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  1. 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
  2. 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.
  3. 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!
  4. 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 :)

  5. I assume thus must have been discussed before, what was the outcome? Is it as simple as saving in a better or other file format, that wont have any adverse effects? The DDS folder uncompressed sits at 1GB and the Textures folder is at 1.9GB and the models folder Im guessing at around 500mb.
  6. So how do you fade one texture into another? Say grass into dirt, like on the edge of a dirt track. On my map, I have a driveway for carts etc, and it needs some cart tracks (patches) and grass humps (patches) and textures blending the two together. Is there a way to do this that is also clipped? Thx Neon
  7. 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

  8. 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?
  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. Hi, i supose that the collision texture work like a invisible wall. My question is if this especial texture have some property to do damage whe on contact with it. Thanks JG
  12. Can someone remind me if we have a ewiki entry on how to do this..? I am looking to make a bklue version of our glass texture. - textures/darkmod/glass/clear ta.
  13. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
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