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  1. 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?
  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. 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?
  4. Hello, I want to discuss DR's texture tool and the way Radiant handles texture mapping in this topic. The texture tool is a window (Ctrl+Alt+T) where you can fine tune how a given texture gets mapped on a brush's face. I have noticed that, oftentimes when selecting multiple sides of a brush, the unwrapped UV islands are placed way too far from each other. Not something you'd care about during regular mapping, but I think this is a problem in theory, which can become a problem in practice when exporting models from DR. This is actually my impetus for starting this thread, as I imported a DR model in Blender only to find its UV map being all over the place. Here is an example of what I consider problematic. You can see that the face I've selected, behind the Surface Inspector, is already in the negative quadrant of the UV coord grid. Yet the surface inspector shows both horiz. and vert. shift to be at 0. Moreover, if I start changing those values with the arrow keys, the shifts will go up to 255 and then wrap back to zero, while the UV map will continue to scroll through the UV grid infinitely, instead of looping back to where it was. Couple this with the arcane way in which the Paste Shader commands work, and you have situations where two brush faces might look aligned in 3D but have their UV maps be thousands of units apart in 2D. Is there an explanation for why this works the way it does? Any way to make it better? Obviously, I'm not asking for DR to magically clamp all UV maps to the 0-1 UV space or unwrap brushes' sides like a modelling app would. It does, however, seem weird why there'd no apparent anchor for mapping faces to the UV space and they keep straying from the origin constantly.
  5. 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!

  6. 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!
  7. So I have two textures that I created for a roulette table I made in DR, but the bloody textures is appearing incorrectly in DR and in-game. The transparents bits are appearingh black, and whites bits transparent. Could someone have a look and see what the hell I have done wrong please? -mega
  8. 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..?
  9. 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

  10. 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.
    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.

  11. 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
  12. 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.

  13. 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?
  14. 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:
  15. https://www.youtube.com/watch?v=rLtVh_1Bwfw
    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. Hey, Every time I've try to use the Full Editor when PM'ing someone, and every single time I get an error. Whoever is in charge of the forum, is it possible that this could be fixed? Thanks Neon
  17. 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.
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