Jump to content
The Dark Mod Forums

Search the Community

Showing results for '/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. 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
  2. If I'm understanding correctly, you're asking for DR to always apply a new texture with a scale derived from the new texture's image size, whereas currently it keeps the scale of the previous texture applied to the same face, which might be a different size? This seems fairly reasonable to me, after all there is no particular reason why a previous texture should be considered an authority on the proper scale. But perhaps mappers sometimes like to carefully align a texture then experiment with several other textures (which might have different resolutions) without losing their alignment settings? Perhaps the previous behaviour should be kept if the Texture Lock button is pressed, whereas the scale can be reset when new textures are applied with Texture Lock disabled?
  3. Let me elaborate on this tactic: 1) Postulate some crazy concepts about historical events until one gains a little traction either by morons or people who find it to be an amusing meme 2) Test the waters in different forums and social media spaces to see how folks react to this 3) If the forum crowd is determined to be largely left-wing and rationale, overamplify how "idiotic" people are for believing XYZ and then slowly begin associating these "idiots" with anyone they consider their social or political adversaries until you get large numbers of forum members to rant about right-wing "Trump-tards" (etc) and foam at the mouth about all their political grievances 4) Pretend to be a right leaning person, act like a jerk, and get your posts censored 5) Go to right leaning forums and show them that this "theory" is being censored and see if you can get them to integrate it into the larger narrative of "true things that the left is censoring". ( Eg, add it to the pile of Qanon nonsense ). 6) Return to the left leaning forums to mock the right leaning folks for doing step 5. Mission accomplished, you've entrenched more poorly educated people into an absurd belief system and you've ignited a bunch of left-wing derision against them. This type of agitated polarization works well whether you are Putin, the Republican Party, Democrats, etc. Divide and conquer. Here's a tip: Nobody needs to grouse around about what "idiotic" things people believe. If you don't like people believing dumb things, then create a blog, youtube video, or podcast explaining the topic in easy ( and friendly ) terms to those you wish to evangelize into the world of being "not idiotic". The language of referring to people as "those idiots who believe" is a cancer that we suffer too much of these days with political propaganda organizations such as "Media Matters for America" (MMFA) who basically write a single set of political jokes about a daily topic and feed them to all the Late Night television hosts so that if you don't hear them say "republican person X did \ said this dumb thing" from one late night personality, you surely will hear it from another one and the version of what is told omits any nuance or rational counterpoint. In some cases, the words are out-right fabricated from out-of-context statements or things that MMFA thinks people will believe. Here's a perfect example: To this day, late night comedians treat the incriminating emails on Hunter Biden's laptop as "fake Russian slander" even though the New York Times has corroborated their authenticity and they are DKIM signed. They use the laptop story as a talking point about how Republican's are "pro Russian idiots" even though nobody of either political party would be happy to have the son of a vice president using his father's position to arrange financial scams and deals with geopolitical enemies ( China ). Because the latter information is largely invisible to over 50% of the US populace, it serves as a perfect place for political divide and conquer. If the entirety of mainstream entertainment and news are gonna bury or distort legitimate news stories about their allies, what are the chances that anyone will vote for a moderate "middle" candidate? The left will see right-leaning voters who discuss the laptop story as Russian traitors and the Right will see the left as "idiots" who get all their news from television comedians and insane "woke" SJW blue hairs. Perfectly divisive. People need to stop looking at the proles on the ground and start thinking about all the groups that are trying to pull the strings. So I state again, this is no place for astro-turfers, propagandists, and non-linear warfare. Nobody here really cares about what dumb things are floating through the brains of a small group of internet denizens. If these "idiots" grow in numbers, calling them idiots "louder" will not "cure" them or shrink their numbers. The only thing you will achieve is more entrenchment and polarization.
  4. DarkRadiant 3.3.0 is ready for download. What's new: Feature: Remove menu options which are not applicable to current game Feature: Grey-out menu entries that are not applicable Feature: FX Declaration Parsing Support Feature: FX Chooser Feature: Renderer now takes "translucent" keyword into account Fixed: Lighting Mode Renderer draws hidden lights Fixed: Loading map results in "Real Hard DarkRadiant Failure" exception Fixed: Crash when trying to set default mouse or keyboard bindings Fixed: Unit Tests intermittently get stuck on Github runner Fixed: xmlutil thread safety problems Fixed: Some materials aren't displayed correctly Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.3.0 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!
  5. 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.
  6. 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.

  7. 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.

  8. Thanks for playing and the kind feedback re: the bugs: the brew tank is a new one - thanks for that. Will add it to the list for any future update. the bow: I think that's a TDM bug. I experienced it as well, but only the early days of developing the mission so I thought it had gone away, but I guess not: https://forums.thedarkmod.com/index.php?/topic/21345-210-crashes-may-be-bow-frontend-acceleration-related/ the keys on the guard: never did get to the bottom of that one as I could never reproduce it.
  9. 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.
  10. Thanks! Hint for the safe code here: https://forums.thedarkmod.com/index.php?/topic/21837-fan-mission-the-lieutenant-2-high-expectations-by-frost_salamander-20230424/&do=findComment&comment=485264 Actually, it's probably time I added these hints to the original post....
  11. That would confirm my observations. I think that removing 1 & 2 might be beneficial as well... 1 – because it would give creators more of the specular texture color range to use. Currently, if I go above ~ RGB 190 intensity, the specular hotspot will look overblown (with no bloom applied)* 2 – because it increases the specular hotspot saturation at grazing angles, making it harder to control. You can compare that by using the dielectric specularity trick, where you invert the color of the diffuse texture to get white specular hotspot. This is how the result looks like: At straight angle in the center, everything looks correct: At grazing angle: I guess that you might want to apply that to cubemap reflections, not specular hotspot. *That said, this is my setup only, it's all relative to light intensity, radius, etc. Edit: would it be possible to toggle the two HDRLite features via cvar? I would be interesting to experiment with this and see how it affects making materials, for both flat surfaces and models.
  12. I can't find or remember the program I used. What you needed to do was take a picture of some texture, and light it from 4 or more sides. So I used n, ne, e, se, s, sw, w, nw, and brought all those images into the program. It then computed the info from each angle and spit out those textures. It was a lot of work for 1 texture, and you have to either be very consistent with your picture taking, or use a tripod.
  13. Still a bit curious, I wonder if the texture is somehow inheriting from another material in one or more of the stages ( all it would take is one of our other core materials defining a mirror or cubemap as a template image with the same name as the target DDS in the affected texture ). @AluminumHaste please post the results for r_showSurfaceInfo 1 to the thread. Thank you!
  14. IMO this is fairly normal phenomenon in non-PBR engines. If you have bright diffuse texture, it will contribute to specularity. You check this with e.g. grey vs. full white diffuse, on the same plane and with the same light. You can counter this by keeping your diffuse texture outputs in certain range, but it will largely depend on how bright your lights are. In general, there is no way to make materials look good under all lighting conditions in a non-PBR engine.
  15. Thomas Porter is back in a TDM FM called... LQD is a medium sized FM, made for the TDM unusual contest 2013, where Thomas Porter sets out to get rid of the Lich Queen once and for all! Will he succeed, or will the evil Lich Queen get her sinister revenge on Thomas? The mission was created by me, Sotha. Betatesters: Bikerdude, nbohr1more and Obsttorte are thanked for their efforts on improving this work. Big thanks to TylerVocal for excellent voice acting. Thanks to freesound audio artists: Amliebsh (39222), Steveygos93 (80401), Jackie4ever (83095) and Klankbeeld (133100). Immense thanks for the developer team and everyone contributing to the mod. Release notes: *This mission has player character narration. There is no way to control the volume of the player lines in TDM 1.08 and they are at 100% volume at all times. For optimal experience, be sure to set SFX and ambient close to 100% volume in the in-game audio settings and fine tune the volume to nice levels from you operating system's mixer. That way the world sounds match the player voice in volume and your gameplay experience is not reduced by very loud player narrative. *This mission involves using objects with other objects. Normally objects are used like this: push R to drop the item into your hands, move the item where you want to place or use it. *This mission has a video briefing, so you have the habit of skipping the TDM logo which is visible before the briefing, do not skip it or you will miss the briefing. Download link: Use the ingame downloader to get it. As always, it is not recommended to read the thread further before you have completed the mission. Someone will fail to use spoiler tags. [spoiler] This will be hidden [/spoiler] Enjoy! Please remember to give comments and vote! -Sotha.
  16. Just posting in case it's useful: I have been looking at a procedural PBR texture program: https://www.materialmaker.org/ (this has a database of premade pbr's that you can load in and alter, if you wish) Screenshot of a premade pbr stoneground in-game: It is multiplatform (Mac, Linux, Win) . exports to normal, height, albedo, etc. (png format), but I don't see a way to make a specular map. With it you can also load in an existing texture and then create the normalmap of it. I did some test with a wooden floor texture, but it's difficult to see what the result should be and if I'm doing it right (maybe wood is not a good test because of it's specific complexity in the wood pattern). I mean it looks pretty good, but the effect of the bumpmap is so subtle, that I have a hard time seeing the difference with when I remove it from the material. Wood texture in-game: Creating the material is pretty easy, nice to know how this works. I use tga files. Is it necessary to create dds from them? Is 1024x1024 still the recommended texture size?
  17. https://www.youtube.com/watch?v=rLtVh_1Bwfw
  18. There is projection texture and falloff texture. For projection texture, mapper can/should set zeroClamp and the problem of going outside frustum by U or V won't happen. For falloff texture, mapper has no control over its clamping, it is just "clamp" right now. I guess the end values of falloff are not zero, because I see excessive lighting on test map due to falloff texture.
  19. The Transaction is a small/medium sized map in which aspiring thief Thomas Porter delivers the cryptic book, 'De Vermis Mysteriis' to a bookstore owner named Victor de Grenefeld. It is the fourth mission in the Thomas Porter series, continuing from where The Glenham Tower ended. The mission was created by me, Sotha and I wish to thank BrokenArts, Melan and Ocn for playtesting and Bikerdude, BrokenArts and Ocn for voiceacting. An enormous thanks goes also to the fine people who created TDM and are still working hard, bringing it ever closer to perfection. Thanks also to the community for helping with my mapping efforts. Extra thanks to freesound.org -contributors who make excellent quality sound effects available for free. Trailer (thanks to ocn!) http://www.youtube.com/watch?v=EBdEsKoqWl4 Briefing: Ah, the town of Glenham. I never really thought I would be happy to see its shabby wooden miner dwellings, but after the nightmares of the Glenham Tower I'm happy to see any kind of civilization. During my return trip from the tower the ghostly mist veil transformed into an intense thunderstorm and heavy rain. My clothes are soaked and I'm dreadfully tired of the harsh tribulations of the past few days. My task for tonight is simple. All I have to do is to get the strange and incomprehensible book I obtained from the tower, 'De Vermis Mysteriis,' to the bookstore owner Victor de Grenefeld. And more importantly collect the hefty sum the bookstore owner promised to pay me. With that kind of sum I can sit back and relax for a while. I'd better stay in good terms with my customer and not steal from him. I have the hunch that de Grenefeld is a well connected man so staying on his good side might be beneficial for me in the future: maybe they'll need a skilled adventurer like me and I could turn legitimate. I could earn my keep and I wouldn't need to constantly hide from the city watch. At any rate, I've got it all planned out for the remainder of the night. I'll visit the bookstore, drop the book to de Grenefeld and collect my fee. After that I'd better hide in the basement of an abandoned building I've spotted near the town north gate and get some well deserved rest. I don't think the city watch would think a cloaked and armed person like me would be on honorable business in a stormy weather like this so it would be wise to avoid all confrontation with the guards. I do not need any misunderstadings with the city watch right now. The undead horrors in the Tower forced me to expend most of my tools and I desperately need more equipment if I intend to continue my budding adventuring career. I should get some extra gold for new gear and maybe a few holy water potions just in case. There is a Builder church nearby where I might be able to find some. I suspect those fanatics might have gold hidden there as well.. It is time to move in the town and get the things done quickly. Somehow I have a bad feeling about all this. It's probably nothing, probably I am just jumpy because of the horrors in the Tower and sleep deprivation. Tomorrow I'll sleep long, relax and eat well. UPDATED LINK: Use the ingame downloader to get it. Bikerdude was added in the author, I forgot him. No other chages. Could The Powers That Be make sure that this version ends up in the ingame downloader? Thanks! Known bugs: One betatester experienced an error ("ERROR: Failed to spawn player as 'atdm:player_thief'"), which drops the player back to main menu upon map load. If you experience this scenario, please turn EAX off in the options menu. That cleared the problem for the tester. Warning! There is ALWAYS someone who fails to use spoiler tags appropriately. I recommend you read this thread further only after playing the mission! Avoid spoilers.
  20. Alright, onto a new question. I was going to make an unique thread for this one as it's a bit more complicated, but I seem to have some stuff figured out and only need help with the last part now. I'm looking into how to define an electrical light that flashes and flickers ambientally. The light source itself is no problem: I can create either a plain light entity or an atdm:static_electric_light_nomodel_lit (this works better for my use case) and with the following properties I can customize it to get precisely the desired result: light_center 0 0 0 light_radius 128 128 128 s_looping 1 s_shader light_flicker_104 texture lights/biground1_squarelamp_snd _color 0 1 0 But now comes the complicated part: I want to create the light surface out of brushes. You can think of them as the filament of the bulb, their purpose to provide a full bright texture synced with the light source. The brushes are converted to an entity (eg: func_static); How to make the faces appear fully bright, have the same color as the light, and flicker or turn off with it? First thing first: What texture do I even give the lit face(s) of the brush so it becomes a light surface? I noticed you can hack by giving your brush a texture from "light/", however the texture browser doesn't normally let you browse there when texturing geometry so it's probably not normal. There isn't a fitting texture there anyway, as all light textures are squares or circles fading toward the edge, what I need is a fully white texture which ideally has some spots like a neon. Once I were to solve that, the second and last question comes: How do I connect this brush entity to the light entity, so that it copies its color as well as the texture intensity while flickering with the light source? Would a simple "bind" do, or perhaps a "def_attach"? It should be noted that ideally, this is a light the player can turn off and the AI should notice it's out... therefore the brush texture also needs to respect that and become black if the light source has been triggered off. One last note: I tried to do everything in one entity, by converting my brushes to a func_static then changing the classname to light. However this seems to break stuff: Even after a dmap the brushes are moved and distorted, light entities clearly don't like being given a model. Thus I'll probably need two entities in the end (the brushes func_static and the light source) with the light source telling the brushes how to colorize their light faces.
  21. I never realised Bill Gates was a member of these forums. Welcome to the community! I hope you enjoy The Dark Mod. Perhaps your Foundation could help pay for the server hosting or fund the development of some new features?
  22. Hello Aosys! I just happened to run past your thread here as I've returned recently to the forums myself. I might be able to help you here with your Substance Painter setup, as I use it exclusively now. You wont get a one to one render preview in Painter, akin to that of the properties you'll see in-game. However you can get pretty close. I do use the non-pbr mode but once you've got the settings and layers optioned correctly, it'll work. Firstly, are you using current versions? This is important as shaders and various versions of Painter have broke in the past (especially since Adobe bought them). I normally bake my Ambient Occlusion into my diffuse texture. Until (or really if ever) we get PBR in game, this shouldn't be changing; however baking the AO really helps if you're wanting dramatic lighting for cheap. If you can, try to multiply the AO over the diffuse texture in Photoshop and then save that to DDS. Personally I don't much like how powerful (and plastic like) specular effects are in TDM, so I usually will just end up with a final diffuse and normal texture. The only time I'd recommend blending the AO via mtr file is if you needed to preserve the UV's for the diffuse but had to multiply that over a tiling texture independently. Otherwise we can just cut down on the file consumption and go without the mask. Also, Greebo just made a file converter to take FBX to LWO. I use MayaLT now, so if you have to pull anything in from FBX; that can now be handled directly. It also handles vertex paints and smoothing options! This was a big requested feature from me and I'm really excited to start using it here myself. Greebo made it to work with his Dark Radiant upgrade project but it's also directly accessible via a batch file! So what this means is we'll be able to just save FBX to a mirrored directory and then run the batch file and it'll convert/copy the new LWO files to your chosen models destination. If you want, I can show you how I've got my Substance Painter setup for TDM too. I could probably best do that via screenshare over Discord, so lemme know if you'd like to do that at some point.
  23. 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!
  24. Cool, I think this should help a lot. First off, there is an alpha channel in my vertex-blend texture, so I'll remake that without it. The "blend diffusemap" was from the DrVertexBlend tutorial, but I'll try using "blend add" instead. I had mistakenly thought the first line of the material file was referencing the vertex-blend image, so I should just be giving the material a name there? OK, I'll fix that too. Thanks!
×
×
  • Create New...