step so that you can see the patch more easily. Note that because the brush surface is textured with caulk, only the patch will be visible in game. Note also that occasionally when you fit a texture onto a patch it may end up looking very squished. If so, usually rotating the texture by ninety-degrees will solve the issue (I think this happens when DR gets the x and y degrees on the texture confused). And there you have it. Perfectly aligned textures on rotated brushes. You can use this method to align two rotated brushes side by side quite easily as well:
    1. nbohr1more

      nbohr1more

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

    2. Bikerdude

      Bikerdude

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

  15. I have a material with a scrolling texture. I have a particle effect. At present the texture scrolls across all the particles in unison but I need to offset the texture randomly on a per particle basis. I thought shaderparms would be the solution here but it appears they are only applicable on a per entity basis. I tried looking through the source code to be sure but I don't see anything specific to particles that would help. This experiment also happens to use a vertex/fragment program. I bring this up because if shaderparms are not an option perhaps there is some vertex or fragment properties I can use to derive a static value unique to each particle?
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