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  1. in DoomRadiant if you stretched a patch mesh (pmesh) but you elected a "normal" projection in the texture settings of the pmesh you would end up with the texture un-stretched, a completely planar projection of the uv's of the stretched pmesh over the texture plane, with DarkRadian though, if you stretch the pmesh you always get a stretched uv's that result in a stretched texture. is there a way to get the planar projection while stretching the pmesh?
  2. Would there be any chance of a sticky in this forum with permalinks to the textures and prefabs that members have shared? I know that Biker and Melan and probably others have shared collections but I wouldn't know how to find them. I know we wouldn't want to weigh down the core mod download by adding everything, but variety and something a bit different is great for mappers who can bundle just the ones they want with their map.
    1. Show previous comments  9 more
    2. demagogue

      demagogue

      (We can leave the thread for journalism corruption, but just on this...) Then the issue in academia is money flowing to the more corruptable fields like science & engineering with the big corporate grants & revolving door with staff. The humanities might not get that, but OTOH they are getting pressured to "justify their existence" financially. I could probably agree it's rife in almost any human field though, as long as there are incentives there will be corruption.

    3. demagogue

      demagogue

      Or then we have the "uncorruptable" critical academics, but then they're basing their work on Derrida or Marx and are so detached from reality they throw their credibility out the window. It's good to be critically detached, not so good to be derailed from reality. My position in law sometimes is something like a critical realism, but it's practically an orphan position. (You want to protect victims *and* think science works??? Wha...?)

    4. Sotha

      Sotha

      Who is uncorruptable anyways? I cannot convince even myself that I would be uncorruptable in every situation. And I perceive myself to be situated in the more-reliable-than-50%-of-the-general-population side in the gaussian distribution curve of corruption. Problematic, yes?

  3. Evening Sotha The hanging ragdol - "model/ai_hanged_female_rogue", has some texture corruption and you can see see the old ponytail when you select a different head. In this case the head is "head_wench" Any change you could fix it as its being used in PD2. thanks mista. b.
  4. For the last 1-2 weeks the forums have been really slow and unresponsive for me, when I type a post half the time it just sits there etc.. is anyone else having the same issues..?
  5. Does anybody else have this problem? In the (European) evenings the forum is unbearable slow. The server is delivering about 8Kbyte/s, sometimes less and usually stops midwhere during loading the page. Sometimes you can't even get the index page, sometimes you can log in, but then only get half of the overview etc. In the mornings everything is snappy.
  6. Very nice work, I really like the way it looks. EDIT: Guess I should have a link in here: http://www.moddb.com/mods/thief-gold-hd-texture-mod/downloads/thief-gold-hd-mod-v092-patch-installer http://www.youtube.com/watch?v=1z7BiZ5BDA8
  7. Evening Can I make a textures request please, I am after the following terrain textures with an Autumn theme. Grass with fallen leaves - browns and greens etc. fallen leaves decal/s - but with a high resolution of 2048*2048 so it will cover a large area without tiling. Said textures will be added to the SVN in addition to my map. many thanks b.
  8. I've upgraded IPB to the latest stable version, and since this was a major upgrade (from 2.3.6) I also had to re-do the forum style. Most of the new stuff is in place, but I bet that the logo will be changed. One of the many new features in version 3 is rating of posts and also a "report spammer" ability which will make it easier to single out spam bots and ban then at sight. Hopefully this will stop some of the spam threads we've seen recently. Make sure to empty your browser cache if you're experiencing any problems. And please report any errors etc in this thread. Cheers, ~m2
  9. http://www.moddb.com/mods/thief-gold-hd-texture-mod This is being released on Monday and I will ask the author if we can use his texture pack in TDM.
  10. Look for my Xendrox's model topic - make wallpaper texture, and even I like result very much.. Looks great like for me :) Want to make carpet and composition become full accomplished

    1. grayman

      grayman

      link to thread?

    2. Xarg

      Xarg

      http://forums.thedarkmod.com/topic/15868-xendroxs-models/page__st__100__p__339457#entry339457

       

      Looks like that's where the material starts, and very nice work XendroX, keep it up!

  11. Evening I'm helping XeX with his furnicher set and I can't seem to get the models toa ppears correctly in DR. WILL.LWO models only use thier original texture path, eg - - models/Xex_models/comode_wood rather than the new path - models/darkmod/props/textures/comode_wood Can someone have a look at the archive where I have tried to create newtextures and a skin for models "comode_002" - skydrive
  12. I can't login to Steam forums. Please visit the Thief release threads and mention TDM Thanks!

    1. Bikerdude

      Bikerdude

      Ive done the honours over on TTlg.

    2. stumpy

      stumpy

      its already been mentioned there last year, and bumped this year, but not by me.

  13. skacky's new Thief 1 mission, Shadow Politics: http://www.ttlg.com/forums/showthread.php?t=139048 Just wonderful!

    1. Show previous comments  6 more
    2. Bikerdude

      Bikerdude

      Just finished playing this morning, this was awesome, in an old skewl way - would love to make a TDM homage to it...

    3. Sir Taffsalot

      Sir Taffsalot

      I'm using the CD with TG, T2 and T3 on it. Darkloader doesn't like it. I can't get TG FMs to work

    4. Sir Taffsalot

      Sir Taffsalot

      I assume it works with a TG only CD

    1. Show previous comments  1 more
    2. Ladro

      Ladro

      It will be really cool if a super talented editor like Gaetane will try TDM.

       

      I really hope this one :-D

      (and also Sterlino another editor that a like a lot)

    3. Melan

      Melan

      I've been waiting for it for a while. :)

    4. demagogue

      demagogue

      Gaetane along with Lady Rowena are my favorite 2 authors.

  14. Awesome. The forums support transparency in avatars. :)

    1. Show previous comments  4 more
    2. Sonosuke

      Sonosuke

      very nice stifu^^

    3. GameDevGoro

      GameDevGoro

      Doomguy is the coolest guy ever.

    4. jaxa

      jaxa

      hah well the feathering isn't the best but i'm sure it will do for now.

  15. In the center of the arches. If there isn't, I'll cover it up with something, I guess.
  16. Afternoon I've created a new material def and skin for the doorframes (see below) my question is why is the wrong texture showing on the skin in DR and in-game, 'rough_wood_grey' is being shown instead of 'rough_wood_grey02_dark' .MTR textures/darkmod/wood/boards/rough_wood_grey02_dark_ns { wood noshadows { blend diffusemap map textures/darkmod/wood/boards/rough_wood_grey02 red 0.66 green 0.6 blue 0.5 } qer_editorimage textures/darkmod/wood/boards/rough_wood_grey02_dark_ed bumpmap textures/darkmod/wood/boards/rough_wood_grey02_local { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white red 0.3 * parm11 green 0.27 * parm11 blue 0.22 * parm11 } { if ( parm11 > 0 ) blend add map textures/darkmod/wood/boards/rough_wood_grey02_dark red 0.3 * parm11 green 0.27 * parm11 blue 0.22 * parm11 } // TDM Ambient Method Related { if (global5 == 1) blend add map textures/darkmod/wood/boards/rough_wood_grey02 scale 1, 1 red global2 green global3 blue global4 } { if (global5 == 2) blend add program ambientEnvironment.vfp vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular vertexParm 2 global2, global3, global4, 1 fragmentMap 0 cubeMap env/gen1 fragmentMap 1 textures/darkmod/wood/boards/rough_wood_grey02_local // Bump fragmentMap 2 textures/darkmod/wood/boards/rough_wood_grey02 // Diffuse fragmentMap 3 _black // Specular } } .SKIN skin doorframe_rough_wood_grey02_dark { model models/darkmod/architecture/doorframes/door_frame_wood_96x48.ase model models/darkmod/architecture/doorframes/door_frame_wood_96x96.ase model models/darkmod/architecture/doorframes/door_frame_wood_104x56.ase model models/darkmod/architecture/doorframes/door_frame_wood_104x112.ase model models/darkmod/architecture/doorframes/door_frame_wood_128x56.ase model models/darkmod/architecture/doorframes/door_frame_wood_128x112.ase model models/darkmod/architecture/doorframes/door_frame_curved_96x48.lwo model models/darkmod/architecture/doorframes/door_frame_curved_96x96.lwo textures/darkmod/wood/boards/rough_wood_grey02_dark_ns }
  17. After various points in the this mapping tut the mapper is able to blend texture from patch to another.. http://youtu.be/WxWGSQkFsys
  18. Last night I had that "Instead of a texture you the sky or water thing due to overlaping brushes." I spent two hours tearing my hair out and altering brushes hoping it would fix things. Take in to account it takes me 15 minutes to dmap and load my current map.

    1. Show previous comments  8 more
    2. Lux

      Lux

      Also disable it or set it to "application preference" in your game.exe profile in your video card 3D settings menu if your default set to ON.

    3. Sir Taffsalot
    4. Lux

      Lux

      Just curious, what's your dmap time now?

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